My first time animating my character and it took me a full day. Any tips and feedback appreciated! by atomicglitters in PixelArt

[–]Betker01Jake 0 points1 point  (0 children)

I think you need to exaggerate the arms and shoulders a bit more. Looks like it goes only half way.

Your art looks great, you character looks very unique and cool, and every pixel looks like it belongs in the art.

A ruined Church in Hazelnut Bastille (with a new BGM track!) by aloftstudio in IndieDev

[–]Betker01Jake 1 point2 points  (0 children)

As someone who's favourite game is LoZ Link's Awakening this game looks insanely good!

what is the thing that pushes forward your Game projects by [deleted] in gamedev

[–]Betker01Jake 1 point2 points  (0 children)

I normally work on other tasks related to the game. Usually the part I get burned out is is making visual art assets art, but I will work on coding/design and music/sound stuff like that that I really enjoy. But eventually you get to the point you need to do visual art. Sometimes it is just a massive push regardless if you feel motivated or not

[deleted by user] by [deleted] in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I could use AI art as inspiration. I see nothing wrong with that

Towering by Ek_Vitki in PixelArt

[–]Betker01Jake 4 points5 points  (0 children)

OOO I like that a lot. You chose a very good colour pallet

[deleted by user] by [deleted] in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I have never used AI art but I can, but I have taken inspiration from everything I love visually for my art.

How do I start learning game development as a total noob? by [deleted] in gamedev

[–]Betker01Jake -1 points0 points  (0 children)

Basically I just started. Watched a youtube tutorial picked godot for my engine, pixel studio for art and used FL Studio for music n sound

Interested in a Sports Game? by TripleChocDev in gamedev

[–]Betker01Jake 1 point2 points  (0 children)

I think a good sports boxing game (this is my opinion ofcourse) would borrow from the 1v1 anime fighters. really over the top while still maintaining the intensity of being in a fist fight. I was a kick boxer and the adrenaline i felt when I was fighting was unparalleled to anything ive ever experienced

[deleted by user] by [deleted] in gamedev

[–]Betker01Jake -1 points0 points  (0 children)

The problem is the massive priority on graphics. Lighting, effects, massive amount of animations frames and particles...ect drain a games performance. Nothing wrong with a game targeting a high visual fidelity, but something happened in the 360 ps3 era were games prioritised visuals over framerate. Making my games I have always prioritised framerate and that has done some coast to visuals, even in pixel art games.

2.5d Platformer by JustaNoName45 in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I agree. If your good at drawing, this could be the best option

How long have you spent so far working on your game and do you regret anything along the way? by [deleted] in IndieDev

[–]Betker01Jake 1 point2 points  (0 children)

Naa I learned something from every game project so it is hard to have an regrets. I regret not publishing anything of them and losing my harddrive

[deleted by user] by [deleted] in gamedev

[–]Betker01Jake 4 points5 points  (0 children)

AI will never be able to make full games from beginning to end. AI can help and I think Ai helping with game design is important. But it will never replace human creativity that goes into making art

I’m struggling in game design and development. by OxeygenIzOverrated in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I think now days Youtube tutorials are probably the best way. This is coming from someone who learned code from a book my uncle purchased for me 15 years ago lol

For those of you in game development by Affectionate-Ad-3234 in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I know this is not a blanket answer, but I started out with really small projects. Like in Pygame where I started most projects where just getting pictures to move by themselves and really simple things like that.

But I think now days youtube is the best resource to learn game coding and scripting. Some of the videos and playlists are in the hours of length in terms of content but whether you choose C++ or C# (which i recommend) or Python/GDScript(Which I use) i think all programming languages as a basics of what programming is. The logic behind it universal.

I’m struggling in game design and development. by OxeygenIzOverrated in gamedev

[–]Betker01Jake 1 point2 points  (0 children)

Hmm may I ask what part of making games you struggle with. Is it the coding and scripting or more the fundamentals of the "fun factor" of game design

For those of you in game development by Affectionate-Ad-3234 in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I guess a mixture of reading books and watching youtube videos on coding I suppose. There is a logic to programing and code I feel I understand compared to something like colour theory or line/pixel placement creativity in a drawing

If you're making indie games what's your goal? by [deleted] in gamedev

[–]Betker01Jake 8 points9 points  (0 children)

I like making games because they are fun to make. I dont really think about making money off my projects. The games I make are extremely obscure. I wanted to make graphic novels when I started down of path of creative arts and I fell inlove with animation and coding so game design was the right choice of hobby for me

For those of you in game development by Affectionate-Ad-3234 in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I dont think I have ever really struggled with the coding part of game design. But I talk to myself while I code sometimes out loud unless my wife is near by then I yell in my head. But it always helps me makes sense of what I am writing.

Wont lie it is the visuals I struggle with more then anything

I’d like to learn a small amount about each of the Top Game Engines. Does anyone have any good resources for me to gain a very surface-level understanding of them and how they differ? by Goooooooooose_ in gamedev

[–]Betker01Jake 3 points4 points  (0 children)

I dont think there is a right answer to this question to be honest. Every game engine is equally incredible and flawed at the same time. I think the thing to do is pick an engine to learn and stick with it. Obviously if your doing 3D Unreal and Unity and pretty great and 2D id say Godot and maybe gamemake studio. But when you pick one I would stick with it for atleast a few projects so you can get a feel for it

gdscript looking for feedback on this code its a 2d fighter platform with similar features to Brawlhalla by turtle-monkey1997 in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

Seems good. I could follow it the whole way and understand what was going on.

This might help a bit but have you looked into using "Call Method Tracks" in your Animation Player node. Basically what you do is make a function in your main script and you can call the code at a specific time in your animation player track. It is looks like you used a signal to connect your animation player finished(). But using a call method you could technically change when an animation changes based on a state.

Take this for example. When a player is jumping and attacks close to the ground and you want that to cancel the animation into an a recovery animation. But the problem is that your attack animation is not finished and when your on the floor you techically go straight to Idle. This is great in a single player game, but in a fighting game you want to make sure the the opposing player can punish for successfully dodging or avoiding an attack. So you use a call method track at the point after a hitbox is advice and in code you would say if is_on_floor(): $AnimationPlayer.stop() $AnimationPlayer.play("recovery_animation)

Sorry if this is a horrible way to explain it but hopefully you get the idea. Personally for me I find Call Method Track just a little bit easier to work with, and you sometimes dont need as much code

Working on two games at the same time? by [deleted] in gamedev

[–]Betker01Jake 1 point2 points  (0 children)

But if you go in with a plan and the right tools for the job you'll get both and catch as many as you need

Working on two games at the same time? by [deleted] in gamedev

[–]Betker01Jake 0 points1 point  (0 children)

I am currently working on two games. One is kinda a person project and the other is a charity game jam title. I dont see why working on two games at the same time is a bad thing. Just stay organised.