The popping is actually from the "Sorting layer" on the sprite renderer. If you have em all set to 0 they compete for what should be shown first. You can do a simple script to set the sorting order based on the Y position if its higher on the screen = smaller number in the sorting orders. (I usually just multiply it by a negative but can cause some issues if its below 0 on the y axis)
Thanks! I actually suggested doing that to begin with 😅 But in the end we figured it would be quite expensive looping through all the sprite renderers in the more populated areas of the game
some of the more dense areas could have over 100 game objects in so looping through that twice every frame wouldnt be ideal for us, especially since we were going to try to optimize for a potential mobile release
Thanks so much!! If you're doing hand drawn sprites just make them as big as possible in your drawing software. That will make sure they have the highest quality possible. When you export your sprites you can shrink them for performance, just make sure the canvas size is in powers of 2 so that unity will scale them uniformly
Eyyyy thanks!!! We're probably going to make the world more linear with branching areas you can explore. Since we're a small team it would take us too long to create a full open world. We would rather have every area be packed full of interesting things than have an larger map that ends up being mostly empty space.
Alex and Kim are both pretty busy with other projects atm and it feels kinda overwhelming to tackle something like aethermon by myself :') Maybe one day when we all have abit more time I'll go back to it though. Or I might get fed up of bug ball for a little bit and go back to it for a break haha
Tbh it's kind of on an indefinite hiatus. I would love to continue working on it but I don't know if I'll be able to get the gang back together to do so. Unfortunately we all have real life commitments that make it hard to stick to a long term project like aethermon. Sorry
Ngl all of the animation is really hard to follow and i just have to guess what they're supposed to be doing. Like the player leans forward when one hand is forward but then leans backward when the other hand is forward. Natural walking is much more balanced than that
super cool aesthetic! good luck with your game development!
Thanks so much! We all put alot of effort into the look of the game so that means alot
Your game looks beautiful! Amazing work
Thankyouuu we spent alot of time trying to make it look as good as possible
Love the style man! Keep it up 🔥
Eyy thanks!! I'm glad you liked it!!
nice!! good luck and i can't wait to see your future updates :D
Thankyou!! There's much more to come!!
Love the video. Want to see the next one and the finished game.
Thankyouuu!! Don't worry there's more to come!!
this looks so cool!
Looks super peaceful! Thanks for sharing!
Thanks so much!!!
This looks cool man! More power to your team!
Looking good, looking forward to seeing more!
Thanks!! We're glad you like it!! There's lots more to come
The art style is SOOOOOO GOOOD!!!
Eyy thanks!!!!
u are underrated dude. good luck on your game! :D
Appreciate it!! Thanks!!
Woah... The art style is looking so good.
Thankyou so much!! We're really proud of the art
Please do the next devlog, this is so gud!
Thanks!! I have a solo project in the works that I'll be making a devlog on soon but it might be a while till the next Aethermon devlog
Woah this looks cool
Thanks!!!
Very good and cool and great and fun wow nice job 👍 xox
Wow hello thankyou burrito lady 🌯🙏
This looks beautiful, excited to see more! Good luck to the whole team 🙂✌️
Thanks!! There's definitely more to come soon!!
@@borrotheleader I can't wait! 💙
The popping is actually from the "Sorting layer" on the sprite renderer. If you have em all set to 0 they compete for what should be shown first. You can do a simple script to set the sorting order based on the Y position if its higher on the screen = smaller number in the sorting orders. (I usually just multiply it by a negative but can cause some issues if its below 0 on the y axis)
Thanks! I actually suggested doing that to begin with 😅 But in the end we figured it would be quite expensive looping through all the sprite renderers in the more populated areas of the game
@@borrotheleader it shouldn't hit performance too much as sprite renderers are basically just flat meshes
some of the more dense areas could have over 100 game objects in so looping through that twice every frame wouldnt be ideal for us, especially since we were going to try to optimize for a potential mobile release
Cool and cute game so far, can't wait for more! 👍
Thanks!!! We're glad you like the look of it so far
Sweet!
Thank you!!!
Totally a game I would play so I want to see how it turns out!
Thanks!! We'll do our best not to disappoint!!
Awesome Sauce!
I'm glad you like the sauce my guy
hey if you need music for the game (be it now or later) let me know! We can chat it up and figure it out.
Thanks for the offer!! We may end up contacting you at some point
Disable shadow from flying entities, it makes weird feeling to see two shadows - one casted to the ground and one behind.
Thanks that's definitely something we'll change
😍😍😍
this is fuck amazing
In-Genius.
Awesome!
Could you maybe share project files, to be able to experiment with it?
can you make full tutorial on this
Love hand drawn games, I'm trying to make one myself, any tips about the sprites size? Love the art style ❤
Thanks so much!! If you're doing hand drawn sprites just make them as big as possible in your drawing software. That will make sure they have the highest quality possible. When you export your sprites you can shrink them for performance, just make sure the canvas size is in powers of 2 so that unity will scale them uniformly
also good luck with your game!!
@@borrotheleader Wow I see, apreciate the help, since I'm already doing the sprites im going to restart hahaha
thanks very much!
@@Rafaelo_Rocha no worries! good luck, you got this!!
This looks soo cool. Art looks awesome. Are you going for an open world esque game
Eyyyy thanks!!! We're probably going to make the world more linear with branching areas you can explore. Since we're a small team it would take us too long to create a full open world. We would rather have every area be packed full of interesting things than have an larger map that ends up being mostly empty space.
@@borrotheleader oh thats awesome. I prefer games that way. Usually Open worlds tend to have too much bloat.
Look forward to more
it's an amazing video!! all assets are 60 degree? what is camera angle:)?
Yea everything other than floor textures is at a 60 degree angle. The camera too. The effect only works if you're using a perspective camera though
@@borrotheleader thank you so much. it helps me a lot :)
Hi ! Do you have a sound designer ?
I like bug ball, but I'm also a sucker for pokemon type games, is this game still going to be made?
Alex and Kim are both pretty busy with other projects atm and it feels kinda overwhelming to tackle something like aethermon by myself :') Maybe one day when we all have abit more time I'll go back to it though. Or I might get fed up of bug ball for a little bit and go back to it for a break haha
Is this project still in development? I've been looking forward to it for a while now :
Tbh it's kind of on an indefinite hiatus. I would love to continue working on it but I don't know if I'll be able to get the gang back together to do so. Unfortunately we all have real life commitments that make it hard to stick to a long term project like aethermon. Sorry
Yo its jimmy here. Glad to see ya not dead, also u planning on streaming any time soon?
Ey Jimmy you too man! I don't think I'll be streaming any time soon I wanna focus on making games and TH-cam for abit
@@borrotheleader fair fair. Can't wait to see whats comin next
Ngl all of the animation is really hard to follow and i just have to guess what they're supposed to be doing. Like the player leans forward when one hand is forward but then leans backward when the other hand is forward. Natural walking is much more balanced than that
Can you provide me kim's new ig so I can contact herr for character design? cheers 🍻
Your extremely