PLEASE: if you’re adding screen shake, know that people can tolerate horizontal motion better than vertical motion. Also know that many people get motion sick with ANY screen shake, so have the option to turn it off. This also goes for bobbing while walking in 3D games.
also people start to get more motion sickness as they get older. not giving options that remove motion sickness can rule out a large amount of our currently aging playerbase.
ngl thats why i am annoyed when i hear a game is made in unreal. i can already see the ugly built in lens flare and yellow tone mapping and that boring default fog and sky. and high contrast colors and bloom.
Regarding the "Why didn't the developer add this?" segment: It's a good idea to add very bare bones mechanics and broken things, as well as half baked content. It saves you the effort and time of making an actually good game, and you can invest that time into important things, like screen shake. Plus, it will encourage an active modding community for your game that will fix the game for you
Also, make sure that there is only ONE control scheme available: your way. If you can make sure some buttons do nothing while others are overloaded with features, even better.
100% agree. Why not tie the jump button to the interact button aswell, and make sure every interactable object needs precise player position alignment. And to enhance this make sure the interactable object is moving!
If you are using a computer setup, make the bindings on opposite sides of the keyboard, and absolutely do not use the space bar for jump. Maybe even use movement keys that aren't the arrows or wasd
Context based input overloading if well thought out can help significantly with simplifying control schemes and making your game feel more intuitive, so be sure to avoid those too.
There were 97 unique pixel art frames created for this episode, not including ones recycled from past episodes, so far the record for most frames in a single episode. What did you think, was it worth it? 🤔
You could probably have gotten away with a few less. It might be worth it to find ways to only have interesting pixel animations for meaningful sections, instead of just throwing something every millisecond. It would save you time, and might be slightly better pacing for the viewer.
@@Selrisitai I agree, I feel like having a bit of time to process what was said could be good. Gotta find that sweet balance. Thanks for the feedback! :D
I see juice as an extension of the UI in a lot of ways. Nearly all of it is cosmetic effects that are triggered by things in the game world but don't affect the game world themselves. So most juice effects should communicate something useful to the player. The most important things should have the most attention grabbing affects and the least important things should have none at all.
One important tip to fail at game feel, is to make anything that could have good easing, be linear instead. You press the jump button and it just calculates deltaTime + up for a bit.
Platformers in game maker have no excuse when it comes to this. I'm getting into game design and to learn GML code I'm making a shitty platformer to do it, but the way you can code jumping was made for it to look like a parabola, not a straight up and down line. I'm more impressed by games that fuck this up
Here's another thing: for every time your character moves, there's a chance they might "ping" When this happens, they will only move after a second you put inputs. Makes your game much more un-fun.
Another way to fail: If you have screen shake, make sure that any offscreen action does not cause any screen shake. After all, knowing that something is happening off the screen would be cheating!
2:18 “you’d have to toss out hours of work so dont do this” Also Artindi: “prototyping so you dont waste hours of work is dumb” Perfect combination of contradicting advice for such a series 👍
If you're adding fancy effects, such as blinking sprites, quickly appearing and disappearing things, things that rapidly change colors, flashing, screen warping, please add an option to turn that off. Photosensitive people will thank you for it
Particles. More particles! There's no such thing as too many particles to make a game feel polished. Just keep doubling the number of particles until sales start to increase. Oh, and increase the size of attack slash splash flash.
Currently playing the Batman Arkham games. Who needs sceenshake if you can have slo mo everytime a hit lands and lots of cool cinemematic finishing animations?
A ninja videogame with bright cheery music has potential. Maybe for whatever genre Hi-fi Rush and Sonic Heros are? Colorful fortnite-style ninja characters racing off to clear an objective and finish the stage? Could have objective&extraction style stages like in Warframe, and a pseudo2d artstyle like in borderlands. Just an idea.
nice video but dwarf fortress was popular bore the sprite. And whiteout the cancer of his brother or us heath insurance it may not be released on steam
Also make sure that you have to use every key on your damn keyboard just to do basic things in game, after all reusing buttons for anything might make your game actually easy and enjoyable to do basic things in
Can’t wait for every single game made in the next decade to be on Unreal Engine 5. Who need original engines with unique functions, physics, and quirks, when every game can be the same game, with a different theme.
yeah, been working on my game, but then I realized that if I want anyone to play my game I might as well keep making videos to hopefully grow an audience. :)
@@Max1125channel oh yeah! So I didn't actually make that connection till people commented on the last time he showed up, so for this one I embraced it as a joke. :)
remember to make sure there is no way the player can change the button layout to better suit their physical needs. they will stick to the wasd... AND THEY WILL LOVE IT!
Gasp! Such power... such potential! Wield the stickers carefully. Only the strongest can be trusted with them.... ;) That's actually really awesome! Glad to have ya as a member! :D
IGNORE ME!! A new fan after one video! Don't you DARE reply or even LIKE this comment to show your appreciation for my subscribing to your channel and 1 like to the 5.5K likes you already have. Just don't do it. ................ Or, ya know...do. You reserve that right. LOL
If you're making video games, please just copy the same old crap from other games. Never ask if it's fun, or makes sense, or if there is a better way. You bought your wife with presents in Harvest Moon, and dammit, that's how it should be done from now on. Do not question. More screen shake.
PLEASE: if you’re adding screen shake, know that people can tolerate horizontal motion better than vertical motion. Also know that many people get motion sick with ANY screen shake, so have the option to turn it off. This also goes for bobbing while walking in 3D games.
Smart, the more control you can give the player over superficial effects the better. :)
So you are telling me to add earthquake level screenshake for every footstep?
remember to make it vertical@@escapegoat573
also people start to get more motion sickness as they get older. not giving options that remove motion sickness can rule out a large amount of our currently aging playerbase.
I'd say slider is a better idea.
I slowly start to feel that some AAA studios learn from these videos
I'm leaking the special instruction videos to the public. Shhhh. 🤫
Starfield instruction manual
YES!
remember to include pointless stats and weapon durability to minimize game feel
And remember to make guns that only carry a few bullets, and trying to get more bullets for those guns be a massive chore.
horror game are like that tho@@finnfrankel6197
@@finnfrankel6197I mean, depending on the game that could 100% work. An FPS wouldn’t want it, but it suits horror or survival games.
Weapon durability is the absolute worst. It ruins pacing and is annoying.
You forgot an ancient well tested art form. Ship your Unreal Engine game with the all stock settings. People love that.
ngl thats why i am annoyed when i hear a game is made in unreal. i can already see the ugly built in lens flare and yellow tone mapping and that boring default fog and sky. and high contrast colors and bloom.
Ahh the “hire this man” strat a personal favorite of mine
Regarding the "Why didn't the developer add this?" segment: It's a good idea to add very bare bones mechanics and broken things, as well as half baked content. It saves you the effort and time of making an actually good game, and you can invest that time into important things, like screen shake.
Plus, it will encourage an active modding community for your game that will fix the game for you
Oh nice. Gonna use that one in a future video. Thanks! :)
Bethesda that you?
And you can make up excuses for each missing qol feature
Also, make sure that there is only ONE control scheme available: your way. If you can make sure some buttons do nothing while others are overloaded with features, even better.
100% agree. Why not tie the jump button to the interact button aswell, and make sure every interactable object needs precise player position alignment. And to enhance this make sure the interactable object is moving!
If you are using a computer setup, make the bindings on opposite sides of the keyboard, and absolutely do not use the space bar for jump. Maybe even use movement keys that aren't the arrows or wasd
Context based input overloading if well thought out can help significantly with simplifying control schemes and making your game feel more intuitive, so be sure to avoid those too.
If a game doesn't have max screenshake, max motion blur and max bloom as it's default, I ain't playing it. Imagine wanting to have a clear picture. 😤
Exactly! :D
I'm the same way with emotes if there ain't dancing I ain't gaming
Is this the next generation of Cruelty Squad-Likes incoming?
There were 97 unique pixel art frames created for this episode, not including ones recycled from past episodes, so far the record for most frames in a single episode.
What did you think, was it worth it? 🤔
Yep! ❤ And besides, you can always use it in other videos as well ❤
yeh, i feel like it makes the visuals feel more focused on the actual topic of the video rather than just being eye candy
Yeah, awesome video, very high quality, I am subscribing right now!!!
You could probably have gotten away with a few less. It might be worth it to find ways to only have interesting pixel animations for meaningful sections, instead of just throwing something every millisecond. It would save you time, and might be slightly better pacing for the viewer.
@@Selrisitai I agree, I feel like having a bit of time to process what was said could be good. Gotta find that sweet balance. Thanks for the feedback! :D
As someone who hates screenshake, you've convinced me I need more of it in my game.
I see juice as an extension of the UI in a lot of ways. Nearly all of it is cosmetic effects that are triggered by things in the game world but don't affect the game world themselves. So most juice effects should communicate something useful to the player. The most important things should have the most attention grabbing affects and the least important things should have none at all.
A very good way to approach it I think. Great insights! :D
"Juice" is the UX - user experience - in UI/UX, so yeah, spot on!
Why would you give such a good advice for someone that is trying to make a bad game?
One important tip to fail at game feel, is to make anything that could have good easing, be linear instead. You press the jump button and it just calculates deltaTime + up for a bit.
I have to go now, my planet needs me. *bwooooop*
90s bootleg games be like.
Platformers in game maker have no excuse when it comes to this. I'm getting into game design and to learn GML code I'm making a shitty platformer to do it, but the way you can code jumping was made for it to look like a parabola, not a straight up and down line. I'm more impressed by games that fuck this up
what i have learend:
earthquake from pokemon red and blue is why it is the best selling game of all time.
Here's another thing: for every time your character moves, there's a chance they might "ping"
When this happens, they will only move after a second you put inputs. Makes your game much more un-fun.
I'm just impressed how many different creative frames you made :D
Me too! :D
Oh! Thanks! I especially should do screen shake in my VR game. Thanks❤
"If the players win they might stop playing your game, and we wouldn't want THAT!"
Reshef of Destruction, is that you?
I've abandoned games with good music and plot, but excessive flashy special effects. I'm looking at you, jrpgs
I really like your art style, it's got that oldschool clipart vibe.
everytime i watch these videos i lose and gain braincells at rapid states
I'm trying to trigger evolution, turn my audience into Xmen. :)
The Dorie image on "forget" was comedy gold
Oh yeah.... forgot about that one... ;)
how to fail at game optimization ? might be video idea for you i guess
Might be a good idea. Thanks! :D
simple, just update a ton of shit every frame
if using godot or unity use get_node()/getComponent() as much as possible in the update loop
Salsa Dance Stealth will be my Magnum Opus. The bright and cheery music shall usher forth the unseen assassin!
Another way to fail: If you have screen shake, make sure that any offscreen action does not cause any screen shake. After all, knowing that something is happening off the screen would be cheating!
I'm confused, the thing you said made sense.
2:18 “you’d have to toss out hours of work so dont do this”
Also Artindi: “prototyping so you dont waste hours of work is dumb”
Perfect combination of contradicting advice for such a series 👍
telling someone how to fail is better than telling them how to succeed
This video is on two levels of sarcasm and I'm too stupid to unpack the irony 🤷♀
If you're adding fancy effects, such as blinking sprites, quickly appearing and disappearing things, things that rapidly change colors, flashing, screen warping, please add an option to turn that off. Photosensitive people will thank you for it
Make players shake their screen. Got it.
Happy to see a new video from you:)
happy to see a new comment from you. :)
i dont know about coyote time, but jump buffering seems like a great idea for me.
thanks for talking about it
i expected the sarcasm to stop ir slow down at some point but damn bro that was 100%
We learn from failure. And from failure the only way left is success
you really just amogus'd us
I ACTUALLY would love Stealth game, where you have to use Music to get around... get AROUND the Music. Or... i dunno yet...
Particles. More particles! There's no such thing as too many particles to make a game feel polished. Just keep doubling the number of particles until sales start to increase. Oh, and increase the size of attack slash splash flash.
Currently playing the Batman Arkham games. Who needs sceenshake if you can have slo mo everytime a hit lands and lots of cool cinemematic finishing animations?
2:05 Symphony of the Night reminiscent, but that's a bad example to follow.
I genuinely hadn't considered screen shake was an option. Like, completely forgot that it's a thing
OK You got me at the 'Mogus 😂😂😂😂 Oh my goodness XD (Lovin' these videos, btw!! XD)
As a game developer, I enjoy watching this kind of videos ❤
Nice video mate
A ninja videogame with bright cheery music has potential. Maybe for whatever genre Hi-fi Rush and Sonic Heros are? Colorful fortnite-style ninja characters racing off to clear an objective and finish the stage? Could have objective&extraction style stages like in Warframe, and a pseudo2d artstyle like in borderlands.
Just an idea.
Surf Ninjas the Movie the Game
make your game unnecessarily dark so players don't know what's going on
nice video but dwarf fortress was popular bore the sprite. And whiteout the cancer of his brother or us heath insurance it may not be released on steam
Yeah I know, hopefully my sarcasm doesn't onderplay the great game design of Dwarf Fortress. It really is a great game. :)
Great video. Screen shake is definitely a quick fix for every game, right..?
If it works it works! :D
@@Artindi also, don't forget to turn on all the bloom effects. Everything must bloom!
@Skeffles and remember to never make options to disable the shaking. That way, it makes the game less enjoyable. For motion-sick peple
1:59 You should do an episode on side content
Also make sure that you have to use every key on your damn keyboard just to do basic things in game, after all reusing buttons for anything might make your game actually easy and enjoyable to do basic things in
Amazing work!
Very entertaining.
Why thank you. :)
nice art
Can’t wait for every single game made in the next decade to be on Unreal Engine 5.
Who need original engines with unique functions, physics, and quirks, when every game can be the same game, with a different theme.
This video had a lot of amazing Juice, how can I trust its instructions will make me fail then?
My hypocrisy on full display! 0.0 How dare you expose me! ;)
RARE ARTINDI VIDEO!!
yeah, been working on my game, but then I realized that if I want anyone to play my game I might as well keep making videos to hopefully grow an audience. :)
Screen shake is the nemesis of mobile games
Task failed successfully
1. Hire Sweet Baby
1000th like!
good video btw
so the crewmate in the previous video was on purpose.
Not sure what you mean...
@@Artindi the pixelated doomguy I thought of it as among us since the previous appearance
@@Max1125channel oh yeah! So I didn't actually make that connection till people commented on the last time he showed up, so for this one I embraced it as a joke. :)
@@Artindi well then my brain is really messed up
nice work btw keep going 🔥🔥🔥
It seems you got a new chair. Cool!
Yeah! What an upgrade! I figured I should put a bit more effort into the frames I use the most and people see first. :)
remember to make sure there is no way the player can change the button layout to better suit their physical needs.
they will stick to the wasd...
AND THEY WILL LOVE IT!
Goddamn it your amogus joke
nice!
these tutorials can be very good if you do the exact opposite
I got stickers
Gasp! Such power... such potential! Wield the stickers carefully. Only the strongest can be trusted with them.... ;)
That's actually really awesome! Glad to have ya as a member! :D
i love your voice
Why thank you. :)
and now he talks about ShovelKnight...
These are actually very helpful for my game, huzzah for doing the opposite thing!
Do one on mobile game development. 😅 im trying to make a mobile game at the moment.
I don't get it...what is Game Feel?
Terminology that means feedback to the player to help them "feel" engaged and immersed.
@@Artindi Thanks! Just seeing this!
You rock - well done - love your videos - NFT or On-chain ?
Thanks!
How to fail at live service games?
This game feel doesn’t feel real
Subscribed
The terrible writing advice but of game development
I love this comment section lmao
Lolll!!!!!!!!!!!!!!!!!!!!!!
IGNORE ME!! A new fan after one video! Don't you DARE reply or even LIKE this comment to show your appreciation for my subscribing to your channel and 1 like to the 5.5K likes you already have. Just don't do it. ................ Or, ya know...do. You reserve that right. LOL
@@SwordofAslan huh? What was that? I thought I heard something... oh well.
@@Artindi LOL I'm seriously laughing here. TUCHE, sir. TUCHE.
Nive
If you're making video games, please just copy the same old crap from other games. Never ask if it's fun, or makes sense, or if there is a better way. You bought your wife with presents in Harvest Moon, and dammit, that's how it should be done from now on. Do not question. More screen shake.