@@mixandjam but I couldn't understand why you wouldn't adjust the model colliders and meshes 2:05 instead of creating a system like what you did .I haven't played the game, but wouldn't be easier if I do that?
The level of polish in the projects you jump into and the editing is so high in your videos, it brings more than regular information you would get from a tutorial. It brings inspiration for developers! Been thinking about it since the last few videos, but it feels like this kind of endeavour diserves support!
Dang, thanks man. This gives me some ideas as I've been stuck for weeks trying to get something similar with wall riding indefinitely on a wall. Specifically, trying to recreate Lucio's wall riding where it stays on the mesh regardless of mesh wall direction. I appreciate your hard work and keep it up!
every video i watch I'm left wondering afterwards: me: "what will his next project be? next project comes out me: "yeah that makes perfect sense he covered that, its an awesome mechanic!" btw: you've done lots of gameplay mechanics, why not try to re-create a boss (or mini-boss)fight?
Hello. I am wondering if you are able to recreate the ball-throwing mechanism that is used in Pokémon GO. Thanks. Nice video, by the way. Really detailed commentary and awesome quality overall :).
I am not a big fan of this feature, but just checking all the work you did to simpply re-create it made me just a bigger fan of you! Well well done mate. As usual, I'd love to see and Arkham CS, but I am starting to guess that it involved too much animation. So keep doing your stuff! I would suggest something else then. How about recreating the mechanics in Johnny Trigger (mobile game) or some other mobile game interesting mechanic? Thanks in advance mate. P.S I am an italian, but as I usually say to my best brazillian friend I met in england: We brazillians are the best :D
Wouldn't just reducing the character's width to zero, and just having a script to do that and use a different set of animations for that phase and also make sure that contact with wall is maintained? And as for the vertice movements, am pretty sure sticking to wall would still work, isnt this approach also possible?
This question was answered again in the post related to this video, go to community and look for the comment again, youll find your answer. For those wondering😉
I saw the answers on the UA-cam story. An extra reason: without using decals, one of the things you couldn't do would be to bend the character on corners, which is quite a cool part of this effect.
These videos are always absolutely incredible, but can I say how gorgeous your thumbnails are? They're consistently of excellent quality. Just had to shout that out.
Bruh. If I were you, I would just build mesh faces on a wall path, where I have manually placed checkpoints. It wouldn't work well with non-planar walls, but you don't explore those in your video anyway.
I'm new to Unity. I'm trying to put the project you uploaded into the project and run it, but too many errors occur. Are there any projects without errors?
Good job, I have had similar mechanics for you previously game jam , truns out that I I want to create something similar to Mario oddessey , all thought I end up with a portal clone where I shot a portal on the wall ,I've not used hd pipeline, instead I used a custom script for decal that check if it hits an object with wall tag, I still work on it , it would be great if your next video is about portal Many devs tried to replicate the game mechanics and there's many resources but none are smooth enough, all thought previously I watched some of the original development guides by the developer them selves resolving some of the game secrets like physics and rendering technics.
To sell the transition even better and make the wall movement more engaging, i would set the camera diagonally to the wall in both X and Y, giving the player the feel that it's still a 3D game.
Andre I luv ur content but u should expand and use dreams on ps4. Its a game engine but u can also make characters, sculptures, art and music. Other people can play ur creations too.
I loved this addition to the Zelda Fanchise! This mechanic was so much fun! Amazing job recreating it and explaining your process. Very inspiring! Thank you!
Doesn't look like it. The point where the projection rotates (transitions) is created automatically, based on set distances along the two walls, as seen around 4:00. The green lines are where the projector stops moving, and starts rotating around the yellow/lime colored dots.
Ayeee my man is back, this is such an awesome mechanic!
you know you are awesome as well
new video when? or u cant do that
DANI?!
Drink Milk
take a break. (or u can't do that)
Wow, that was more complicated than i thought it would be
I know right? Thankfully I managed after a lot of thinking and amazing support from Freya!!
@@mixandjam She's great
@@mixandjam Super cool of you to give her the credit she deserves :)
well game development isn't always hard nor easy, it just needs motivation and time
@@mixandjam but I couldn't understand why you wouldn't adjust the model colliders and meshes 2:05 instead of creating a system like what you did .I haven't played the game, but wouldn't be easier if I do that?
What an epic mechanic! Very similar to Super Mario Odyssey 8-bit mode, love it! Great approach.
wOAH, I had no idea it would be this complex. Well done
The level of polish in the projects you jump into and the editing is so high in your videos, it brings more than regular information you would get from a tutorial. It brings inspiration for developers!
Been thinking about it since the last few videos, but it feels like this kind of endeavour diserves support!
6:00 normal map upside down? Shadows are on top of the bricks instead of the bottom. This is an awesome video otherwise, nice work!
yeah the other bricks as well. Either the entire normal map is inverted or just the green channel.
the mortar i sticking out :p
jammo's painting sprite it's so f-ing beautiful and cute
when you click on a mix and jam video and click like before the intro even ends because you know right away it's going to be some quality content :)
Dang, thanks man. This gives me some ideas as I've been stuck for weeks trying to get something similar with wall riding indefinitely on a wall. Specifically, trying to recreate Lucio's wall riding where it stays on the mesh regardless of mesh wall direction. I appreciate your hard work and keep it up!
Me: Oh, so its like that huh. I understand now
every video i watch I'm left wondering afterwards:
me: "what will his next project be?
next project comes out
me: "yeah that makes perfect sense he covered that, its an awesome mechanic!"
btw: you've done lots of gameplay mechanics, why not try to re-create a boss (or mini-boss)fight?
closing in on 100k subs :0
Would you try to recreate the portalgun mechanism from 'Portal'
2D Jammo is adorable
Cool vide^^ super cool. Can you do the portal Gun from portal?
Closest Corner to the Character Controller is my new favorite alliteration now ;)
Maybe you could Recreate the portals from portal? I dont know if its hard but it would be amazing!
Yes, I would really like this, haven't been abe to figure that mechanic out by myself
Hello. I am wondering if you are able to recreate the ball-throwing mechanism that is used in Pokémon GO. Thanks.
Nice video, by the way. Really detailed commentary and awesome quality overall :).
He did with Let's Go, yes. But not with the mobile game Pokémon GO.
Amazing work!! Love to see your videos. This one was pretty complicated, huh!? ❤🎮💡
This video shows perfectly why I will never make a game with a non standard mechanic. Sad. :C
WOW, after all this time you upload a video, the video is awesome, keep it up!!! 😅
Can you recreate something from sonic.
Loved it man!! Specially the transition, it was sickk!
Finally, dude... I've been waiting for your talent to get inspiration.
Very impressive! I love ALBW to death, and would honestly love to know how they managed it on the 3DS.
I am not a big fan of this feature, but just checking all the work you did to simpply re-create it made me just a bigger fan of you! Well well done mate. As usual, I'd love to see and Arkham CS, but I am starting to guess that it involved too much animation. So keep doing your stuff! I would suggest something else then. How about recreating the mechanics in Johnny Trigger (mobile game) or some other mobile game interesting mechanic? Thanks in advance mate.
P.S I am an italian, but as I usually say to my best brazillian friend I met in england: We brazillians are the best :D
and i thought me using brackeys velocity formula was big brained
I hope you make a game that mixes all the game mechanics you've recreated into one big game
you've got a new subscriber .keep it up .make a series from beginner to advance throw making games
Wouldn't just reducing the character's width to zero, and just having a script to do that and use a different set of animations for that phase and also make sure that contact with wall is maintained? And as for the vertice movements, am pretty sure sticking to wall would still work, isnt this approach also possible?
This question was answered again in the post related to this video, go to community and look for the comment again, youll find your answer. For those wondering😉
I saw the answers on the UA-cam story.
An extra reason: without using decals, one of the things you couldn't do would be to bend the character on corners, which is quite a cool part of this effect.
Reducing width to zero will cause Z-buffer conflicts.
@@blinded6502 ok, i didnt mean absolute zero, I meant low enough to look 2D but yes I guess conflicts would still occur
@@bongobliss5795 IDK about Unity, but usually the further you are from thinly spaced mesh, the higher threshold for Z-conflicts is.
I will never understand how you only have 145k subs. This is absolutely amazing!
Amazing work, nice job
These videos are always absolutely incredible, but can I say how gorgeous your thumbnails are? They're consistently of excellent quality. Just had to shout that out.
I follow Freya's shader, math, and tool series, absolute legend!
maybe do upgraded celeste engine with the analog feather flying thing
I missed your videos man.....hey could u make a video about stleath kills ..like farcry and uncharted and horizon zero dawn...if u know what I mean
Wow, that definitely wasn't what I was looking for when I spotted your video, that's super nice, take this like and sub
If more games had this "Wall Merge" power. Heck, I'd even go for a Minecraft mod. Awesome reproduction. :)
OMG where has this channel been hiding?.. Over 2 years in unity and tutorials and I only heard about this from a subscriber on another channel..
Bruh. If I were you, I would just build mesh faces on a wall path, where I have manually placed checkpoints. It wouldn't work well with non-planar walls, but you don't explore those in your video anyway.
Unity should official support this channel with money, this stuff is super practical and useful. Nothing abstract.
I'm new to Unity. I'm trying to put the project you uploaded into the project and run it, but too many errors occur.
Are there any projects without errors?
Looks like a *wall* bunch of fun !
I wouldn't expected that much of work for this mechanic... :O
This tutorial is great , but very fast . Sorry i can't understand a lot of steps how to make it .... Not helpful.
Good job, I have had similar mechanics for you previously game jam , truns out that I I want to create something similar to Mario oddessey , all thought I end up with a portal clone where I shot a portal on the wall ,I've not used hd pipeline, instead I used a custom script for decal that check if it hits an object with wall tag,
I still work on it , it would be great if your next video is about portal Many devs tried to replicate the game mechanics and there's many resources but none are smooth enough, all thought previously I watched some of the original development guides by the developer them selves resolving some of the game secrets like physics and rendering technics.
imagine this combined with the flowmotion combat, you could make a really cool game.
How complex would it be to make it interact with colliders & triggers?
this is why I subscribed to this. Guess I should get back to making my truck demolish crates so I can be like this
To sell the transition even better and make the wall movement more engaging, i would set the camera diagonally to the wall in both X and Y, giving the player the feel that it's still a 3D game.
I don't even know how to code basix program. But I love this series.
Andre I luv ur content but u should expand and use dreams on ps4. Its a game engine but u can also make characters, sculptures, art and music. Other people can play ur creations too.
Brilliant work and expertly explained! Love how turned out.
Dude you are NUTS and I mean that in a good way..💪✌️👍👍👍
If anything, this shows one thing.
game dev is all about how you find solutions to problems, rather than tools you have.
With Animal Crossing so close, you should try to recreate the cylinder maps!
Can you try to recreate splatoons ink mechanic and squid swimming? I think it would be interesting to see that
Heyy ... What about the splatoon me mechanic where u can Paint walls and then climb ?
The Femto clone from Daemon X Machina. That would be dope.
great solution from Freya but I wonder how she would implement any up and down movement
I would love to see you recreating a game mechanic from the last of us. Maybe the fighting system or the sound mechanics. C:
This is wild considering I struggled for a long time to just get a Projector to put a circle on the ground correctly.
Amazing content! I love your work❤️
Does he work with Unreal? I want to use him in my project too.
That was really cool! Nice job!
Really cool but not sure this is a practical method for a whole game or flexible
Fantastic, the mechanic is fully functional, the effects and the stylized paint turned it fabolous! Amazing!
I understand close to nothing but enjoy the videos so much! Great work!
bro there is no way you don't have an indie project in the work or already launched fr 😆
Wallrun like price of persia? Or parkour like Assassin's creed?
I aspire to be as good as you with programming holy moly man this sh*t is nuts!!!
This is my favorite Zelda game and this mechanic is genius
I loved this addition to the Zelda Fanchise! This mechanic was so much fun!
Amazing job recreating it and explaining your process.
Very inspiring! Thank you!
Big fan of yours dude😅😅😅
I didn't get notified for it but nothin can keep me from cool stuff like this
Amazin work. The tweaks in the end helped it to be even more amazing.
You guys are incredible and geniuses!
Seriously love seeing the videos. Hoping for more videos
u should use all the retreatment's into a game for jammo
Just make a game with a massive mashup of all these mechanics.
Can you recreate taiko no tatsujin?
The Doom 2016 BFG would be fun
hey can you do this in unreal engine 4
Great video!
Quick Question:
On 3:26 are you writing the script on what language? Is it python or C++?
Thanks and hope to hear soon from you
It's C#!
Amazing work, but there's still one issue. What happens if the wall moves? That's very essential to the mechanic.
You could place the corner points as child gameObjects of the mesh itself, so they move with the wall 😊
You nailed the mechanic! Good work
Can you try to remake my friend Pedro mechanics in unity?
Is it possible to use the Jammo model in Unreal?
Wow this is awesome! Can I use jammo in a small game I am making?
I have an idea. Try to recreate the gta weapon wheel pls
next one : dragon blade genji ulitmate
É brasileiro cara? o faz um curso ajuda nois
Crazy good, you should do the portal gun.
Nice man such an informative Video
A Link Between Worlds is one of my favorite Zelda games, mostly due to the wall merge! I never realized it was such a complicated process :0
Would you have to place an object at every wall intersection manually for the transitions between walls to look smooth?
Doesn't look like it. The point where the projection rotates (transitions) is created automatically, based on set distances along the two walls, as seen around 4:00. The green lines are where the projector stops moving, and starts rotating around the yellow/lime colored dots.
I wish i be at your skill level oneday
dude Freya is crazy with game math
this just makes me feel like a shitty game dev
That was amazing thank you.