3 simple things MASSIVELY improved our game.

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Published 2024-07-01
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All Comments (21)
  • 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.
  • I really enjoy your bite-sized devlogs. And thanks for sharing some of the code, I love knowing how things are made!
  • @JreesOSRS
    Love the short dev vlogs. keep em coming!
  • @mohLuk7121
    Great video like always!! I needed a reminder to add some screen shake to a game I'm working on.
  • @shpleemcgert
    Oh man this video was really well made. I think you’ve inspired me.
  • @SilverDSlite
    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.
  • @thefufuu3157
    i like how the biggest addition was the musik at the end
  • @apebabel
    That random damage pose is amazing! 😂 Every time they get hit they start to vogue.
  • @abdo_pro151
    Looks great! Definitely gonna play when it releases!
  • @_AngeloDev
    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
  • @jayman1462
    let's go i'd been waiting for another vid
  • 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.
  • @ImWeaver
    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).
  • @DavidArt
    quick, simple .. KISS principle. Good job 👍