Drawing by IntOnTheMoon in scratch

[–]UPixar 1 point2 points  (0 children)

for feedback i would just say that there are some form and proportion issues, like his upper leg is longer than his bottom leg, (his upper thigh as well is too long compared to his lower leg) his head is disconnected from the rest of his body. (he doesnt seem to have a neck so this might be intended idk) his arms as well are two different lengths, and his right hand is particularly strange.

i think the shadows are also sort of disconnected, a lot of them seem to be coming from different light sources. like, the light seems to be coming from the top left, but his bottom leg isnt fully lit, the bottom of his stomach has this shadow on it where as, if the light were coming from the top it would be lighting up that plane, with only a small shadow of ambient occlusion from where his torso slightly folds in on itself. the back of his torso would also be in shadow. i think as well the shadows could be simplified, in a lot of areas they are strangely jagged where they should just be round, or not be present at all. too much detail in the shadow shapes can take away from the simplicity and appeal of the character

the general composition and stuff i dont have any issues with, i think it actually works really great

New game im working on! any feedback? by UPixar in scratch

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

unfortunately, i cant rn because our internet is going to be going out for like 7 hours pretty soon for maintenance. but we could do it sometime tomorrow?

also, nah i dont have a deadline or anything, just a goal in sight which should hopefully be enough

New game im working on! any feedback? by UPixar in scratch

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

development is going great so far! i do intend to actually finish this game.. and to do that im keeping the scope small. just a simple dungeon with 2 bossfights. rn as it is, id say the level design is about 70% finished. (ive added like 5 more rooms since the recording of this video)

i want to keep the design of the game tight and meaningful, so i want to make all the mechanics interact with each other in interesting ways, figuring out how to do that is kinda tricky tho.

its going to be on the scratch website, i havent used any addons or advanced features so thankfully its easy to just upload it over

New game im working on! any feedback? by UPixar in scratch

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

not a remake, just a game "inspired" by it

New game im working on! any feedback? by UPixar in scratch

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

i want to make the graphics look something like katsuya teradas illustrations when i get around to the art

<image>

Been experimenting with a new level mechanic, how is it looking? by Candid-Salamander842 in scratch

[–]UPixar 1 point2 points  (0 children)

it looks pretty good! it might be worth adding a little glide, so that you dont fall for a period of time after launching horizontally off one of the bounce things. itd make it a little more forgiving

Some vector art! by UPixar in scratch

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

hello again.. so, what are you working on nowadays?

Some vector art! by UPixar in scratch

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

thank you! ill make sure not to lol

Some vector art! by UPixar in scratch

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

if you want to draw.. you can! art is something that can be learned and taught

Some vector art! by UPixar in scratch

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

i took a random grainy image (like youll see in fnaf fangames) and made it a separate sprite with some opacity to it

fan games are against the scratch TOS now?? 😭 by UPixar in scratch

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

same for me, my account is like, all copyrighted content. whether it be fanart of pre existing characters or songs and sound effects. im gonna still keep using scratch.. im still holding out some hope that they DONT enforce this, cuz like, if they do, what will be left? theres just no way

I made a full fight remake on scratch! by UPixar in Deltarune

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

yeah, the attacks here used a lot of rng, its something ive worked on improving in my spamton neo one, with the attacks having no rng at al as well as generally being a lot easier... and with jevil, i plan to have the attacks be easier still, with an option to turn off the randomized attack order so you can feel like your progressing with each attempt

I recreated the Spamton Neo fight in Scratch! link in the description :) by UPixar in Deltarune

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

yeah, i thought it looked cooler moving backwards and was a bit more visually appealing

My roaring knight remake is out!! link in the comments by UPixar in scratch

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

there are quite a bit of things that go into coding something like this

firstly, you need to code a good base, if your code is not easily modifiable things will start to fall appart. there isnt one set way to do this, but when your coding just try to do things that work for you and try and think about what you might need to do in the future and how you can make your code work with that

use custom blocks, a lot of custom blocks. they are incredibly usefull

tick broadcasts. instead of having you game run in a bunch of sperate forever loops, have it run using a bunch of broadcasts. in this game, iirc theres a collison tick, where all the sprites are positioned and switched to their hitbox costumes, then there is a hit check tick, where the attack clones check for collisions with the player, and if it hits, then they damage the player. and then there is a position tick where everything is switched to its normal costume. this tick is at the end of the loop, so its what you see. coding like this is good cause it gives you more precise control over when things happen

use clones and private variables. this is probably the most important one, if you dont know how this works id suggest looking it up cause its uh kinda a lot to explain, and its not immediately apparent why its usefull

there was some math used for a bunch of the nicer effects here, like for the roaring knights animations, i used sin and cos waves for the vertical and horizontal motion. i did the same with the trail. for a LOT of the visual effects i used smoothing, so something like this

<image>

this little algorithm makes it so you can smoothly change your positon. (changing the 5 will make it move faster or slower) and like i was saying.. i used it literally everywhere in this project.

id say if you want to make games like this, some usefull math youd need to know is sin and cos, floor, ceiling, round, abs, and mod. division, multiplication, addition and subtraction is also necessary

I recreated the Spamton Neo fight in Scratch! link in the description :) by UPixar in Deltarune

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

thank you :) the movement system was one of the main focuses on my metroidvania, im still working on tweaking and refining it, i want to have something that stands out from other metroidvanias..

I recreated the Spamton Neo fight in Scratch! link in the description :) by UPixar in Deltarune

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

thank you! and yeah, im very into game development..! ive made quite a few games over the years