Game Dev Secrets: Schrodinger's Physics?
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- เผยแพร่เมื่อ 21 ต.ค. 2024
- Follow Isadora's Edge on Kickstarter: www.kickstarte...
Wishlist Isadora's Edge on Steam: store.steampow...
(I wrote so much stuff about how physics layers improve framerates, but couldn't really include it in the video due to time constraints. But, my frame rate dropped to unplayable territory with ~140 projectiles in the first version without proper layering, and dropped to unplayable territory at around ~300 projectiles with the proper layering in the second version, heh)
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! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadoras-edge
Thank you!
@@InboundShovel That name may be a bit controversial in modern day internet
@@HowDoYouTurnThisOn_🧐
Isadora's Edge? Bet-
Thought this was some Momodora shit for a second
Finally a steam page 😊
With layering: Projectile burst
Without layering: Molecular temperature simulator
LMAO
Like brownian motion
Plasma, to gas, to liquid, to soild
*Swimming*
Mmmmmmmmmmm molecular 🤤
Tbh, wall climbing off of projectiles is a sick concept.
Explosion Pogo strikes again
What about Ultrakill's rocket riding??
TRUEE That would be such a cool idea for a game too! ^^
Cluster Truck.
You could argue that Ori's coolest ability (in the two Ori games, _Ori and the Blind Forest_ and _Ori and the Will of the Wisps_ ) has similarities to that..
These videos are fantastic for helping me cover my bases of concepts I need to understand in Game dev that are often assumed knowledge or overlooked when I am trying to learn. Please keep these making more!
I'll keep it up, I'm really glad they're helping!
Proud of you, remember that taking the time to learn means your doing better than most people
@@InboundShovel what engine qre you using?
@@aleknjejenja5903 He uses Godot i think
I still can't believe "Insane-O style" became an actual thing.
right? I had this video going in the background and it took me three listens through to even catch it/remember where it came from because it's become so common
@@wahlawigi9572Yeah. Like the whole meme was that you can't force that kind of stuff
Bless Joel
Oh my god, people are actually using ‘insaneo style’ from Joel Haver. I love it
I think Mushroom Girl's attack animation would look better if her cap had shading when she covers herself, instead of pink all over. Keep up with the good videos btw ;)
You should make a hidden room somewhere with that ball pit
Wall jumping off of projectiles would be sick though
True! I should really add some challenge sections with projectile wall jumping!
in my country "Isadora" is a fried beans brand.
BEANS EDGE
@@InboundShovelahh I see, this was foreshadowed when you trapped Isadora in the baked beans ballpit in this very short
This is really interesting. I have also enjoyed your other videos that I have come across while scrolling shorts.
If I can say, the white text with a purple outline expanding every time you say a word is not only extremely distracting, but it is also 60% covered by the text that is default on the yt display.
Broooo!!!
The character animation is amazing !!!
Take your time releasing this game , don’t rush, You’re doing a good job
Omg i didn’t know you were using Godot! Cool!
love these shorts. looking forward to playing soon
These are GOLD, thank you for each and every one of these!
Seeing these videos and already understanding mist of the concepts and tools makes me so much more confident in my godot gamedev abilities :)
Thank you for those videos ! They made me finally get into game dev after years of making game concept without going further
I really love these shorts!
i am literally at level 0 of game dev and it feels really cool to know the solution to this before you reveal it.
i wanna hug the mushroom girl
the mushroom girl is kinda cute ngl, i'd totally like go out and get tea with her or smth
lol you said insaneo style. Are you a fan of Joel Haver? I know I am. Great video as always. I've said it before and I'll say it again, I keep accidentally learning new things every day because of your content. Thank you.
The mushroom girl is indeed cute
The best part? Damage layers are usually calculated through areas or the like, which ALSO have layers you can do similar stuff with. So you don’t need to lump damage in with the physics, allowing for damaging items like this to not have to *physically* collide with what they’re meant to damage.
the walls are 9:16 meaning he made this entire demonstration with yt shorts in mind
Probably ran into it elsewhere and built this scene to demo it here
No way you just hit us with that insaneo style short
In unreal engine you can make custom collisions so that you can ignore things that have a certain tag on them
Collision layers is always preferable to setting exceptions for certain objects
Thank you for the explanation
Gonna edge to this video too ofc
I wonder what these two characters thought when they woke up in this world full of glitched out objects
They probably experience something similar to a black mirror episode
I have to say, I really love the art style and the tips ate really helpful
They are not called that across all game engines!
Unrelated, but I made a script that's primarily for bookshelf's that let's me randomly place objects, and/or change the model and materials of the object. The script has a ton of applications.
How many wishes can you make with all those dragonballs?
I'll be honest, ball pit sounds like a fun level
Poor Isadora, she lost her ball pit.
"Insane-o style" :D
Nice Joel Haver reference
Physics layers are also really helpful for making bullet hell games, as it keeps the bullets from trying to collide with each other, which massively improves performance.
would be a neat bossfight idea, where there's 5 or so balls in a room bouncing for the entire fight that you need to avoid
Once saw a friend do something similar in minecraft by altering the worlds code. He put thousands of snowballs in the room and we couldnt leave and since we had a beacon nearby giving us regen plus our armor we couldnt leave and then the world crashed after 2000 snowballs bouncing off the walls endlessly
INSANEO STYLE !!
So THAT's what the Physics layer and mask were for!
These shorts have been so insightful! Any advice on how to make a bouncy surface like a trampoline? Something the player can walk across but will bounce them when jumping/landing on it?
Maybe have it invert your vertical velocity when you collide with it? So if you're not going up or down, you can move straight across, but if you come at it from above or below, you'll bounce.
Oooh, I had seen a couple of these, but didn't realize that the game was running on Godot. I'm still in the 'early learning' phase of using that engine, but I'll definitely be coming back to review these later on!
you can probably use this to make creative enemy atacks like having an enemy that shoots balls until there are a certain amount of balls, the balls bounce of of each other and you can avoid damage by jumping of of the balls
Smart making the walls exactly the width for the short
love how half the games i want arent compiled for mac
I'll try to get a Mac build working for release!
No promises, but I'll at least give it a good try!
@@InboundShovel it cant be THAT HARD right?
@@crudicle8407Mac’s actually one of the harder platforms to develop for
@@crudicle8407 Itd be easier for you to get an actually good device (literally anything that wasnt made by apple)
As I understand it, it's not particularly hard. Just obnoxious and costly due to having to jump through Apple's unnecessary hoops, like having to get an actual Mac instead of being able to just use a VM.
Wait this helped me understand the mask menu in blender lmao
Also, if the projectiles are relatively small and the particle-particle collisions would otherwise be treated elastically, projectiles passing through eachother is barely different from projectiles bouncing off of one another. If the projectiles are all the same visually and moving fast enough and there are enough of them, the player probably won't even notice the difference.
I never knew there was a difference between the layer and the mask
huh ok that actually explains what the mask section is for as before i just was doing both to make sure it collides with the player
But wait. I thought you where recycling the mushrooms balls? :o
For non-Unity programmers: Duplicate your collision tables, bridge them in your script adding a condition for the item they interact with, delete no necessary items in your duplicate
Did you make the test chamber thin enough, so it would be nice to look at in a shorts format?
Haha, yeah! I thought it would be a little more visually pleasing if it looked like the projectiles were bouncing around the edges of the video heh
@@InboundShovel i knew it
ok but the ball pit attack is funny tho!
You should totally start uploading to tiktok. I follow you there too and would love to be able to send your stuff to my homie. We've recently started diving into the game Dev world together and I love your content.
Unfortunately my first Tiktok account got banned - I think it's all resolved now though, so I should be able to upload these over there sometime soon-ish! Maybe once I have the Kickstarter page set up, heh
@@InboundShovel I'll definitely look out for it then. I just started following the old one recently
woah i like this artstyle
This was something that i needed to know
Make it so the hitbox of the slashes interacts with the projectiles so that you can juggle them
Justice for Isadora’s ball pit
Thanks, I finally know what Layer and Mask do! ... Right until the next time, then it is Guessing Until Works time again. As always...
Isadora my beloved :))) i love ur character, yay
If you don't add a very small secret room with a big sign that says "Isidora's funky little ballpit" with a bunch of bouncing projectiles inside it, I'm boycotting (I'm not but please 🙏)
Heh heh heh that's too good to pass up
Props for making a room with the yt shorts aspect ratio so the balls would bounce against the sides of the screen lol
you should let her smack them around with her sword
kinda like the balls that can take out the ghosts in shovel knight, but they don't stop midair
If you're in UE5, use collision channels and object types; same sort of deal
oh that's what that feature is for
cool
Or if this was a unity project you could also use the built in tags system and change the collisions in the editor to decide what tags collide with other tags.
But, counterpoint: You could have a wall climbing ball pit… 😁
Kyle the alien where are the humans
Kyle the alien:
Tbf it would be a nice gameplay depth to add if you can bounce off projectiles on Iframes
Oh we heard the INSANEO STYLE!
insane-o-style mentioned
If someone can pull of a jump on projectiles, I'd just let them. Like Portal's test chamber 13.
I want to make high projectile attacks without this trick just to make a highly chaotic game now
So how do the balls interact with the player to damage them? If the layers are masked to not interact with the player layer
I use a different physics object for the hitbox - one that doesn't handle any physics based motion, just collision checking! (In Godot, that's an Area2D node)
Then I have a layer dedicated to the Player's "Hurtbox" and a layer dedicated to the enemy Hitboxes, and those two layers always only mask each other!
@@InboundShovelI see thanks 👍
I'm sure that no one will make a devious mod about this game now that we know there are monster girls...
Long ago i thought game object always checking for contacts, if it hit floor etc it will register and bounce, and if it hits other physics objects it will ignore and do nothing but it will always do a some check and run a list of what it's hit and execute whatever is it that list... Never ignore anything to ignore somethings...
Heyy! Could I ask which language are you using in Godot? I’m currently struggling to pick either GDScript or C# and would love an input about this from you, since I have been watching these shorts for a long time and I was always curious which language you chose for your project!
Bring back the ball pit
hey can you do video about resolution and game window in general ?? i would love to see this becouse i struggle with this a lot ❤
FYI since you're using godot, you should almost NEVER be using godot's stock physics. They're fine, but there are just better solutions, like rapier physics which work excelently.
I'll have to look into it! I've seen people discussing using other physics engines in Godot, but never really considered it thoroughly - thanks for the heads up!
@@InboundShovel If you are considering other physics solutions, there's also Box2d.
Also, all of these are available in the Godot asset library.
This goes insaneo style
Insaneo style 🤘
OH MY GOD, I'VE HAD LIKE THIS PROBLEMS FOR 3 MONTHS (amateur indie dev here) , I just wanted to see like a way on naming this so I could search for a tutorial for this problem [ PHYSICS LAYERS ] so simple...😅
Question though, if they're only colliding with the level geometry, how do you detect when one of them hits Isadora?
Make this a secret room. Its hard to kill
good sir how have you managed to abduct my entire fyp overnight? I'm not complaining tho lol
How do you then add hit detection for those projectiles? Is that also collision based or is that another system?
INSANEO STYLE
a gas turning into a solid
I don't know, the first one kinda sounds more fun
I think this just calls for a ball pit minigame
rip ball pit.. :(
Cool, might be hard to implement in pygame for me :)!
Wouldn't it also make sense to have the collision also occur with the sword attack to deflect projectiles? Or is there plans to have a more specific reaction to hitting projectiles.
Or not...
I mean sure that solves that problem but you’ve removed the possibility of shenanigans that some people strive for, as long as a game is playable and the aesthetics come through I enjoy having a level of jank as it allows me as a player to mess around
Take Mario for example they make a big deal of him being able to jump or gain more air from anything he collides with, it’s made a bunch of strategies really viable for speed running
Or the possibility of using this feature in one specific spot to gain access to a hidden room
What do you use to work on this game..? Or any you recommend? I've been wanting to make a small side project because it seems like a lot of fun
What software you use
Godot! :D
@@InboundShovelwould you recommend a semi-beginner to build on a game engine created by himself where he adds the functions he needs at the moment and keeps them if they are useful? like the old programmers?
Very interesting !
Can make a beginner tutorial playlist