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Philip Paul
เข้าร่วมเมื่อ 4 พ.ค. 2015
Artist and Indie game dev
2D Animation Tutorial & Monster Design (advanced)
#unity #tutorial #animation #indiegame #indie #gamedev
มุมมอง: 1 318
วีดีโอ
I finally added NEW enemies to my game- Dev Log #4
มุมมอง 4958 หลายเดือนก่อน
#devlog #gamedev #indiegame #indiegames
DevLog ep 3- New Character Design and Animations
มุมมอง 483ปีที่แล้ว
For the last months I've been working on new character design, animations and some and particles. This 4 min devlog is basically a compressed documentation of that period of time and some idea where I'm heading next. #devlog #gaming #unity #indiegame #indiegames #2d #action #hollowknight #oriandtheblindforest
Unity 2D Scene Tutorial - Layers, lighting, post-processing, blur camera etc
มุมมอง 23Kปีที่แล้ว
#2dgames #unity #tutorial #postprocessing #art #devlog
Creating the ART style for my game - DevLog Ep2
มุมมอง 15Kปีที่แล้ว
In the second episode of this dev log, i documented the process of creating the art style for my 2d platformer game. #indiegame #unity #devlog #art #2dgames
How i started my first INDIE GAME- DevLog Ep1
มุมมอง 2.1Kปีที่แล้ว
#devlog #gamedev #unity The first episode into my game development process. Hope you enjoy it. Cheers
2D Platform Game Assets
มุมมอง 1.5K2 ปีที่แล้ว
Link here: assetstore.unity.com/packages/2d/environments/2d-platformer-assets-210808
2D Animated Monsters
มุมมอง 7282 ปีที่แล้ว
You can find the assets here: assetstore.unity.com/packages/3d/2d-animated-monsters-82642
Use IK
Loving the art style for the enviorment
Hello can you help me to spine and animate my 2d sprite and I will pay
You mean rigging and animation in Unity?
@@philip47478 yes
@@philip47478 i have already individual parts
Just so good.... I don't even believe that's a 2D animation
Can i download the the Ground you used in your video?
all the assets used were created for the game i'm working on. Unfortunately they're not available for download.
@@philip47478 ok i understand. I just want to say that this is really beautiful :)
@@philip47478 ok i understand. I just want to say that this is really beautiful :)
@@schnex Thanks :D I also made 2d unity assets that can be found on unity asset store. See if that can be of interest maybe.
Am I the only one was thinking and/or finding it funny that you're adding bones to a creature that normally wouldn't have any? 😆 Nice showing some Cthulhu/Mind Flair-esque representation. Great video!
this is a great video Philip! I'm curious - how do you make the enemy parts fly all over the place once you kill them? I would love to create a similar effect in my own game but I'm not sure how to?
It's not that difficult. Basically after the enemy dies, it spawns a particle system which contains some sprites and other particles like blood splatter. Hope this helps :D
Tip ypu can smoothen the influence on the tentacles. Select the associated bones, then in the menu where you see “add and substract” find the smooth option.
Monster look fantastic, breat work, but this style will be difficult to keep up. Also, adjust the dopesheet on the animation for more organic movement.
Thx a lot of the tip. I did tried some options like flat, smooth, linear etc. However I will experiment with curves in the near future.
damn that works good for you art, nice monster
Thanks :D
I have a question soo when making a hole level we gonna do the same steps all over again? Doesn't that effect the game performance since we gonna put a lote of sprite and tiles?
Not necessarily, there are ways to optimize the scene. 1.The sprites can be adjusted on 4k res scene, so you don't make them too big. (It did happen to me, i had trees that were almost exported twice the size of what they should have been) 2. You can also fit them into atlases instead of exporting them individually. 3.Unity has ways of not rendering all the sprites at once from the scene, but only the ones surrounding the player. I haven't tested this yet but there are some tutorials on that.
@@philip47478 thank youuu very muchhhh 😊
link for resource ?
By resource you mean the unity demo scene?
@@philip47478 yes,the style of art looks great , where can I buy it? or can be found in unitystore?
Those turkeys are too funny 😂
Niice! Somehow you always manage to surprise me with the evolution of the game. Very cool enemies (my favorite is the walking bunny, it definitely has my heart), can't wait to kill them all 😂
How do I add the weapon to the main character
All the main characters have already equipped a weapon. If you want to change the weapon (from the viking for example) double click on the weapon itself(the sprite or the bone), and in the left side of the screen you'll see opening up the location of all the weapons. They're disabled, so you have to enable the one you want from the inspector.
@@philip47478 ohh do u know what happened i haven't seen the avatars i was working the main Character for a week now 😂but thank you anyways
this looks like a lot of fun
Thanks mate :D
I'd lie if I said I wasn't thinking how the project is going, a few days ago (then I see the upload (and it was worth the wait)). Looking good! Love the rocket jump, new creature design and building on the humor (the turkeys made me laugh maybe a bit too hard xD ))
Thanks :D surly more updates will come soon
Hello remember me the one who bought ur assets Are u ever gonna make a tutorial or not?😊
Looks very nice , which game engine and animation editor do you use ?
I'm using Unity as a game engine. As for the aninations, Unity has a built in animator tool that is pretty advanced.
@@philip47478 Aha , got you. Yes character's animations looks really very smooth , well done )
Nice progress! Can't wait to play it! 🔥
If you can make both the monster and platform assets for $30 (both) I will buy them today
I changed the price...it should be updated soon. I'll let you know :D
@@philip47478 don't worry I already both both for $19 each (great artwork)
You not doing any more videos? Just so I can subscribe or not.
Yes fell free to do that :D ...currently im working on a new Dev log with improved combat and new enemies. I hope in the future i can make another tutorial on level design and art, but i have to take one thing at the time.
@@philip47478 ok thanks, I've subbed.
Thank you for this amazing tutorial. This comment is from Colombia. I have a question: Can we apply a volume to a camera that is positioned between two others, ensuring that it avoids affecting those behind the one with the volume?
I haven't tested that yet, but i guess it should be possible. I found this tutorial that addresses this to an extent. Hope it helps. Search for: "Unity 3D: How to Layer Post Process Effects Using Multiple Cameras"
@@philip47478 thanks! i watched it and i think it will help, thank you so much!
awesome, but I tried to add blur to foreground camera layer only - it is impossible, blur applies to all back camera layers :/
For the moment i haven't managed to make it work either. In case i find a proper way to do it i will make a video surely. Until then for the foreground layer i use simple shapes which are already blurred in Photoshop.
@@philip47478 I also came to the same solution. Great video and thanks for the answer :)
great job I wonder where you are now.
Currently working on some enemies design, animation and Ai :D A dev log is programed in the next weeks.
Does monster pack come with scripts want to buy end of this month
no it doesn't. It contains the bones and animations
@@philip47478ok one more thing is the monsters in frames or not
Are you considering adding discounts on your asset😊
yes....the price dropped to 19$ :D
@@philip47478 you a G
@@philip47478 thanks
@@philip47478 I will buy the assets and monster very soon
Love your art planning to make a full on game with your assets Still saving for $60
Can i add motion blur in 2d unity?
Yes i think you can, although i haven't tried that for myself yet. In postprocess should be a motion blur effect.
@@philip47478 thank you so much, I want to use unity for video editing because I lost a challenge, do you think it's possible with the right work?
Great! Especially in terms of level design. Can you tell us a little more about the swaying vegetation under the character’s feet? Is it made with sprites?
For the grass i animated each individual part and created a prefab containing that animation. Then i attached a script where each time the player interacts with that object it triggers the animation. For the bushes i used a shader. Code Monkey has a great tutorial on that :D
@@philip47478 OK. Thank you!
The camera stack trick seems to not work for me. Lights get horribly displaced somehow. Also I'm using Cinemachine and it doesn't detect main camera if its render mask doesn't have Default layer.
The best tutorial ever! I was always thinking on how to achieve this effect. Thanks a lot! ♥
Thanks :D glad it was helpful
looks really nice cant wait to see the progress
Thanks :D I paused for the moment the environments but i worked more on the character design and movement. You can check that out
@@philip47478 i will
Your dedication can be seen in the upgrades and effects. I love the details in the new character. Can't wait for the next video!
Proper 2.0 update on the visual side 🔥🔥🔥 😉 looks great! (nice also seeing all those animations linked in the Unity editor 👍)
This new designs look amazing! The game looks amazing
Thanks 😁 glad you liked it
Very excited!
Amazing tutorial, I learned a lot! Thanks!!
You can use depth of field on URP materials, it works without rendering multiply cameras, you can have 4 layers of blur + more layers for blured forgrounds with Brokeh depth of field (doesn't work on transparent URP Material, only opaque)
That sounds very promising :D Do you have a tutorial or some sort of documentation on how to create such blur, without using multiple cameras?
@@philip47478 make game objests that have sprite renderers, put default URP material that has (opaque surface type) on the sprite renderes, make depth of field with brokeh mode, make the frocus distance around 8, 8 worked best for me, make the focal length at 300, and just change the z of each sprite renderer position, the more far away it is from the camera, the more blury it gets, also if it's too close to the camera, the sprite will be blury too, also make the camera perpspective
@@philip47478 I could make a tutorial, I have other channel called Create Gamez
@@philip47478 to smooth the edges, enable apha clipping on the URP material, and change its Threshold to something like 0.5, and also go to the main camera and change the Anti-aliasing to Fast Approximate Anti-aliasing (FXAA), you can enhance it more on URP settings (Project Settings > Quality > Render Pipeline Assets > Quality)
@@philip47478 also make the camera perspective
These overlay cameras are so bad on performance, I tested it, only 3 overlay cameras reduce FPS by 200 Frames, and they were rendering nothing, no post proccess
Thank you for your video! Unfortunately, I am experiencing an issue. I switched the ‘Depth of Field’ effect to ‘Color Adjustments’ and adjusted the ‘Hue Shift’. However, this effect applies to all cameras, regardless of how I set the layer, post-processing check, clear depth check or volume mask. The only workaround I found was to change my 2D Renderer to a Forward Renderer, but I don’t believe that’s suitable for a 2D project. Do you know of a proper way to fix this issue? Thank you!
Its been a while since i've played around with post processing and i don't have a clear answer . However the way i adjust colors for my game, especially for multiple background layers is to create multiple global light which only targets those specific layers. From there you could adjust the colors and luminosity for each particular layer.
That’s a brilliant measure! Thank you for your kind reply :D
Hello. First of all, I'd like to thank you for making a good lecture. This lecture that delivers very important know-how very easily. I also figured this out while studying Blur in 2DURP. But the work I'm making needs to blur the foreground layer as well as the background. This method was finally not used to my project because the higher stacked volume also affects all the lower cameras. Do you have a solution in this problem?
Hmm for the moment i've been experiencing the same issue but i haven't been able to fix it yet. However for the project im working on, i had to blur the assets that come in the foreground in photoshop. It;s not the best solution maybe but it does work. I created a separate atlas containing all those assets and i simply blurred them all. Maybe it's a workaround for your project too?
Really really amazing video !!! :-) I have a question related to the use of the blur effect with overlay camera. In your example you used just two overlay camera. Can you please explain me if is it possible to use more than two overlay cameras with the purpose to set different blur intensity to different background layers? Thank you a lot for sharing your knowledge.
I think you can follow the same process. First you create another folder containing all your assets, let's call it, Background 2 or something. Then assign it to another special layer, just like i did in the tutorial at 17:54. Then create another postprocess volume with a new profile and depth on field effect. An lastly another camera with overlay. All these need to be assigned on that special layer i mentioned above. Also dont forget the 18:23 section of the video. You follow the same steps but for a different camera. Hope it helps :D
Hello, please can you tell me how can i find music like this background music in your video
Hey i think I got it from Incompetech royalty free music
Amazing, thank you for the video!
Glad you enjoyed it 😁
"it's very easy to forget stuff you've been working for a while. Especially after you moved on to something else" - literally my job rofl. Great video (wish I had something like this back in the Uni days :D )
Well it's never too late to start again :D
Great and can you make scenes like ori the blind forest game from start to finish
In the future i will make a video on how i construct my scenes, maybe the format will be even longer. For the moment though, i must focus on the main character, enemies Ai and design for the game.
Great
i hope it works out. it looks amazing!
Thanks. Glad you like it. 😁
The jumping feels well off (at least in the first clip). I don't understand why every game has to have a double jump, and since when bears cling to walls. Jumping looks like the character is gliding and is kinda too long like the gravity is very low in that, well, forest. The visual improvement is fantastic.
The character does need plenty of improvements, in design as well in animation. Also the double jump is something that can greatly improve platforming sections and make them more fun by offering the player more control😁.
Great job