It's my first time seeing your videos, your style is so cool!! (almost like a mix of blackthornprod and thomas brush) I love the lush parallax backgrounds and forgrounds. That's a cool way to do parallax, works great with high res art!
I have to say that the game looks beautiful. I’m certain it will be very popular. Also, this clip is a treasure trove of knowledge for with I thank you!
Starting to think this has a kinda style of TMNT for the NES, as per what you were describing in the first part of ya vid, in terms of unreachable platforms. Great episode though. Very stylish and pretty game!
Hi, the content of your channel is awesome, I am starting to learn game development and art and watching a lot of videos about this subject, and would like to say that your content is the best I have seen so far. Wish to be in touch with you. Take care.
one of the best game devlog in youtube history , but its really sad to see low views amount in high quality games and videos like this , and other game devs that making just another typical pixel art game with 0 polish and knowledge gets many views , i hope you channel will grow fast and a succesful release
Thanks man! The whole youtube algorithm thingy is such a mystery to me, since i saw channels with like 10-20 devlogs but with 200 views on average, and then there are some that have like 5000 - 10.000 views on the first video. I would really like to know what are they doing exactly to get 10.000 views on the first video on the channel, but hey lets hope i figure it out a little more in the future :)
Love your content my man, this stuff is amazing! I'd like to ask, how to you go about blocking out your prototype levels (just the black squares) - do you manually resize square sprites for each of those? It doesn't look like you are using tilesets, and I'm trying to figure out a speedy way to prototype some 2D levels without tilesets and without spriteshape. Your channel is going to blow up with content like this. Keep it up! The whole community thanks you.
I have to ask, how do you handle the camera logic? Do you use Cinemachine? I've been trying to find a solution to a good metroidvania/platformer style camera that does NOT follow the player vertically when he jumps (but still needs to follow when climbing a more vertical level, or when the player is falling. I've tried playing with the deadzone settings but I haven't had much sucess yet. Cheers man!
I am actually handling the camera with my own script, however I will probably switch to cinemachine in the future. The logic that i use is quite simple, the camera is following the player but the movement is smoothed. There is also a variable that offsets the camera on y axis that i can use to show more or less stuff on the screen. Finally the room itself has boundries that i placed by hand that clamp the camera so it doesnt go out of the desired level.
You should make a tutorial on teachable platform like blackthronprod did. Lots of good knowledge. Have you though about making 2.5D game? Like using 3D characters with everything else 2D?
Heyo, nice video :D I'm so hyped about Mendacium But hey, can you recommend a course or something for how you do your tileset? I only found pixel art tutorials, never hand draw tutorials. It's kinda sad to need to do that try-again practice, doing the same thing over and over :l
Thanks, im glad you like it. Sadly i cannot recommend any courses since im not using them myself. All of the methods and hacks im using i figured out myself with trial and error, or by watching some random youtube video. I will be releasing more and more videos about by art in the future so hopefully i will come to tilesets at one point. But shortly, if by tileset you consider the squary rocks that im using for the main level edge, that is done by drawing a tilable texture, then overlaying that over different sized squares and then polishing it to make it not look like garbage :)
@@TheCaecus1 I see... Yeah, I'm kinda trying to create my own workflow using some of Krita features I found because I always found it really boring and difficult to draw these. I was abusing too much of Unity's Sprite Shape and I heard that they aren't that optimal, sadly. The real problem I'm facing is the floating platformers, it's difficult to predict how they'll look. Do you have some patterns for them and only use these patterns or they are modular as well? Anyway, thanks for the answer, I'm looking forward to other tutorials, all of your devlogs helped me a lot, thanks a lot :D
The canvas sizes im using are 2048x2048 and 4096x4096, but keep in mind that there are multiple assets on one canvas. For the backgrounds in particular i actually have no preferred size and im just going with something random that can fit into one of these 2 above mentioned canvas sizes.
Awesome, it looks like ori, but please remove this dirt just flying above the ground it looks awful, so i really belive if you fix some of these problems your game will be as beautiful as ori
Hello, I tried your scipt but for some reason it didn't work so i fixed it and there it is for those who are interested: using System.Collections; using System.Collections.Generic; using UnityEngine; [ExecuteInEditMode] public class ResortSprite : MonoBehaviour { SpriteRenderer spriteRenderer; // Start is called before the first frame update void Start() { spriteRenderer = GetComponent(); } // Update is called once per frame void Update() { if (spriteRenderer) spriteRenderer.sortingOrder = (int)(-10 * transform.position.z); else spriteRenderer.sortingOrder = (int)(-10 * transform.position.z); } }
you are sick the art is amazing and the depth u have in the enviroment is outstanding,
That jump distance measuring thingy is absolute genius, lol.....
It's my first time seeing your videos, your style is so cool!! (almost like a mix of blackthornprod and thomas brush) I love the lush parallax backgrounds and forgrounds. That's a cool way to do parallax, works great with high res art!
Thanks man, glad you like it :)
Love your tutorials. Keep up the good work 😁
Thanks, will do!
@@TheCaecus1 beautifull :)
I have to say that the game looks beautiful. I’m certain it will be very popular.
Also, this clip is a treasure trove of knowledge for with I thank you!
Really informative and detailed video! Thanks a lot!❤️
Your graphics look really really nice, and I found many of these techniques insightful and applicable even though I'm building a truly full 2d game.
You are the best! thanks for sharing all this knowledge! you are inspiring an indie game dev struggling with his metroidvania here
Those village and stone circles look amazing!
This game looks really awesome!
The scenes are beautiful.
This dude i so good , can't resist .
Subscribed
This one of the best developed indie games out there, keep it up!
Thanks man, im really glad you like it :)
LOve your video so much! Beautiful and interesting. Please make more!
information and entertaining with a sense of humor .nicee
Very informative ! Thank you :)
The game looks beautiful, please keep on posting !
I love this dude, and this game...
your videos are so good, please make a video showing more how your parallax works
Great advice! Would love to see how to create the randomly spawning air particle effects in the foreground. Looks really cool!
Nice video and tutorial! Loved your art style btw. Keep it up!
Thanks man, will do :)
Awesome devlog! You have a new sub. Good luck with the project!
whaaat :D, the sprite order script is such a life saver!
hi, could you please provide the code for the sprite order script?
New sub here! I really like what u made and the way u did show how it was made. Keep it up!
Dayum boooi, the game looks amazing!
Truly beautiful!
Liked and subscribed! Cool content! Awesome art!
Very beautiful!
Excellent
Starting to think this has a kinda style of TMNT for the NES, as per what you were describing in the first part of ya vid, in terms of unreachable platforms. Great episode though. Very stylish and pretty game!
Great video. This helped me allot. You just earned yourself a sub.
Hi, the content of your channel is awesome, I am starting to learn game development and art and watching a lot of videos about this subject, and would like to say that your content is the best I have seen so far. Wish to be in touch with you. Take care.
are you god? this is amazing!!!!
THANK YOU BRO
Very cool, keep up the good work (new subscriber here)
one of the best game devlog in youtube history , but its really sad to see low views amount in high quality games and videos like this , and other game devs that making just another typical pixel art game with 0 polish and knowledge gets many views , i hope you channel will grow fast and a succesful release
Thanks man! The whole youtube algorithm thingy is such a mystery to me, since i saw channels with like 10-20 devlogs but with 200 views on average, and then there are some that have like 5000 - 10.000 views on the first video. I would really like to know what are they doing exactly to get 10.000 views on the first video on the channel, but hey lets hope i figure it out a little more in the future :)
Рашин лэнгвичъ, итз бэст!
"sprite order rendering is harmful for your health" LMAO
Love your content my man, this stuff is amazing!
I'd like to ask, how to you go about blocking out your prototype levels (just the black squares) - do you manually resize square sprites for each of those? It doesn't look like you are using tilesets, and I'm trying to figure out a speedy way to prototype some 2D levels without tilesets and without spriteshape.
Your channel is going to blow up with content like this. Keep it up! The whole community thanks you.
Yep i just resize squares with the Rect Tool, since i feel like thats the fastest way for me to prototype a level.
@@TheCaecus1 awesome, thanks!
Love your graphics!!! I would like to know how you do your clouds?
Amazing! I rearly hit the bell, but with quality content like this I'll make the exception...🔔🔔🔔
I have to ask, how do you handle the camera logic? Do you use Cinemachine?
I've been trying to find a solution to a good metroidvania/platformer style camera that does NOT follow the player vertically when he jumps (but still needs to follow when climbing a more vertical level, or when the player is falling. I've tried playing with the deadzone settings but I haven't had much sucess yet.
Cheers man!
I am actually handling the camera with my own script, however I will probably switch to cinemachine in the future. The logic that i use is quite simple, the camera is following the player but the movement is smoothed. There is also a variable that offsets the camera on y axis that i can use to show more or less stuff on the screen. Finally the room itself has boundries that i placed by hand that clamp the camera so it doesnt go out of the desired level.
Dude, watched all of your videos, great stuff, could you make more devlogs focus on art and scripting in particular...?
Thanks
Yep when i find time to work on Mendacium again, since i kinda paused it for some time to make room for other things i have to finish :)
@@TheCaecus1 Okay, thanks, man, this tips are gold, and some stuff you did are just way too cool!
More tutorials please!!!
You should make a tutorial on teachable platform like blackthronprod did. Lots of good knowledge. Have you though about making 2.5D game? Like using 3D characters with everything else 2D?
Errant was here
Heyo, nice video :D I'm so hyped about Mendacium
But hey, can you recommend a course or something for how you do your tileset? I only found pixel art tutorials, never hand draw tutorials. It's kinda sad to need to do that try-again practice, doing the same thing over and over :l
Thanks, im glad you like it. Sadly i cannot recommend any courses since im not using them myself. All of the methods and hacks im using i figured out myself with trial and error, or by watching some random youtube video. I will be releasing more and more videos about by art in the future so hopefully i will come to tilesets at one point. But shortly, if by tileset you consider the squary rocks that im using for the main level edge, that is done by drawing a tilable texture, then overlaying that over different sized squares and then polishing it to make it not look like garbage :)
@@TheCaecus1 I see... Yeah, I'm kinda trying to create my own workflow using some of Krita features I found because I always found it really boring and difficult to draw these. I was abusing too much of Unity's Sprite Shape and I heard that they aren't that optimal, sadly. The real problem I'm facing is the floating platformers, it's difficult to predict how they'll look. Do you have some patterns for them and only use these patterns or they are modular as well?
Anyway, thanks for the answer, I'm looking forward to other tutorials, all of your devlogs helped me a lot, thanks a lot :D
What are the sizes of the bgs and canvas you make in photoshop?
The canvas sizes im using are 2048x2048 and 4096x4096, but keep in mind that there are multiple assets on one canvas. For the backgrounds in particular i actually have no preferred size and im just going with something random that can fit into one of these 2 above mentioned canvas sizes.
Awesome, it looks like ori, but please remove this dirt just flying above the ground it looks awful, so i really belive if you fix some of these problems your game will be as beautiful as ori
акцент
АКЦЕНТ ^-^
Your name is pronounced "seek us" not "cow cus"... to pronounce it "cow cus" it should be written "caucus"
Hello, I tried your scipt but for some reason it didn't work so i fixed it and there it is for those who are interested:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class ResortSprite : MonoBehaviour
{
SpriteRenderer spriteRenderer;
// Start is called before the first frame update
void Start()
{
spriteRenderer = GetComponent();
}
// Update is called once per frame
void Update()
{
if (spriteRenderer)
spriteRenderer.sortingOrder = (int)(-10 * transform.position.z);
else
spriteRenderer.sortingOrder = (int)(-10 * transform.position.z);
}
}
anyways thx for the amazing video ❤