Indie Dev Contrarian Hour #indiegame #gaming #gamedev

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Bro is chaos incarnate with these absolutely insane and wild moves

RandomCommentMakerPerson
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rumble shake and discombobulate shake, nice

wikwokbingbong
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"My hot take that bad comedians think they would got canceled for" is kinda a banger line ngl

gremlin_ghost
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"the one that a bad comedian would think they would get cancelled over" sent me.

kermitthealmighty
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He tried to fight the norm, but the norm had its point, and now he lives solemly in fruition with both his solution and the status quo, how beautiful

LunarBong
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The screen shake looks pretty dang good 👍 Keep up the great game dev

sflyin
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Yeah that's good for specific stuff

disappointedcreeper
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It would work for a heavy object landing, but not a regular character

TheCuteKyuubi
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Agreed. When you use the fully random shake it only really works for small ranges, if you up the shake intensity it just looks way too unreadable

Dabestbro.
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The spring effect doesn’t seem like a shake but more of like a sudden stop

LMCShweep
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As somebody who's about to start making a platform or game that will be extremely fast and momentum based, this is much appreciated. I plan on having extremely long falls recoil the player back into the air a couple of times and then have a long dragging slide, so any effect to sell the impact will be huge

pocketnaut
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My god i've known you for 20 seconds and i love you already

jucom
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that looks like the screen shake when playing forager

pure_sorcerer
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I’m an indie dev, and I agree with the idea that that random screen shake isn’t very good. I haven’t used swing shake in any scenario, but when I do sustained screen shake I have the screen follow a really fast sin wave. That way the shake feels cohesive but also chaotic.

One I like to do is:
camera x = sin(t)+cos(3t)
camera y = sin(5t)+cos(t)

Obvviosly (or not) you have to replace t with a variable that ticks up every frame

makbran
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I like your implementation reminds me of Nuclear Throne's screenshake, moving opposite to where you shot to imply weapon recoil and moving the center of the screen away from the player. Though they also slowed/paused the impact frames so that it would feel like a bigger hit, you probably already implemented something like that to make big falls feel more costly but in case you haven't that may be a good idea, right?

servilleta__
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If I'm not mistaken that's the code Rounds uses when doing high impact shots, and while it's cool, sometimes because it is vector based, the map becomes almost invisible because of impact

Pasianax
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The “tutorial” screen shake is more for hard impact if the character does a super hero landing or as you perfectly showed “acceleration” like in Mirrors Edge falling.

Your variant sells more the “faceplant” aspect as you fall face first into the ground and cant stick the landing.
I could also see this style (while not as exaggerated) being used for cushioned ling falls

Really nice work with that style

Cryorus
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That’s the landfall games technique, it’s why stickfight feels so good to play.

Iced_Tea
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Yea these are defo for different situations, like if you wanna give off the feeling of an earth quake or the ground shaking you cant just spring the screen around

Keeby.
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I mean toxic trait or not, that slingshot screenshake is juicy as hell 🤤

Wanooknox