Hopefully the structure of this video makes sense, I got bored by my original version so I had to come back and cut and add some things while trying to retain a coherent narrative. I'll say from the outset that while the foundations of what I talk about are purely educational. It is important to note that some of what I say is coloured by my personal bias, I personally don't generally view perspective in any kind of rigorous fashion and I don't think you necessarily should when it comes to game art. This is also why I didn't go into the technicalities of the projections that are used, but if you want to understand the principles to the projections used, my previous video on perspective in top down game talks about how axonometric projections work in more detail (though in this case it pertains to top down views).
I found it really educational and watched the whole thing through. Not sure if "boredom" is the right metric for this type of content. Personally I don't really watch these types of videos for some high entertainment value, I watch them for education and interesting new ideas. And that one you nailed IMO.
@@centneriss Thanks, I appreciate it :) I do however think that while boredom might not be the "correct metric" in some regards, the fact this that if there is 10 minutes of "meaningful" content and 5 minutes of somewhat irrelevant stuff, those 5 minutes will detract from the meaningful stuff, they muddle the message :)
Your conclusion is "idk, do what looks good" but you show a lot of the depth and nuance behind that with so many detailed examples, a far better video than one that just prescribes a solution and one I found extremely useful for defining my own art!
Man I can't even explain how much I was stressing about this. I was quitting and switching projects because I could not find a solution for over a year. I noticed that even Crowsworn a game that has visuals that absolutely amaze me, had some pretty bad perspective and lighting errors in the kickstarter video and demo and despite that scenes still looked fantastic. Noticed the same with Blasphemous and Last Faith. Finally I found out the solution that worked for me, instead of drawing separate assets in a vacuum, I was drawing the whole scene and things started looking better and better. BTW is there a Discord channel in your Patreon, or a way to contact you, I am a sub for years now and I would like to hear what you think of my game visuals?
I have thought about adding a discord, but I haven't done it as of yet. I do however have a reddit account with the same name (a subreddit too), so you can always message me on reddit, a lot of people do and I tend to check it at some point every day :)
haha :) nah, I had to re-edit and re-shoot a small section, but couldn't find the sweater I had worn that particular day (think it was in the laundry bin) and it felt dumb to delay the video by two days because of a dirty sweater so it is what it is :)
It's worth noting that I am not perhaps the best coder, but I generally really believe in godot's documentation. I just try to do a thing that I want in my game, and struggle until I have something that works. and then while doing this I really try and learn as much as I can from the documentation (it's really good). But I think it's important to be uncomfortable in not knowing quite how to do it, and then try and just make it happen by any means possible.
Not to butt in here, but I just released a video on this topic today. I started with tutorials, reading error messages, and doing a lot of Googling / reading forums until I improved. I'm now trying Godot instead of Game Maker, so it's back to square 1 for me, haha.
Hopefully the structure of this video makes sense, I got bored by my original version so I had to come back and cut and add some things while trying to retain a coherent narrative. I'll say from the outset that while the foundations of what I talk about are purely educational. It is important to note that some of what I say is coloured by my personal bias, I personally don't generally view perspective in any kind of rigorous fashion and I don't think you necessarily should when it comes to game art. This is also why I didn't go into the technicalities of the projections that are used, but if you want to understand the principles to the projections used, my previous video on perspective in top down game talks about how axonometric projections work in more detail (though in this case it pertains to top down views).
I found it really educational and watched the whole thing through.
Not sure if "boredom" is the right metric for this type of content. Personally I don't really watch these types of videos for some high entertainment value, I watch them for education and interesting new ideas. And that one you nailed IMO.
@@centneriss Thanks, I appreciate it :) I do however think that while boredom might not be the "correct metric" in some regards, the fact this that if there is 10 minutes of "meaningful" content and 5 minutes of somewhat irrelevant stuff, those 5 minutes will detract from the meaningful stuff, they muddle the message :)
Your conclusion is "idk, do what looks good" but you show a lot of the depth and nuance behind that with so many detailed examples, a far better video than one that just prescribes a solution and one I found extremely useful for defining my own art!
Excellent video! 🔥 I think Donkey Kong Country (Snes) would be an interesting case to analyze...
Thank you for your work. I have been learning so much about art and assets from your videos. Please keep them coming!
OMG this is exactly what I needed. Thank you so much! amazing video as always
Thanks for the explanation 😊
Dude I really like you, your videos and the stuff you do. 😍
Another great video😊
Great Stuff!
Please give us your take on the perspectives seem on beat 'em up games next.
Man I can't even explain how much I was stressing about this. I was quitting and switching projects because I could not find a solution for over a year.
I noticed that even Crowsworn a game that has visuals that absolutely amaze me, had some pretty bad perspective and lighting errors in the kickstarter video and demo and despite that scenes still looked fantastic. Noticed the same with Blasphemous and Last Faith.
Finally I found out the solution that worked for me, instead of drawing separate assets in a vacuum, I was drawing the whole scene and things started looking better and better.
BTW is there a Discord channel in your Patreon, or a way to contact you, I am a sub for years now and I would like to hear what you think of my game visuals?
I have thought about adding a discord, but I haven't done it as of yet. I do however have a reddit account with the same name (a subreddit too), so you can always message me on reddit, a lot of people do and I tend to check it at some point every day :)
@Nonsensical2D I am not a reddit enjoyer, but joined patreon anyway :)
I appreciate it :) You can always message me on patreon as well :)
Love your videos, keep up the great work!
Great vid, although I spent most of it wondering if there was a point about to be made with regard to your top changing colour.
haha :) nah, I had to re-edit and re-shoot a small section, but couldn't find the sweater I had worn that particular day (think it was in the laundry bin) and it felt dumb to delay the video by two days because of a dirty sweater so it is what it is :)
Thank you!
great vid!
Love your content! Very easy to follow and an instant-like from me.
(YT likes to nix my comments, so I try again!)
what is the game 7:40 ?
edit: found it myself. Greak : memories of Azur.
I'm using Godot, not based on art. How did you learn coding best, I did the basic tutorials but I do not know what to do after . ❤
It's worth noting that I am not perhaps the best coder, but I generally really believe in godot's documentation. I just try to do a thing that I want in my game, and struggle until I have something that works. and then while doing this I really try and learn as much as I can from the documentation (it's really good). But I think it's important to be uncomfortable in not knowing quite how to do it, and then try and just make it happen by any means possible.
@ thank you 🙏
Not to butt in here, but I just released a video on this topic today.
I started with tutorials, reading error messages, and doing a lot of Googling / reading forums until I improved.
I'm now trying Godot instead of Game Maker, so it's back to square 1 for me, haha.
@ I just watched it