How to make Flying Enemies?
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- เผยแพร่เมื่อ 7 ก.พ. 2025
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/ inboundshovel
What's up, Gamers?
Here's a breakdown of how I added flying enemies to my indie game!
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!
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Thanks so much, everyone!
If you can add a response delay to the sprite flipping above the character it will feel like a natural response reaction instead of an instantaneous trigger. A countdown starts after passing above Isadora. When it stops, the enemy checks position and then flips.
Oh, good thinking! I'll give it a try!
Yeah good idea! That could be tied to the speed maybe? Since it’s accelerating it would only flip after gainjng a certain amount of velocity to the right or the left. Although if it’s coming down with only a slight angle can you isolate just the lateral movement for the sprite flipping?
As usual, it’s a delight to witness the progress of this game. It really has a lot of charm to it
Thank you! I appreciate it!
I think a backward flying animation would be great for the bottle sprite. Think someone swimming backwards. That way when she's "fleeing" from Isadora, she still seems focused on the current threat, performing her duty as a sentry. Might help with sprite flipping too, cause then you can just tell Bottle Sprite to always face Isadora if she is in range
Oh, that's a great point! The separate animation would actually convey a lot of extra "thought process" in the enemy's head!
The bottle enemy would look good going backwards instead of turning if you did a special animation of it.
On the other hand, You could try increasing the movement speed a bit when "fleeing" so it feels like it is actually trying to flee.
Right now i think it feels weird how it turns it's back to Isadora without trying to hurry to face her again.
Oh yeah, that's a good idea! Having a burst of extra movespeed when they first start a particular motion would be really sick, I'll give it a try and see how it feels!
I love how he really gets into the weeds of what hes working on in extreme detail instead of glossing over things like this like most other gamedev youtuber
Noo not the primal aspides again!😢😢(from the thumbnail), but hey your game is cool keep it up
And the owls
15:28 WAIT THAT MOVEMENT WAS SICK AS HELL IS THE FLIP SPECIFICALLY FOR JUMPING OUT OF A DASH?
Yeah, you got it exactly!
I liked the Donut solution very much, but here's a question:
Is the "donut" fixed on isadora or do you have a Donut per enemy?
If you have one per enemy, could be interesting to have Donuts with different radius to accommodate for different firing angles and a way to represent the enemies "bravery" (how close they let Isadora get before fleeing) for example.
There's a donut per enemy - and right now the bottle sprite and Novedoo both have very different donuts! But I limited to display on screen so it would be easier to debug, and easier to understand in the video too, heh heh
But that's a great point! I'll have to explore some /drastically/ different donut behaviours and see how they feel!
@@InboundShovelnot sure if it would actually add interesting gameplay but an idea to consider is have the donut dynamically change, e.g. the enemy is on low HP so they try to stay further away
Just code it like
If:
(going to fly weird)
Then:
(don’t)
If: (only), it was like this
Now we're cookin'
Loved the intro!
1:41 I think the topic of how the bottle originally ended up with the plague doctor has not been covered 🤣
I would add an angle range to top (and bottom) of the donuts of like..10-15 degrees where they cannot target a point. This would mean they are always flying slightly to the left/right of the player, which would make sense for an enema that has to lob a bottle, since they wouldnt lob it directly up as it would hit themselves.
I'm not a programmer, but I love learning about the process. I was thinking about what you said about the flipping sprite situation. What would happen if there was a third zone in the donut, like a slice of pizza (cone-shaped) above the character, where the enemy has a different sprite that looks down?
Also I'd love to know more about how you do sound effects. I always wished I had gone into voice acting (instead of my current occupation), so I find that topic interesting.
That would increase a lot the number of assets with every enemy that is created, instead i was thinking on "blacklisting" this section as target location. When an enemy selects a target location, picks a place taht is not straight avibe Isadora. If isadora keeps moving, the enemy keeps escaping, so basically your donut turns into a U
Yeah, that solution would 100% solve the problem - but would require extra assets for every flying enemy.
Which, admittedly, isn't the worst thing in the world, since there aren't that many flying enemies - but is more of a last resort solution if I can't avoid it, heh heh
I haven't done much sound design on this game yet, but I'll probably make a devlog for it once I really dig in, so stay tuned! :D
@@InboundShovel Aww, thank you for responding back personally. I'm glad you liked my idea. I hope you find the solution you're looking for. Looking forward to when this eventually becomes available. In the meantime, I'll continue looking forward to your interesting videos. You seem like such a nice person and have a true passion for what you're doing. 🥰
Suggestion for the sprite flipping problem:
Change the movement angle so that the enemy never only moves vertically.
For example through a minimum angle or through moving the target point horizontally.
Ooooh, that's interesting! I'll try it out!
Cool solution! Although, I did think Novedoo patrolling a path was pretty neat, so maybe there's a compromise where you can have him on a set path, but then move toward Isadora when he enters the donut. Once outside of the donut, return to the patrolling path.
I think it should be more like a half donut system for these two enemies. They want to attack from above, so them being happy to be in the donut below you if you're on a platform doesn't seem right. A more complicated system could be enemy type specific area shapes and locations in relation to Isadora they want to be in, fitting to their type of attack (straight above, diagonally above, etc). And they wouldn't want platforms/obstacles to be in the way that break projectiles, but then it gets even more complicated. Some grounded enemies might also have a certain distance they would prefer to be in in relation to Isadora to do their attacks.
The bottle sprite needs to swap his potions in a more satisfying pattern. Maybe random.
Also, enemies need to have a randomized delay after first seeing the player before they can fire.
SPONSOR?! OMG THAT IS AWESOME AAAAHHHHHHHHHH
Would love to hear how you handle getting knock backed and all the things that go into making that feel response and good.
Really cool
Im not sure if it will work but try making the enemy face towards isadora when it is inside the inner circle of that donut
I don't think you should flip the Bottle sprite, I think that enemy should have a short dash backward to escape the inner circle, and if that dash is on CD then it doesn't dash away. This gives the enemy some interesting combat maneuvers but doesn't make them unfair (depending on how long the CD is for the escape).
My old 1440x900 laptop: *exists*
What size of canva are you using for you tileset? 16x16 I supposed? And what size for Isadora? Is it 32x32? Look too small... 64x64? Thanks for your answer ❤
what is the music you use around the 2 minute mark, i heard it lots of times now in your videos and i like it a lot
I hired a musician to make some music for my devlogs, so it's a custom song! Maybe I'll upload it somewhere so other people can have access to it - I'll put that somewhere in my to-do list heh
4:49 skip
first sponsor epic!
Just have them face towards the fourth wall while they move up or down within the horizontal margin of error
cool!
First sponsor POGGIE
Can you add small tiles that you can step up like the stairs in Minecraft
I like the thumbnail
Is it me or youtube hides my own comments? Thats lame!
At least I can see it!
@@InboundShovel i left a couple messages about steering behaviors, but they dissapeared
Thinking on it. Do you happen to have a bot that detes comments with links? I know is a common practice for live streams, but if it exisis for posted videos i didnt knew
What language are you using on Godot engine?
Are you going to release the game on a Nintendo Switch? I think this game is perfect for a Nintendo Switch
How long did this take for you, as an experienced individual, to code this?
Im learning coding for gamemaking, and man, vectors sound like its gonna be a headache to learn. Currently im still memorizing conditionals, loops, boolean, arguments, etc. In scratch. Having to eventually code for these is gonna be so rough. I notice immediately that the time to assemble script is going to take at least 3x as long for the same thing.
Is there any tips you used to help you get this down better, other than the obvious, practice for years? Anything that helped make it easier to understand?
How about path finding say theres solid tiles between enemies and player?
I feel like it's a little sad that u got rid of the megaman AI. It would be more unique to get inspired from that game than Hollow Knight I think. Also, with the owl, it might make more sense that it's just flying back and forth since it's just like fauna that's defending itself, and not an enemy aggressing on the main character
Seeing this type of video I have a question that's roadblock Ing me from starting game development on my own the most. I have a background as a developer. But I have no idea how I would tackle game art and things like that as I am very unskilled in designing. What would be a solution or a way to tackle that problem?
as someone who has spent like 800 hours fighting just a few flying enemies in hollow knight, its kind of insane how much depth a system like this provides. even though they just have one attack, there are a million ways to improve how you deal with them in varying situations. i think it was a great idea to take inspiration from hk, so much to gain from just a couple small systems.
Plz make tutorials
Im early bois!!!