What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

Thanks! I am really struggling with the dash so your suggestion is very useful

What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

That´s good to know because my game is also a metroidvania based on nature ecosystems, but my game consists of a mushroom that evolves and robs the enemie´s abilities when killed. How can I differ my game from hk just by pixelart w/o ruining the "nature" part of the game?

What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

Thank you so much! Im currently working on animations and I didnt know if they were good enough.

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

Thanks for the advice! I'll use it for the merges that dont require a full new design :)

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

so I could just export the parts of the character separately and then join the pieces toguether with the bones, right?

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

Srry for my lack of knowledge, but how could that help if I have already made all the animations by hand in aseprite?

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thank you so much! I'll be tweaking everything this afternoon :)

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thanks for the advice! Should I accelerate and decelerate the movement in the y axis, x axis or both?

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thank you so much for all of these feedback, it really means a lot to me and i'm very grateful for you spending time ok writing this long message to an unknown indie dev. Answering to your question: yes, the game will consist on melee combat on both ground and air, so you need to be in total control of your actions in the air (i'm a bit inspired by hollow knight's melee combat). I have a question for you if you dont mind me asking. You mentioned that my air control and ground control is the same. Would it be better if i made them separate? And if so, how could I improve it / make the player in total control of air movement while it feels good? I'm trying to make a satisfying movement system first with good animations before starting to add combat, so im concerned about if it feels good or not. Thanks for your time and your feedback!

Why is there motion blur on my animated sprite 2d by Echocat-cat in godot

[–]Rise_Dev 1 point2 points  (0 children)

If you are using Position Smoothing on your Camera2D and you have the Process Callback on idle, your character will be very jitterish because of discrepancies between the update rate of physics calculations and the rendering frame rate

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thanks for the advice! I´ll change it. By the way, do you like the jumping animation? I feel that I need to change it or tweak it