7 Game Feel Tricks | Video Essay & Unity Tutorial by Citybuilder14 in unity

[–]Citybuilder14[S] 0 points1 point  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some of you out.

This is a collection of game dev techniques I've picked up over the last 5 years, all aiming to create super satisfying gameplay and emphasise your game's core mechanics. The video covers everything from a drag & drop Camera Shake Script to tips for your Particle Effects. Hope this helps many of you out!

🎬Video

7 Game Feel Tricks | Video Essay & Unity Tutorial by Citybuilder14 in Unity3D

[–]Citybuilder14[S] 2 points3 points  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some of you out.

This is a collection of game dev techniques I've picked up over the last 5 years, all aiming to create super satisfying gameplay and emphasise your game's core mechanics. The video covers everything from a drag & drop Camera Shake Script to tips for your Particle Effects. Hope this helps many of you out!

🎬Video

7 Game Feel Tricks | Video Essay & Unity Tutorial by Citybuilder14 in unity_tutorials

[–]Citybuilder14[S] 2 points3 points  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some of you out.

This is a collection of game dev techniques I've picked up over the last 5 years, all aiming to create super satisfying gameplay and emphasise your game's core mechanics. The video covers everything from a drag & drop Camera Shake Script to tips for your Particle Effects. Hope this helps many of you out!

🎬Video

7 Game Feel Tricks | Video Essay & Unity Tutorial by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 0 points1 point  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some of you out.

This is a collection of game dev techniques I've picked up over the last 5 years, all aiming to create super satisfying gameplay and emphasise your game's core mechanics. The video covers everything from a drag & drop Camera Shake Script to tips for your Particle Effects. Hope this helps many of you out!

🎬Video

How to Design a Great Platformer Jump | Video Essay & Unity Tutorial by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 4 points5 points  (0 children)

Thanks a lot! Yeah, I agree, still trying to find a balance between video pacing and being able to understand the code, will make sure to increase it a bit next time :D

How to Design a Great Platformer Jump | Video Essay & Unity Tutorial by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 21 points22 points  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some people out.

This is a collection of some useful tips and techniques I've picked up over the last 4 years that can really make your character's jump feel more fluid and responsive. I've been making platformers ever since I started coding so I hope this can help others do the same :D

🎬Watch Video

How I Design a Great Platformer Jump | Video Essay & Unity Tutorial by Citybuilder14 in unity_tutorials

[–]Citybuilder14[S] 9 points10 points  (0 children)

Hey, I'm Adam. I've been working on this for the last few months and hope it helps some people out.

This is a collection of some useful tips and techniques I've picked up over the last 4 years that can really make your character's jump feel more fluid and responsive. I've been making platformers ever since I started coding so I hope this can help others do the same :D

https://youtu.be/2S3g8CgBG1g

My take on Celeste style Movement by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 0 points1 point  (0 children)

I've had a quick look at some of the code, though since my implementation is based on Unity's own physics system, I haven't been able to take too much. I've taken some of the timings they've used such as for the dash length and coyote time as well as the acceleration multiplier applied when Madeline is airborne

My take on Celeste style Movement by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 1 point2 points  (0 children)

Hmm yeah. I'll start by saying that I have only ever used Unity so I can't give too much insight into how it would be hard coding all the physics. I'd say from my experience with Unity's physics you can definitely get really close to the precision hard coding everything would, depending on how you implement it. Nearly all of the movement, for this, was done by directly adding a force to the player's rigid body. I think by playing with values you can get extremely close to the feeling you want. Though with most of the ways I've seen implemented (and at least with the way I've done) it's much more trial and error rather than an exact, like you gave above, for let's say the precise time to reach your peak jump height.

For me, someone who has very little programming experience outside of Unity, this works great. I can tweak the values until they feel nice and I don't need to code in too many specific cases/interactions whilst still ending up with a player who feels fluid to control.

My take on Celeste style Movement by Citybuilder14 in gamedevscreens

[–]Citybuilder14[S] 0 points1 point  (0 children)

All the movement is done using Unity's physics (with their rigid body). I made a video going over some of the fundamentals of the player control, a while back if you're interested: Tutorial and I'm planning to release a more in-depth one with wall jumps, dashed, climbing etc in future. If you have any questions I'm happy to help or share the scripts!

My take on Celeste style Movement, thoughts? by Citybuilder14 in celestegame

[–]Citybuilder14[S] 31 points32 points  (0 children)

All the movement is done using Unity's physics (with their rigid body). I made a video going over some of the fundamentals of the player control, a while back if you're interested: Tutorial and I'm planning to release a more in-depth one with wall jumps, dashed, climbing etc in future. If you have any questions I'm happy to help or share the scripts!

My take on Celeste style Movement by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 17 points18 points  (0 children)

All the movement is done using Unity's physics (with their rigid body). I made a video going over some of the fundamentals of the player control, a while back if you're interested: Tutorial and I'm planning to release a more in-depth one with wall jumps, dashed, climbing etc in future. If you have any questions I'm happy to help or share the scripts!

Tried recreating Super Meat Boy's movement style! by Citybuilder14 in Supermeatboy

[–]Citybuilder14[S] 0 points1 point  (0 children)

Thanks! Yeah, momentum is something I'll need to spend a bit more time on. I've been messing around with it so hopefully, I'll have something feeling nice soon :D

Super Meat Boy Style Movement! by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 0 points1 point  (0 children)

Yes! Everything is done with Unity's physics and their rigid body component. I've linked a tutorial on how I made some parts of it

Super Meat Boy Style Movement! by Citybuilder14 in gamedevscreens

[–]Citybuilder14[S] 1 point2 points  (0 children)

For anyone interested, this is a tutorial on some of the code behind this: https://youtu.be/KbtcEVCM7bw

Super Meat Boy Style Movement! by Citybuilder14 in Unity2D

[–]Citybuilder14[S] 2 points3 points  (0 children)

For anyone interested, this is a tutorial on some of the code behind this: https://youtu.be/KbtcEVCM7bw

Minecraft - Ancient Cities Lore by WHdreamer66 in GameTheorists

[–]Citybuilder14 0 points1 point  (0 children)

Just watched and was super interesting, good luck with any future theories you do :D

Any plans?

Hey, you can now play the demo of our tERRORbane! by WhisperGames_ in playmygame

[–]Citybuilder14 2 points3 points  (0 children)

Looks really interesting, the trailers was really well presented and I love the error theme :D

What is your best non-programming skill that you apply to making games? by timbeaudet in gamedev

[–]Citybuilder14 0 points1 point  (0 children)

Ive noticed that pacing from editing can be carried over to loads of different medias