3 simple things MASSIVELY improved our game.
12,916
Published 2024-07-01
we're just two brothers trying to make it as indie game devs.
All Comments (21)
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I actually haven't thought of stalling a single "damaged" sprite, rather than that I was making an animation. Thank you for this I shall include it in my game's next update.
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I really enjoy your bite-sized devlogs. And thanks for sharing some of the code, I love knowing how things are made!
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So much info in so little time. This is what we need.
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Love the short dev vlogs. keep em coming!
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Great video like always!! I needed a reminder to add some screen shake to a game I'm working on.
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Oh man this video was really well made. I think you’ve inspired me.
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To kick the damage poses up another notch—which would require a little bit of extra coding—you could make it so it can't pick the pose it's already on, making sure each hit gives you a different pose. That, or a slight shake on the enemy when hit.
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i like how the biggest addition was the musik at the end
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The damage frames are adorable haha
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That random damage pose is amazing! 😂 Every time they get hit they start to vogue.
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Looks great! Definitely gonna play when it releases!
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Broo I LOVE THIS GAME :O ,your tutorials is the best imo ,you should rly make a steam release when u get more done in development :D
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let's go i'd been waiting for another vid
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you guys rock!!!
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I've been enjoying the devlogs. Is there a benefit to using a noise texture over something like godots random float? The new animations are such a nice touch.
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Love this vid. Keep it up!
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This looks great! For the random "hit" animation, maybe keep track of the previous index (animation index) used, or increment through the indices so that the same animation doesn't play twice in a row? I had similar logic in a previous project and didn't like that sometimes the same animation would play concurrently (just personal preference).
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love this!
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Nice, simple, juicy.
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quick, simple .. KISS principle. Good job 👍