Regarding your art, it looks great! One thing to note is that having light (like a shine effect) come from a specific side looks bad. You can still have it on the side, but containing it around the top of sprite's parts gives a much softer feel, as well as being *significantly* easier to draw shading. Let's say your sprite faces left in the original animation (with the light coming from the left), and when you face right, instead of having a new a new animation, you flip the sprite. At the time of this video, that seems to be the case. In this case, the light seems to conflict with all other stationary elements. That makes the art seem overly detailed, and does not match the environment. Things of note: 1. Keep the direction of light consistent on all parts of the sprite. 2. Research dithering. It may not work well with such small art as your characters, but perhaps trees or other larger sprites. 3. Your sprites are all VERY rounded. Making vertices sharper with that extra pixel can go a long way. *Do not* overdo this, as too many sharp edges can make your art seem cubic. 4. Draw EVERYTHING in layers. a. Trees could vary in height just by removing a layer. b. Drawing a base shape on one layer and shading on another allows for much easier customization. 5. (Last one I promise) Art software can be very influential. For example, arts made in _Aseprite_ are cleaner due to the cleanliness of the HUD and simplicity of the tools. A good free alternative is the _free_ lospec pixel editor. ( apps.lospec.com/pixel-editor/ ) Use a simple, yet high-quality pixel art application. (Piskel, Lospec, & Aseprite are all good choices.) *Quality **_Paid_** Art Applications:* 1. Aseprite _Pros_ a. Can export spritesheets, very useful for Godot animation nodes b. Clean HUD, and all made of pixel art. Nice! c. Dozen's of built-in palettes, and very easy to import your own from lospec! _Cons_ a. Literally none. *Quality **_Free_** Art Applications:* 1. Lospec _Pros_ a. Thousands of free palettes b. Cleaner HUD than even Aseprite! _Cons_ a. Does not support animations b. Cannot export spritesheets 2. Piskel _Pros_ a. Can export spritesheets, very useful for Godot animation nodes _Cons_ a. Confusing HUD, too complex b. Colors get randomly changed and art somewhat corrupts, for some reason. (Similar to the scratch costume editor)
I really appreciate your feedback, I will keep your points in mind when I'm making my own sprites. Before I was using free player and enemy assets from itch but now I've started work on my own sprites. For art software I used to use piskel and still sometimes do but now I've switched to libresprite which is aseprite but an older version where it was open source and free. Thanks a lot for your feedback :)
@@Coding-SpotNo problem! I’d love to see your updates to the game more often. I started game development with godot but then put it off. You inspired me to start making games again! I have a few more tips on the camera. I don’t know how it would be coded, as I’ve never made it in godot, but having the camera move towards the mouse slightly is a nice touch. Basically having the camera go to (player.x + cursor.x) as x and (player.y - cursor.y) as y Remember adding to Y makes you move down so subtract Y, add X. You already know this of course.
I agree, this kid is gonna hit big someday just like. The other young coders in their prime, slowly growing into what they are today, I hope HE sees this and stay motivated throughout his journey, amazing work kid
Cool cool. Add collisions with objects now! Your getting pretty good at art so keep up with that.
I kinda like that the boss is just a giant blob enemy tbh. great progress my guy!
Amazing work young man! You have my full support. Keep up the amazing work. Game looks great, and video editing is great too.
your game looks nice so far! Im a solo indie game dev aswell and i know the struggles! Keep the good work up!
Amazing art style ❤
Regarding your art, it looks great! One thing to note is that having light (like a shine effect) come from a specific side looks bad. You can still have it on the side, but containing it around the top of sprite's parts gives a much softer feel, as well as being *significantly* easier to draw shading.
Let's say your sprite faces left in the original animation (with the light coming from the left), and when you face right, instead of having a new a new animation, you flip the sprite. At the time of this video, that seems to be the case.
In this case, the light seems to conflict with all other stationary elements. That makes the art seem overly detailed, and does not match the environment.
Things of note:
1. Keep the direction of light consistent on all parts of the sprite.
2. Research dithering. It may not work well with such small art as your characters, but perhaps trees or other larger sprites.
3. Your sprites are all VERY rounded. Making vertices sharper with that extra pixel can go a long way. *Do not* overdo this, as too many sharp edges can make your art seem cubic.
4. Draw EVERYTHING in layers.
a. Trees could vary in height just by removing a layer.
b. Drawing a base shape on one layer and shading on another allows for much easier customization.
5. (Last one I promise) Art software can be very influential. For example, arts made in _Aseprite_ are cleaner due to the cleanliness of the HUD and simplicity of the tools. A good free alternative is the _free_ lospec pixel editor. ( apps.lospec.com/pixel-editor/ )
Use a simple, yet high-quality pixel art application. (Piskel, Lospec, & Aseprite are all good choices.)
*Quality **_Paid_** Art Applications:*
1. Aseprite
_Pros_
a. Can export spritesheets, very useful for Godot animation nodes
b. Clean HUD, and all made of pixel art. Nice!
c. Dozen's of built-in palettes, and very easy to import your own from lospec!
_Cons_
a. Literally none.
*Quality **_Free_** Art Applications:*
1. Lospec
_Pros_
a. Thousands of free palettes
b. Cleaner HUD than even Aseprite!
_Cons_
a. Does not support animations
b. Cannot export spritesheets
2. Piskel
_Pros_
a. Can export spritesheets, very useful for Godot animation nodes
_Cons_
a. Confusing HUD, too complex
b. Colors get randomly changed and art somewhat corrupts, for some reason. (Similar to the scratch costume editor)
I really appreciate your feedback, I will keep your points in mind when I'm making my own sprites. Before I was using free player and enemy assets from itch but now I've started work on my own sprites.
For art software I used to use piskel and still sometimes do but now I've switched to libresprite which is aseprite but an older version where it was open source and free.
Thanks a lot for your feedback :)
@@Coding-SpotNo problem! I’d love to see your updates to the game more often. I started game development with godot but then put it off. You inspired me to start making games again!
I have a few more tips on the camera. I don’t know how it would be coded, as I’ve never made it in godot, but having the camera move towards the mouse slightly is a nice touch.
Basically having the camera go to (player.x + cursor.x) as x and (player.y - cursor.y) as y
Remember adding to Y makes you move down so subtract Y, add X. You already know this of course.
Looks pretty nice!
nice
most of us getting out done by a 12 year old.. hes going to go somewhere calling it now
I agree, this kid is gonna hit big someday just like. The other young coders in their prime, slowly growing into what they are today, I hope HE sees this and stay motivated throughout his journey, amazing work kid