Miko Adventures: Puffball (behind the scenes) Made with Gdevelop 5 : Gdevelop tutorial.

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  • Опубліковано 25 гру 2024

КОМЕНТАРІ • 16

  • @CorianderGames
    @CorianderGames  2 роки тому

    Play Miko Adventures Puffball NOW on:
    ▶ Steam: store.steampowered.com/app/1614960/Miko_Adventures_Puffball
    ▶ Itch: coriandergames.itch.io/miko-adventures-puffball
    ▶ Voxpop Games: www.voxpopgames.site/store/573

  • @GDevelopApp
    @GDevelopApp 4 роки тому +5

    Very impressive how your levels are very large and full of objects!

  • @1formy232
    @1formy232 4 роки тому +3

    Great work. I really like the art-style.

    • @CorianderGames
      @CorianderGames  4 роки тому +2

      Thanks a lot, glad you're enjoying it :)

  • @ShireenPlays
    @ShireenPlays 4 роки тому +3

    Wow, I'm really impressed, I've always been curious about how games are developed! As you said in the video, a lot of the small changes you're making in this new game will make a huge impact in the game! I think you are correct to remove the checkpoints and replace them with spawn points, I think it makes a lot more sense. I love the new UI and art you've created as well! I'm so excited for this game! :D

    • @CorianderGames
      @CorianderGames  4 роки тому +2

      @ShireenPlays thanks a lot Shireen for watching, I'm glad you're happy with the new changes : )

    • @ShireenPlays
      @ShireenPlays 4 роки тому +1

      @@CorianderGames 👍

  • @rapagamez408
    @rapagamez408 4 роки тому +2

    Cool!

  • @arthuro555
    @arthuro555 4 роки тому +4

    First of all: wow. That has to be one of the GDevelop games with the most work put into it there is. It looks really nice and sounds like a really fun game to play. Congrats for getting so far with your game!
    Then I am thinking about something: that background splitting task must take hours! You could (and should!) probably try to automate it. That way it wouldn't take so much of your time for a small optimization.

    • @CorianderGames
      @CorianderGames  4 роки тому +2

      Thanks you so much, the background task took a lot of time to do yeah but I'm done with it almost 90% of the game so I don't need to automate it at the moment but I should have done that yeah ... also this is a very small level compared to other detailed levels ... there is a level with 1000 pics to go through and arrange them in engine .. it's one of the biggest levels in the game and took so long to make it happen.

  • @blewis3892
    @blewis3892 4 роки тому +1

    just watched this and have to say wow wish i can be that good and doing stuff with GDevelop i just started using GDevelop a few months ago and have a few games i wanna do.

    • @CorianderGames
      @CorianderGames  3 роки тому

      Thanks a lot, keep going and I'm sure you'll make great games with it.

  • @000jimbojones000
    @000jimbojones000 4 роки тому +1

    im working on a oldschool style horizontal shooter (like r-type) and i just exported the whole level from photoshop as a png and let it scroll with the camera... It works.. ;-) I use like 3-4 Layers for a paralax effect. Every layer scrolls with different speed so you get a nice parallax. Maybe i had no problems with big gfx yet because my game uses only a oldscool resolution of 512x288 pixels.

    • @CorianderGames
      @CorianderGames  4 роки тому

      Yeah that's 100% the reason, my game uses 1080p so I have to make every possible thing to maintain a good fps across the scenes and levels, using low resolutions helps a lot with performance.