Adding MOTION To My Game's Obstacles (And Nearly Breaking Everything)

  Рет қаралды 3,137

Swinkly

Swinkly

27 күн бұрын

Lost Resolve is available to wishlist on Steam: store.steampowered.com/app/29...
My high-speed platformer has been coming along well, but the lack of moving obstacles quickly became a problem I needed to solve. In this video we'll go over how I implemented them, and the numerous and nearly game-breaking issues I encountered along the way.
Follow me on Twitch if you'd like to see the development of this game live! / swinkly
Join the Discord for frequent updates and access to unofficial demos: / discord

Пікірлер: 32
@AnimatingBeats
@AnimatingBeats 25 күн бұрын
With every dev log I get more and more excited to see how this project will turn out. So far this definitely seems like a game I’d play for hours. Good job and I wish you luck!
@Swinkly_
@Swinkly_ 25 күн бұрын
That really means a lot! Thanks so much :)
@Reikha1987
@Reikha1987 25 күн бұрын
the ledge grab on the moving objects looks really cool. specially 5:14 where the result of the platform moving up into you feels very natural. great job! also the death spike are very noticeable at a glance!
@Swinkly_
@Swinkly_ 25 күн бұрын
Thanks, really glad you're liking the results! This was a fun challenge!
@_Quazarz
@_Quazarz 25 күн бұрын
Ngl that movement system looks really smooth and fast, right up my alley. I’m looking forward to seeing more on this game!
@SRY295
@SRY295 25 күн бұрын
you should learn about AnimationPlayer node, it will make your moving block so much more flexible and even with no coding. you can just keyframe it position and it will move your block between each position for you. you can even set it to auto loop back-and-forth.
@Swinkly_
@Swinkly_ 25 күн бұрын
That is really good to know! I've barely touched the AnimationPlayer so I should definitely take some time to learn about it.
@DevModeIsON
@DevModeIsON 25 күн бұрын
Actually you can just temporarily parent the player to the moving platform which will automatically handle all velocity changes when the player collides with the moving platform.
@ghb323
@ghb323 25 күн бұрын
2:27 I believed shovel knight had that buggy crush function, and it happens with rightward autoscroll sections (have superspeed cheat and at the flying machine stage) where even when the screen is moving away from rightward-facing wall, being between that and the right edge of the screen causes instant death.
@b3nn3wman95
@b3nn3wman95 25 күн бұрын
There’s a really good video on KZbin about moving platforms that use a path2D and RemoteTransform2D node that essentially automatically sets the players position the moving platforms position
@TheGonzaDev
@TheGonzaDev 24 күн бұрын
Very cool! I hope you keep going and learning even more
@DKP_TV
@DKP_TV 25 күн бұрын
Absolutely awesome progress - wishlisted the game the other day!
@Swinkly_
@Swinkly_ 25 күн бұрын
Thank you! :) I really appreciate the wishlist!!
@dakspieth
@dakspieth 25 күн бұрын
How do you not have more subs, unless I were to look, i would have thought you'd have at least 500k because of the vid quality
@nasgor22
@nasgor22 24 күн бұрын
I think the moving objects really clashes with the momentum of the game. As you can see in 6:04, your momentum completely stopped because the block was at the wrong place at the wrong time.
@Nado_89
@Nado_89 25 күн бұрын
I could say first here… Cool game it’s coming together quite nicely
@Swinkly_
@Swinkly_ 25 күн бұрын
Thanks so much! And congrats on being faster than everyone else 😎
@omnipotent-toad
@omnipotent-toad 25 күн бұрын
I have one thing to recommend for keeping the original idea of making a speedrunning game. Try making ways to bypass the moving objects without waiting for a specific time for it to let you past, you could make bypassing them more difficult to balance it out. It just doesn't seem fun to be stuck behind a slow block while you're trying to go fast.
@Swinkly_
@Swinkly_ 25 күн бұрын
I do agree with this sentiment for the most part (also: there is a skill-based way to bypass the moving blocks in this level!) - on other other hand, though, sometimes having fixed cycles can actually contribute to the speedrunning experience, as runners search for ways to optimize the run enough to reach a faster cycle that didn't seem possible before. In either case, this is definitely something I'll keep in mind while designing stages!
@ricebowoy
@ricebowoy 25 күн бұрын
​@@Swinkly_with that I hope, you can consider a mix of levels with cycles and without cycles. while its cool to be fast enough to get a faster cycles, it splits the level into pre-cycle and post-cycle, where only post-cycle can save time. whereas a level with no cycle rewards every little optimization with time saved.
@JediMB
@JediMB 25 күн бұрын
Just watched the entire series of videos, despite that speedrunning platformers aren't really my thing. That said, I've had some thoughts about the keys in my head for a bit: - I've been wondering if maybe they'd look better (more balanced/symmetrical) if they rotated 90 degrees after they're picked up. - It could also look neat if they dangled slightly in the air and then occasionally/randomly spun around their own axes. - Regardless, some kind of scatter animation for when you die feels like a necessity to emphasize that you've lost them.
@goodnewsgames3286
@goodnewsgames3286 25 күн бұрын
very cool
@barry_wastaken
@barry_wastaken 25 күн бұрын
try using motion blur speed trails instead of clouds for dashing or high velocity feedbacks. similarly you can also try showing some text on top of the player's head like (so fast, nice moves, etc...) when reached high speeds or some predetermined speed, i think the integration would be fairly simple since you already have a similar concept meaning that you can quickly try them and decide wether to keep them or not.
@Swinkly_
@Swinkly_ 25 күн бұрын
Thanks for the suggestions! Those ideas sound pretty cool, so I'll have to give them a try!
@barry_wastaken
@barry_wastaken 25 күн бұрын
@@Swinkly_ glad i helped, and can't wait to see the game finally finished 😁
@ugochi-mu7mo
@ugochi-mu7mo 25 күн бұрын
Do you have any plans for future environmment mechanics?
@Swinkly_
@Swinkly_ 23 күн бұрын
Yup! Some of them may be dependent on whether or not I can find assets for them, but my plan is to make levels progressively more complex by introducing new mechanics.
@kukukachu
@kukukachu 24 күн бұрын
While the stretch animation works well with games like celeste, I don't think it works that well with your game, at least how you have it now. It's not anything that's a game breaker or anything, it just seems out of place.
@unrighteous8745
@unrighteous8745 25 күн бұрын
Yeah, this looked like it would be a pain to make work. Nice job! Personally, I tend to avoid adding "physics bodies" to objects that aren't affected by other objects. I would move the block either through animation or transforms, and add the player as a child of the moving block when they're standing/clinging to it to inherit its movement (I use Unity though, don't know how that would translate to Godot). Although, if it works, it works. Just wanted to share, no point in changing what works.
@SRY295
@SRY295 25 күн бұрын
in godot, there are 4 physic bodies. this AnimatableBody is specially made for moving platform purpose. so this is actually the correct body to use.
@taquilahicks9637
@taquilahicks9637 25 күн бұрын
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