Game Dev Secrets: Projectiles aren't real? #indiegamedev #gamedev

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(you wanna be pretty safe with having enough projectiles in the pool, and all the "moving back to the original character" is just for show - those pooled nodes can be hidden anywhere, it's all good. also, make sure you turn off all hitboxes and effects and stuff on the pooled projectiles, heh. also, the example has one enemy holding her own object pool, but those can be globalized, so every copy of this enemy takes from the same pool. that can be a huge advantage in certain situations, especially if and projectiles are shared between enemies!)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Wishlist Isadora's Edge on Steam!

Thank you!

InboundShovel
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NOTE: not to forget to disable collision detection when things are invisible...

vsolyomi
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PLEASE don't stop making these, these are literal gem tips

rush_boi
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Speed runners: “So this is how we superjump by parrying off of the invisible spores once every frame, ”

milokiss
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so it’s like a boomerang and not an arrow

skeletonhorse_person
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A lot of these tips on this channel may seem small, but a lot of them are definitely vital for a smooth, polished game.

My game would be absolutely unplayable if I didn't use object pooling, or I didn't learn about the concept in the first place.

Keep making these shorts, man. I'm recommending your channel to all of my programmer friends.

roboj
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Love the way you visualised the hidden projectiles

NealjanYT
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This actually generalizes pretty well. Mutating memory is almost always faster than creating memory

srenpeterkaagaardthuesen
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Preloading in general tends to be very helpful. That's why lots of big titles have random models and other assets hidden in a corner outside of map boundaries.

Good tip.

link
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Your channel is an indie developer's paradise!

stormlord
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Look a mushroom! Maby it's friendly!

minefish
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I ADORE the spritework! Game looks so sweet

Metrocysh
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I like how you animated the objects returning to the monster when usually you'd just reset their position.

BlackEyedGhost
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unrelated to the tip but i love the enemy design a lot ! great way to camouflage her in the environment :)

aneci__
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Poor girl thinks she's creating spores... When she's merely dancing endlessly and pointlessly for your amusements.

entothechesnautknight
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no joke, i think i can use this principle to solve a problem in a front-end gig I'm working for. And they said procrastinating watching videos about video games was bad for me!!!

parrata
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Reminds me of that fun fact about how when you kill a character in an RPG, instead of despawning the model, it's teleported off the map in order to keep it in case the character needs to be used again, because spawning it is actually extremely performance costly.

arceuslegend
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that potion throwing animation at the beginning is CLEAN --- oh also youre videos have a lot of interesting tips, thanks!

lilkangarooo
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Wow, this is a really clean and helpful visualisation of object pooling :) This helps me a lot of understanding it better.

Suthriel
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I'm not a game dev, not even a coder, and probably will never make a game in my entire life. But these videos are fascinating. Thank you

skillo