You can actually fix the seams in the individual tiles by decreasing the pixels per unit on the images by like 0.01 so that the tiles are slightly bigger. This will probably remove the seams. By doing this you don’t need to use the pp camera and you can zoom in easier
I think this game has so much potential. But here are some tips I recommend. 1. Add a lot less of a screen shake when firing a weapon. 2. The weapons are very boring. I suggest you make them very unique and cool. 3. The bosses are okay... the bosses are important in games like this one. It is key to make the bosses interesting and super cool. For example terreria. I know its very hard to make bosses like terreria but i belive in you. 4. Make some sort of story for the game. And add key quests and side quests. And make them very unique quests not boring ones like (kill 3 crabs). 5. If your going for the skill tree route please don't make it random. Make each character have a master in some sort of weapon. So that the skill tree can expand it. 6. I think you should add artifacts. These will drop after completing a main boss. For example if you kill a main boss like Kronos a character from the movie Percy Jackson, Upon defeating Kronos he would drop his skull and you could use it like a flamethrower and it can push you back. (don't use this exact idea). 7. Make the enemies attacks make sense. Dont make crabs just shoot random balls of red balls. It should make sense. for example: the crab picks up sand with a simple animation and than it throws it side ways like a long but low damage attack. 8. Make the enemies and characters unforgettable. Make them so cool and remeberable like if someone said the name Link everyone would know who it is. Make them so cool even the enemies so cool that it sticks with everyone. 9. Make the consumables have little pictures and even make the consumables rememberable. Make them unique and make it look so cool when someone finds it they just respect the look of it as well as what it does. 10. The floating weapons are pretty cool and unique but make them look super cool and simple but not to simple. As well as maybe a animation for holstering your weapon. Thats my advice to your game. I hope you can read this and maybe take some of it in. If not its understandable. thanks! Brody
Oh wow, so much work has been done. This is exciting. But wait.... you haven't done any play testing to this point with other people? Kinda shocked. But i hope it goes well
Hey again Levin remember me? Anyway great video I have a suggestion you should make critical hits for player lile 25% to crit or special types for enemies like shines inside of Pokémon but they just do like 10% more damage
This is it: lospec.com/palette-list/juice56 Although I do add some in-between colors sometimes, usually when I lighten a color, I decrease the saturation, and when I darken, I increase the saturation, it helps it to fit with the rest of the colors better.
You need to tone down the screenshake when the player attacks, you want some just not this much. You can definitely have a lot of screenshake when the player takes damage though.
I agree and will tone it down for attacks, however, I think heavy screenshake when the player gets hurt is a bad idea because it makes it harder to see in an already bad situation. I have a chromatic aberration effect instead which communicates the damage without being as distracting
Great work! I will test it, I code usign unity visual scripting and I tried to implement feel with it, I wansn't unable so I needed to use C#, even so it wa so simple to implement and add different effects.
Honestly, I don't like dash moves. They feel like a "get out of jail free card" for failing to position yourself properly. They started becoming popular in games around 2014 or 2015, and Overwatch has them, which caused near universal adoption. It really doesn't suit most games it's in, and certainly not most characters who have it. I think if you wanna have it in your game, you should make its implementation creative, rather than generic.
I haven't tried the demo yet but maybe to prevent something like that from happening perhaps there could be a limit to how much you dash? Could always add a stamina bar or maybe there's a delay between each dodge so that way it's not spammable. Dunno, just thinking out loud is all.
What do you prefer for making top-down 2D motion feel more juicy and dynamic? Personally, I really do like having a dash/roll move even without damage avoidance, just because it feels fun and helps motion feel less samey to me. But I'm curious what else has that effect for people.
Ok, I’ll bite, what exactly is wrong with ALL the art? I understand that some of it needs work, but I actually quite like how the characters and enemies turned out and don’t plan on changing them too much. And the environment isn’t terrible imo, just kind of bland
Which parts in particular do you think are the most confusing? I’m working on the UI right now so it would be very helpful to get some feedback as I know it’s one of my weak points
You can actually fix the seams in the individual tiles by decreasing the pixels per unit on the images by like 0.01 so that the tiles are slightly bigger. This will probably remove the seams. By doing this you don’t need to use the pp camera and you can zoom in easier
@dejungelinafrika it worked for me lol
Looks cool ! I also bought the Feel asset pack, I look forward to using it in my projects !
Awesome- I can't wait to try it out. Also, after seeing this, I think I'll go ahead and get feel especially as it's in the sale!
It’s an amazing game but I do have some feedback:
Can you make the health bars and inventory more cool and pixelated. Some sort of design.
I’m really digging the visuals so far, especially the new character design!
I think this game has so much potential. But here are some tips I recommend.
1. Add a lot less of a screen shake when firing a weapon.
2. The weapons are very boring. I suggest you make them very unique and cool.
3. The bosses are okay... the bosses are important in games like this one. It is key to make the bosses interesting and super cool. For example terreria. I know its very hard to make bosses like terreria but i belive in you.
4. Make some sort of story for the game. And add key quests and side quests. And make them very unique quests not boring ones like (kill 3 crabs).
5. If your going for the skill tree route please don't make it random. Make each character have a master in some sort of weapon. So that the skill tree can expand it.
6. I think you should add artifacts. These will drop after completing a main boss. For example if you kill a main boss like Kronos a character from the movie Percy Jackson, Upon defeating Kronos he would drop his skull and you could use it like a flamethrower and it can push you back. (don't use this exact idea).
7. Make the enemies attacks make sense. Dont make crabs just shoot random balls of red balls. It should make sense. for example: the crab picks up sand with a simple animation and than it throws it side ways like a long but low damage attack.
8. Make the enemies and characters unforgettable. Make them so cool and remeberable like if someone said the name Link everyone would know who it is. Make them so cool even the enemies so cool that it sticks with everyone.
9. Make the consumables have little pictures and even make the consumables rememberable. Make them unique and make it look so cool when someone finds it they just respect the look of it as well as what it does.
10. The floating weapons are pretty cool and unique but make them look super cool and simple but not to simple. As well as maybe a animation for holstering your weapon.
Thats my advice to your game. I hope you can read this and maybe take some of it in. If not its understandable. thanks!
Brody
To fix seams while using pixel perfect camera, create a Sprite Atlas then add your tile-set to it.
0:44 omggggg meeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Great improvements to the game!
Ava looks so good!
I want to learn unity so which other programming languages should i learn before starting unity ?
Oh wow, so much work has been done. This is exciting. But wait.... you haven't done any play testing to this point with other people? Kinda shocked. But i hope it goes well
Hey again Levin remember me? Anyway great video I have a suggestion you should make critical hits for player lile 25% to crit or special types for enemies like shines inside of Pokémon but they just do like 10% more damage
Great video by the way keep it up
Hey! It is really good but there is only one problem. I dont see no tiger. I love tigers. Can you add one as an eater egg pls
Very nice! If you don't mind me asking, What color palette are you using?
I’m not at my computer rn, but when I get back I’ll let you know!
@@ButWhyLevin Thank you!
This is it: lospec.com/palette-list/juice56
Although I do add some in-between colors sometimes, usually when I lighten a color, I decrease the saturation, and when I darken, I increase the saturation, it helps it to fit with the rest of the colors better.
@@ButWhyLevin Thanks for the response! I appreciate it a lot! Loved your video! 😄
You need to tone down the screenshake when the player attacks, you want some just not this much. You can definitely have a lot of screenshake when the player takes damage though.
I agree and will tone it down for attacks, however, I think heavy screenshake when the player gets hurt is a bad idea because it makes it harder to see in an already bad situation. I have a chromatic aberration effect instead which communicates the damage without being as distracting
@@ButWhyLevin true, I was thinking about Hollow Knight where they slow things down with a lot of screen shake but you're right it needs both elements
can i get inspiration from weapon levitation for my game
the ESC key sends me back to the start of the game but I just keep accidently hittin' it to leave the menu.
Yeah, that’s placeholder for the demo, I haven’t got a proper pause menu system in place yet
Dang finally a demo I’m going to play it right now
Great work! I will test it, I code usign unity visual scripting and I tried to implement feel with it, I wansn't unable so I needed to use C#, even so it wa so simple to implement and add different effects.
Honestly, I don't like dash moves. They feel like a "get out of jail free card" for failing to position yourself properly. They started becoming popular in games around 2014 or 2015, and Overwatch has them, which caused near universal adoption. It really doesn't suit most games it's in, and certainly not most characters who have it. I think if you wanna have it in your game, you should make its implementation creative, rather than generic.
I haven't tried the demo yet but maybe to prevent something like that from happening perhaps there could be a limit to how much you dash? Could always add a stamina bar or maybe there's a delay between each dodge so that way it's not spammable. Dunno, just thinking out loud is all.
Yup, I see almost every indie dev add dash to their 2d platformer/rpg and it's just so generic or sometimes unfitting.
What do you prefer for making top-down 2D motion feel more juicy and dynamic?
Personally, I really do like having a dash/roll move even without damage avoidance, just because it feels fun and helps motion feel less samey to me. But I'm curious what else has that effect for people.
wassup cool combat system and yes i can look for bugs
Change all art before releasing it ^^ . big bug there is camera shake on every action it loose purpose.
Ok, I’ll bite, what exactly is wrong with ALL the art? I understand that some of it needs work, but I actually quite like how the characters and enemies turned out and don’t plan on changing them too much. And the environment isn’t terrible imo, just kind of bland
Project Seaborn is one of the best names I’ve heard👍
is there a chromebook download?
Not at the moment, does Chromebook work with Linux executables?
hold on
@@ButWhyLevin
but how do i do that?@@ButWhyLevin
1 word. Cool.
Something tells me you've been playing Persona 5 recently, lol
Fire video
Yo nice vid
Sorry Mr monke
@@ButWhyLevin you will face the concequencezps…
Squirrel 🐿️ !!
I don't think we wanted the weapons to "float" instead of "fly", we wanted the characters to hold the weapons...
I know you didn't want that, but I did
@@ButWhyLevin 😭
ok
Yooo
Not gonna lie, the UI makes me feel so confused whenever I look at it.
Which parts in particular do you think are the most confusing? I’m working on the UI right now so it would be very helpful to get some feedback as I know it’s one of my weak points
bruuuuhhhhhhhhhhhhhhh
*PromoSM* 😑