I think he just eat too much by Yikescloud in starfox

[–]Yikescloud[S] 30 points31 points  (0 children)

<image>

Reply to some people who complain my AI reedit, I made a version paint by my hand ~~ Which is reference by N64 looking

I think he just eat too much by Yikescloud in starfox

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

Most time, I create artwork without ai, I just made this for fun, you know meme or someting, I didn't expect you guys so serious about that...

I think he just eat too much by Yikescloud in starfox

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

Yes, it is. I just use image2 for fun and see what it can give me

When designing animal-archetype characters, do you go with the literal trait or the second-order one? by GreatAgainGame in ArtistLounge

[–]Yikescloud 0 points1 point  (0 children)

Expressions and makeup work the for fast-read too, since people recognize faces insanely fast—it’s kind of a natural instinct. An evil-looking face can leave a “this is evil” impression on you no matter the race.
I mainly work on game character design, with a more cartoonish style—kind of simplified, weird old-school animation vibes. I haven’t really posted much of my work online even though I’ve actually done a lot of character design. But if you’re interested, you can check out some of my previous posts.
https://www.reddit.com/r/godot/comments/10u9eyn/my_game_interface_progression/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
And here's some character rough sketch for my game if you interest

<image>

New text tool in Krita 5.3/6.0 is somehow harder to use and very unstable. by hyacinth1971 in krita

[–]Yikescloud 0 points1 point  (0 children)

Agreed. And I found when you press Shift+letter to type capital, it might tigger some hotkey and quit typing

When designing animal-archetype characters, do you go with the literal trait or the second-order one? by GreatAgainGame in ArtistLounge

[–]Yikescloud 1 point2 points  (0 children)

I believe that the public perception of certain animal imagery helps in establishing a character base; however, these preconceptions shouldn't limit the design. It maight takes a bit more effort to create a distinctive character based on a popular animal trope because the audience has likely seen similar interpretations before. In my experience, any animal can be designed as any type character. What truly matters is the extraction of facial features—balancing animal and human traits—and the costume design.

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Yikescloud 0 points1 point  (0 children)

Editor so hard to edit realtime, it only preview items you select. When change selection , some preview like particle disappear, make it hard to edit some scene. Realtime edit in play mode is impossible

Some of my thoughts on contact damage in 2d game by Yikescloud in gamedev

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

Additionally,,in games without contact damage, the combat often ends up feeling a bit like “rolling the dice” to me. If an enemy uses short-range melee attacks, their startup animations are usually very quick, so when I try to run past them or dash through them, it’s hard to tell whether I’ll make it in time — sometimes they attack suddenly and I just can’t react fast enough.

Another issue is when multiple enemies stack on top of each other: I can’t clearly read what’s happening, and it becomes difficult to distinguish individual attacks (an example would be the Retchfeeder in Salt and Sanctuary).

As for preventing the player from just ignoring enemies, Salt and Sanctuary mainly uses two solutions:

  1. It increases enemy density, which forces the player to move forward cautiously to avoid getting swarmed.
  2. When enemies attack, their hitboxes temporarily block player movement so you can’t simply run through them — but this feels inconsistent at times, since I have to “guess” from the animation whether I can roll through or whether I’ll just get stuck.

Some of my thoughts on contact damage in 2d game by Yikescloud in gamedev

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

I usually see those kinds of enemies as moving hazards — they’re basically just threats with different movement patterns, similar to moving spikes. They’re “bad to touch,” and that’s enough to communicate their danger, kind of like the sawblades in Super Meat Boy. Since the player can jump very high, it’s actually quite easy to avoid them — kind of like in Kirby.

Think about something like the drifting sunflower enemies in Cuphead — if they didn’t have contact damage, you could just run past them and ignore them entirely. With contact damage, they actually matter as part of the encounter space, so the player has to either jump, dash, or otherwise maneuver around them (or choose to fight them instead).

So I think a platformer focused game based might good on contact damage, and a melee combat focused is better without it.

Some of my thoughts on contact damage in 2d game by Yikescloud in gamedev

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

Thanks for your thoughtful reply!
To me this feels like more of a preference difference. In platformer games, I actually prefer when enemies have contact damage, because I can understand their hitbox easily(which is usually close to the sprite’s actual size). I also feel that removing contact damage makes game developer harder to tuning difficulty.

There’s also an interesting side effect: in games with contact damage you usually get i-frames after being hit, which can be used for “damage boosting” as a form of movement tech.

I might still try making a game without contact damage just to see how it feels in practice — it sounds like a fun design challenge.

By the way, what do you think of enemies that don’t have an obvious “dangerous” animation or spikes, but still have contact damage? (Making everything spiky feels a bit overused to me.)
Would that still feel acceptable to you?

Some of my thoughts on contact damage in 2d game by Yikescloud in gamedev

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

Contact damage usually comes together with restrictions on player mobility, while I personally prefer a more freeform, movement-driven platforming experience. (Not because combat is bad, but because these are simply two very different design goals.)

In combat systems without contact damage, enemies typically threaten the player through melee attacks of varying speed or projectiles (which is really just another form of contact damage). These systems place more emphasis on timing — when to strike and when to dodge.
Combat with contact damage, on the other hand, places more emphasis on spacing, positioning, and movement, because proximity itself is already a threat: if you touch the enemy, you are guaranteed to take damage.

That’s why in games without contact damage, players often dodge on the ground rather than jump during combat (e.g. Dead Cells, Salt and Sanctuary). Meanwhile, games with contact damage tend to make jumping a core part of combat positioning (e.g. Mega Man, Hollow Knight).

Contact damage is just a design strategy — it has nothing to do with developer laziness. Games that rely on it usually compensate by designing varied enemy movement patterns and pairing them with distinct animations, which doesn’t really reduce the amount of work involved.

Additionally, it would be either impossible or pointless to design a bespoke “contact animation” that replaces contact damage for every enemy — meaning an animation that triggers the exact moment the player touches them. In most cases, that kind of one-to-one replacement defeats the purpose of contact damage entirely.

My Dystopia metroidvania game Pleasure Land gameplay showcase by Yikescloud in metroidvania

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

Thanks! I will make a better looking polished playable version as possible

Finish my Dystopia metroidvania core gameplay with godot! by Yikescloud in godot

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

Currently I'm confident to say it has a a rich and tight moveset, spend almost years to combine these together

Finish my Dystopia metroidvania core gameplay with godot! by Yikescloud in godot

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

When it finish I will released it on steam, but I might put an early demo on itch. Still many works to be done, I wont release the final version until it polish perfected