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Creating a Metroidvania (like Hollow Knight) in Unity | Part 2.75: Adaptive Jump Buffer Frames
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882
It summarizes a new issue in this topic here:
blog.terresquall.com/community/topic/part-1-2-common-issues-bugfixes/
If you require further assistance with any issues you may be facing, create a post on our blog: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
0:00 Jump Buffer with adaptive frame rate.
1:14 Conclusion
zhlédnutí: 45

Video

Creating a Metroidvania (like Hollow Knight) in Unity | Part 1.75: Flipping Non-Uniform Player
zhlédnutí 27Před 16 hodinami
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes a new issue from the replies in this topic here: blog.terresquall.com/community/topic/part-1-2-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: blog...
Get Unique Character Sprites - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 15.5
zhlédnutí 46Před 14 hodinami
In Part 15.5, we will be changing the sprites of your characters to different sprites. This will give more depth to your characters in the game. 00:00 Introduction 00:49 Replacing Animations 07:15 Changing of Sprites in Game 13:10 Conclusion
Creating a Metroidvania (like Hollow Knight) in Unity | Part 10.5: Boss Issues
zhlédnutí 299Před 19 hodinami
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-10-article-changes-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: ...
Creating a Metroidvania (like Hollow Knight) in Unity | Part 9.5: Fixing Mana Audio & UI Issues
zhlédnutí 104Před 19 hodinami
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-9-article-changes-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: b...
Sound Effects + Codebase Updates - Creating a Rogue-like (Vampire Survivors) in Unity: Part 16.5
zhlédnutí 134Před dnem
Read the accompanying post for this part: blog.terresquall.com/community/topic/part-16-5-how-to-add-sound-effects-to-your-weapons/ One of our viewers asked how he could add sound effects to the project, so we made a video covering this. 0:00 Introduction 0:19 Import settings for your audio files 4:12 How to add a sound to your weapon 5:02 An important tip 6:41 Adding a sound to another weapon 7...
Creating a Metroidvania (like Hollow Knight) in Unity | Part 8.5: Mana Orbs & WallJump Issues
zhlédnutí 193Před dnem
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-8-article-changes-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: b...
Creating a Metroidvania (like Hollow Knight) in Unity | Part 7.5: Player Spawn & Bench Issues
zhlédnutí 172Před dnem
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-7-article-changes-common-issues-bugfixes/ Link for our Short and Article on "How To Fix An Unclickable Button In Unity", Article: blog.terr...
New Enemy Spawning System - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 21
zhlédnutí 743Před dnem
Accompanying article for Bronze tier Patrons, where we summarise all the changes: blog.terresquall.com/2024/07/creating-a-rogue-like-vampire-survivors-part-21/ Silver-tier Patrons can download the project files here: www.patreon.com/posts/105241781/ In Part 21, we will be creating a new enemy spawning system that allows us to spawn more complex enemy arrangements, such as mob rushes and the Flo...
Creating a Metroidvania (like Hollow Knight) in Unity | Part 6.5: Bat and Spike Issues
zhlédnutí 240Před 14 dny
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-6-article-changes-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: b...
Creating a Metroidvania (like Hollow Knight) in Unity | Part 5.5: NullReference and Scene Transition
zhlédnutí 283Před 14 dny
This video is a part of the initiative that we started back in March, when we started to document issues in our Metroidvania series: www.patreon.com/posts/99646882 It summarizes the issues listed in this topic here: blog.terresquall.com/community/topic/part-5-article-changes-common-issues-bugfixes/ If you require further assistance with any issues you may be facing, create a post on our blog: b...
Creating a Farming RPG (like Harvest Moon) in Unity - Part 27: NPC Events (Part 2)
zhlédnutí 363Před 21 dnem
Creating a Farming RPG (like Harvest Moon) in Unity - Part 27: NPC Events (Part 2)
Creating a Metroidvania (like Hollow Knight) in Unity | Part 3.5: Fixing Damage, Recoil and Attacks
zhlédnutí 470Před 28 dny
Creating a Metroidvania (like Hollow Knight) in Unity | Part 3.5: Fixing Damage, Recoil and Attacks
Creating a Metroidvania (like Hollow Knight) in Unity | Part 2.5: Fixing Dash and Double Jump Issues
zhlédnutí 385Před 28 dny
Creating a Metroidvania (like Hollow Knight) in Unity | Part 2.5: Fixing Dash and Double Jump Issues
Creating a Metroidvania (like Hollow Knight) in Unity | Part 1.5: Fixing Jump and Camera Issues
zhlédnutí 554Před 28 dny
Creating a Metroidvania (like Hollow Knight) in Unity | Part 1.5: Fixing Jump and Camera Issues
Virtual Joystick Pack - How-to-use Guide + Trailer
zhlédnutí 91Před měsícem
Virtual Joystick Pack - How-to-use Guide Trailer
UNITY BEGINNERS: Learn to navigate around Unity's 3D scenes in 1 MINUTE
zhlédnutí 36Před měsícem
UNITY BEGINNERS: Learn to navigate around Unity's 3D scenes in 1 MINUTE
Creating a Metroidvania (like Hollow Knight) in Unity | Part 4.5: Fixing Spellcasting and UI Issues
zhlédnutí 615Před měsícem
Creating a Metroidvania (like Hollow Knight) in Unity | Part 4.5: Fixing Spellcasting and UI Issues
Upgrading the Inventory UI - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 20
zhlédnutí 1,3KPřed měsícem
Upgrading the Inventory UI - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 20
Creating a Farming RPG (like Harvest Moon) in Unity - Part 26: NPC Events (Part 1)
zhlédnutí 425Před měsícem
Creating a Farming RPG (like Harvest Moon) in Unity - Part 26: NPC Events (Part 1)
SNEAK PREVIEW: New Enemy Spawning System for our Vampire Survivors tutorial series
zhlédnutí 154Před měsícem
SNEAK PREVIEW: New Enemy Spawning System for our Vampire Survivors tutorial series
Upgrading the Level-up UI - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 19
zhlédnutí 765Před 2 měsíci
Upgrading the Level-up UI - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 19
Web Development Essentials: The programming languages you'll need to learn
zhlédnutí 61Před 2 měsíci
Web Development Essentials: The programming languages you'll need to learn
UNITY BEGINNERS: Set up Visual Studio as your script editor in Unity
zhlédnutí 73Před 2 měsíci
UNITY BEGINNERS: Set up Visual Studio as your script editor in Unity
UNITY BEGINNERS: I messed up my Unity Editor layout! What do I do?
zhlédnutí 36Před 2 měsíci
UNITY BEGINNERS: I messed up my Unity Editor layout! What do I do?
AI sprite generation with Unity Muse has a long way to go | 28 April 2024
zhlédnutí 502Před 3 měsíci
AI sprite generation with Unity Muse has a long way to go | 28 April 2024
Creating a Farming RPG (like Harvest Moon) in Unity - Part 25: Interact UI and Calendar
zhlédnutí 888Před 3 měsíci
Creating a Farming RPG (like Harvest Moon) in Unity - Part 25: Interact UI and Calendar
WATCH THIS FIRST: The Unity Editor interface in a nutshell
zhlédnutí 3,4KPřed 3 měsíci
WATCH THIS FIRST: The Unity Editor interface in a nutshell
Cartoon Toyland Pack - Version 1.1.0 Trailer
zhlédnutí 99Před 3 měsíci
Cartoon Toyland Pack - Version 1.1.0 Trailer
Modularising the Stat System - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 18
zhlédnutí 3KPřed 4 měsíci
Modularising the Stat System - Creating a Rogue-like (like Vampire Survivors) in Unity: Part 18

Komentáře

  • @vegetal_fuzivel8999
    @vegetal_fuzivel8999 Před 2 hodinami

    Great video. But I have a question. Will you teach how to do that mechanic that is in Hollow Knight where when we attack downwards on enemies or spikes we have an upward push and recover the Dash, double jump...?

  • @pablenvr8705
    @pablenvr8705 Před 12 hodinami

    My player wont jump from that jumpForce line

    • @terresquall
      @terresquall Před 11 hodinami

      Hi pablen, did you set your jumpForce value? Or is your input button for jump named correctly in the code? For instance, in your Input manager, *"jump"* is not capitalized but you put _Input.GetButtonDown("Jump")_ instead of _("jump")_? If it's neither, you can create a post on our forums and show us your code or your issue through video if needed: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/

  • @Magma-uw7yo
    @Magma-uw7yo Před 16 hodinami

    I've got multiples issues : 1. Sometimes my Chunk aren't create and my player walk in a blank space 2. Sometimes my Chunk change randomly (or disapear) when my player is on the chunk 3. My Chunks don't desactive (or maybe desactive but on the wrong way)

    • @terresquall
      @terresquall Před 9 hodinami

      Can you run through the article again and see if you've set up the colliders and tags properly? blog.terresquall.com/2022/12/creating-a-rogue-like-vampire-survivors-part-2/ Alternatively, take a video of your issue and post it on our forums.

    • @Magma-uw7yo
      @Magma-uw7yo Před 8 hodinami

      @@terresquall It doesn't work too. Now I've got an : ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index I copy/past your code and do the setup once again.

    • @terresquall
      @terresquall Před 6 hodinami

      @@Magma-uw7yo you will need to paste your code into our forums and highlight the line that this error is highlighting.

  • @Ronin----
    @Ronin---- Před dnem

    After upgrading the Level Up UI I noticed that the first option in the level up screen cannot be clicked but the other 2 options can be clicked, do you know what could be causing this or do you intend to come back to this? I'm not sure if you experienced the same thing

  • @YokkelTV
    @YokkelTV Před dnem

    Awesome video!

  • @Echo12345hhw
    @Echo12345hhw Před 2 dny

    Hello, thanks and I really like this project of yours. However, there are some things that make me a bit confused (I don't mean to be rude). Since coming to this Part, following and changing according to your instructions, it seems that my game is destroyed 😄, some lines of code you changed but did not note on the video and I had a lot of trouble with them to fix them and the game almost works unstable 😄. I understand that you have a website for support but the problem is that there are very long code files and I don't even know what the error is to ask for support. And when I want to review the code, I have to pay, honestly I didn't expect this to happen in part 15/21 which makes me quite confused.

    • @terresquall
      @terresquall Před 2 dny

      Hi Echo, not rude at all. That's a good observation -- we should have left a notice on the video to back up your project before making changes. If you are able to document some of the issues you have and post them on our forums, we will try our best to help you out.

  • @DarkNodachi
    @DarkNodachi Před 2 dny

    i did exactly as told but got like 90 errors so that sucks

    • @terresquall
      @terresquall Před 2 dny

      If you can list the 90 errors on our forums, we'll help you with them.

    • @DarkNodachi
      @DarkNodachi Před 2 dny

      @@terresquall no i realized that i was a buffoon and miss saw things but also my animations seem to not show up like wont play when i move

    • @DarkNodachi
      @DarkNodachi Před 2 dny

      i will figure it out tho

  • @YokkelTV
    @YokkelTV Před 3 dny

    Currently working on my first game ever (as a semester project) and your tutorial series is amazing! You can't believe how grateful I am!

  • @danteJcross
    @danteJcross Před 3 dny

    Hey, Just finished making the wall jump and I have a weird issue where it makes the camera zoom out and back in during the time that isWallJumping is on. as far as I can tell the code is identical.

    • @terresquall
      @terresquall Před 3 dny

      Hey dante, would you like to send a video of your scene and the bug occurring on our forum with a post? blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/ This sounds like an issue that may have occurred regarding your camera setup or camera code [If your player code is identical, there should possibly be nothing wrong there]. I can only first guess that mayhap you have two room cameras set up and the wall you are jumping from might be the room boundaries.

    • @danteJcross
      @danteJcross Před 3 dny

      @@terresquall great, I have done but it was marked as spam 😂 I've sent a form

  • @aminbaj434
    @aminbaj434 Před 4 dny

    This might be my new favourite unity channel

  • @tobiasbastholm6479
    @tobiasbastholm6479 Před 4 dny

    I have a big issue, my item data for my passive is null and i can't figure out what is wrong. Can anyone help me?

  • @terresquall
    @terresquall Před 5 dny

    Thanks for watching the video! We've recently found a simpler method of updating the player's max health after reloading the saved file. [You can find this alternative method in our forum post here: blog.terresquall.com/community/topic/part-8-article-changes-common-issues-bugfixes/ ] We also need to correct our WallJump again due to an issue found by one of our viewers in this forum post: blog.terresquall.com/community/topic/general-issue-with-jumping-walljumping-bat-and-some-questions-2/ ---- *1. MaxHealth update.* After creating maxHealth in the SaveData.cs, instead of doing the steps in the video for HeartController.cs and PlayerController.cs, you can follow this: - In HeartController.cs Start(), change the heartContainers and heartFills to reference the maxTotalHealth instead of maxHealth. - In InstantiateHeartContainers(), we’ll also reference the maxTotalHealth. - Finally, in our PlayerController.cs Start(), invoke the onHealthChangedCallback to ensure that when we load our player data, our maxHealth is also reset correctly on Start(). *HeartController.cs* void Start() { _*heartContainers = new GameObject[PlayerController.Instance.maxHealth maxTotalHealth]; heartFills = new Image[PlayerController.Instance.maxHealth maxTotalHealth];*_ ... } void InstantiateHeartContainers() { *_for(int i = 0; i < PlayerController.Instance.maxHealth maxTotalHealth; i++)_* { GameObject temp = Instantiate(heartContainerPrefab); temp.transform.SetParent(heartsParent, false); heartContainers[i] = temp; heartFills[i] = temp.transform.Find("HeartFill").GetComponent(); } } *PlayerController.cs* void Start() { ... SaveData.Instance.LoadPlayerData(); ... *_onHealthChangedCallback.Invoke();_* if (Health == 0) { pState.alive = false; GameManager.Instance.RespawnPlayer(); } } ---- *WallJump Update.* In Part 6, we changed the flip code to use eulerAngles instead of the scale. Thus, our method of setting the eulerAngles in the WallJump is not as effective when walljumping on one side of a wall than the other. So, we'll have to create a variable in the method to set the correct direction the player needs to flip while wall jumping. - Follow the same steps in the video. - Create a new float in the method called "jumpDirection" and set it to 0 or 180 depending on the pState.lookingRight. - Replace the 180 in the first transform.eulerAngles line with jumpDirection. *PlayerController* void WallJump() { ... if (Input.GetButtonDown("Jump") && isWallSliding) { ... pState.lookingRight = !pState.lookingRight; *_float jumpDirection = pState.lookingRight ? 0 : 180; transform.eulerAngles = new Vector2(transform.eulerAngles.x, jumpDirection);_* Invoke(nameof(StopWallJumping), wallJumpingDuration); } }

  • @babun443
    @babun443 Před 6 dny

    I'm having an issue, when the player is in midair the jumping animation is in a constant loop, is there any fix for that?

    • @terresquall
      @terresquall Před 5 dny

      Hi Babun, have you checked if your Loop Time on your Animation Clip/State in the Animator window is set to false/deactivated? It's likely that the animation is looping due to the Loop Time still being on and causing it to loop again as soon as it finishes it's animation.

    • @babun443
      @babun443 Před 5 dny

      @@terresquall I switched Loop Time off in the Inspector window for the Animation Clip(of the jumping animation) but it still loops. Also, I can switch Loop Time on or off only in the Inspector window for the Player_Jump animation clip which I find in the Project window. There's no Loop Time in Animator window for me, or I just can't find it.

    • @terresquall
      @terresquall Před 4 dny

      You can check if it's the right animation clip in the animator window by double clicking the animation state [The animation block, rounded rectangle]. This will send you to the linked clip for the animation state, where you can also set the loop time to off (in the case that the one you selected was the wrong animation clip). If this is not the case, do you have the "Jumping" animation parameter set as a bool? [Perhaps if it's a trigger the jump is trigger multiple times to replay the jump] Otherwise, I would suggest sending us a video of the jump animation and the animator window on our forum page for further assistance: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/

    • @babun443
      @babun443 Před 3 dny

      I know what the rounded rectangles are in the Animator window but I didn't know you can double click them to change some settings for the animation clip and I did select the right animation clip. The Jumping parameter is set as a bool. I posted on the forum about the problem.

  • @zhogg4236
    @zhogg4236 Před 6 dny

    little feedback on my problem , I remake all the tuto from the beginning and it work so probably the problem was from my tilemap size or something else @Terresquall nice tuto btw

  • @vladimiralkin
    @vladimiralkin Před 6 dny

    It's really hard to follow when you have to go frame by frame to understand what you clicked. When you say to create a button - I dont know where it is and your video goes on full speed skipping this. And it's happening more and more through the tutorial series. I bought subscription but even in your articles you dont cover this stuff

    • @terresquall
      @terresquall Před 6 dny

      Sorry to hear about that Vladimir. If you have any issue which you are unable to solve, you can post them on the forums and we will be happy to help you resolve them as soon as possible. Alternatively, it may be helpful if you take 30 minutes to watch this video and familiarise yourself with the Unity interface: czcams.com/video/-n6DG8rW7N0/video.html

  • @Game-r9o
    @Game-r9o Před 6 dny

    Hello, friend, I need your help. I saw some of your videos on how to make a Metrodvania like Hollow Night in Unity 2D, but I wanted to make a patrolling enemy like Crawlid from Hollow Night. Can you help me?

    • @terresquall
      @terresquall Před 6 dny

      We are currently planning for what we should cover in Part 11. Regarding the Crawlid, please make a post on the forums. We will explore that and help you to find a solution with the current codebase we have in Part 10.

  • @vladimiralkin
    @vladimiralkin Před 6 dny

    The camera section was too messy, video is too fast and not connected to the narrative. I paid for the subscription and even in the article the camera section is not 100% clear. As someone who never worked with Unity - I dont know what is Cinemachine Confiner 2D and where you have to declare it. Article doesnt mention where this stuff is. I had to go though the camera part of the video on 0.25 speed to notice where you click it

    • @terresquall
      @terresquall Před 6 dny

      Thank you for highlighting this. We will update the article to reflect this. Will appreciate if you are able to highlight the problems that you run into with other articles / videos, so that we can retroactively fix them as well. We are unveiling a new reward system on our forums where you will earn XP from contributing to our articles and forums, and this XP can be used to unlock subscription content permanently. Your contributions now will give you XP that will be applied to your account when we roll the new system out.

  • @point997
    @point997 Před 7 dny

    Hi, thanks for the briefing.

  • @zhogg4236
    @zhogg4236 Před 7 dny

    Hello guys , I have a problem sometimes I have chunks that spawn in duplicate but not all and I don't understand why

    • @zhogg4236
      @zhogg4236 Před 7 dny

      something that does not happen before implementing optimization

    • @terresquall
      @terresquall Před 6 dny

      @@zhogg4236 can you post a video of your issue on our forums? Make sure to include the Hierarchy window, as well as the errors in the Console window.

    • @zhogg4236
      @zhogg4236 Před 6 dny

      @@terresquall I tried but my project seems corrupt I can't even launch it anymore I gonna try to recreate it from the start to see and if I got the same problem I gonna send you a video

  • @youssefkd385
    @youssefkd385 Před 8 dny

    Thank u so much for this series i learned a lot, i hope u do a 2.5D game series like cult of the lamb in future

  • @Arthur182Esteves
    @Arthur182Esteves Před 9 dny

    My chunks generation is not working i already download your own script and still not working

    • @terresquall
      @terresquall Před 8 dny

      Are there any errors in your Console? Can you post the errors on our forum?

    • @Arthur182Esteves
      @Arthur182Esteves Před 8 dny

      @@terresquall the unity dosen't show any error, just don't work. I'll post on the forum.

  • @SomebodythatIusetoknow123

    nice thanks ! Just a quick question : on the blog you updated playeranimator script and removed the line " sr.sprite = sprite; " was it not necessary ?

    • @terresquall
      @terresquall Před 9 dny

      Sorry, I'm not sure which line you're referring to. If it's on the video, can you timestamp it?

  • @LucyChen-l7p
    @LucyChen-l7p Před 9 dny

    save my life

  • @DUGGIE4879
    @DUGGIE4879 Před 10 dny

    Great tutorial but I'm stuck with the part regarding pstate in the jump input buffer section of the video. It for some reason is coming up with an error when i try to test the game. I believe I narrowed it down to one line of code : void UpdateJumpVariables() { if (Grounded()) { pState.jumping = false; for some reason unity doesn't like that last line and I cant figure out why. I've tried trouble shooting and if I take out everything that says pstate than the game runs fine excluding the input buffer. A Any help would be legendary. Thanks

    • @terresquall
      @terresquall Před 8 dny

      Hi Duggie, I may need more information like what the error message is saying exactly, what happens with the player when you do try to jump [If they successfully jump or not]. If anything, I can only speculate that you may not have he "PlayerStateList" script placed onto the player in the scene/prefab. Thus, you would be getting a "NullReferenceException" error for not being able to find the "pState.jumping" variable whenever you attempt to jump. Hence, you'll need to simply put the script onto your player for it to work. If possible, could you send us more information here or in our community forums, to post any videos or pictures, of the issue for us to pinpoint and fix the problem? Bugfixing forum: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/

  • @SomebodythatIusetoknow123

    I can notice a huge improvement on the video edit and recording ! Very good teaching too, thanks ! 🙃

  • @DUGGIE4879
    @DUGGIE4879 Před 11 dny

    My guy!!!! this helped heaps bro cheers

  • @jeremylock7618
    @jeremylock7618 Před 11 dny

    Love this series. I actually took the chunk idea and made it more dynamic and added a chance for treasure chest spawns as well.

  • @jeremylock7618
    @jeremylock7618 Před 11 dny

    I'm wondering for a future video would you consider doing grid-based spatial partitioning? This would optimize the amount of enemies on screen at once which is a big part of vampire survivors.

    • @terresquall
      @terresquall Před 11 dny

      that's an interesting idea. I don't think we need to do grid-based partitioning for Vampire Survivors specifically though, because the game is mostly a bunch of enemies trying to interact with the player, so all the interactions are concentrated in one spot. Grid-based partitioning is good for games or simulations where you have everything interacting with everything else, such as RTSes or city sims.

    • @jeremylock7618
      @jeremylock7618 Před 11 dny

      @@terresquall I'm just wondering how many enemies do you think is good on screen at once without it slowing down too much because of all the colliders.

    • @terresquall
      @terresquall Před 10 dny

      ​@@jeremylock7618 there isn't a fixed number. The more you optimise your system, the more enemies you will be able to put on screen. If collision between enemies is taking up most of your resources, you can check out this topic for one way to do this optimisation: blog.terresquall.com/community/topic/general-performance-optimization/

  • @SurvariumCryptoGame
    @SurvariumCryptoGame Před 12 dny

    Incredible as always. Thank you for you work

  • @samwise492
    @samwise492 Před 12 dny

    The thing about anchors is my life saviour, thank you!

  • @guilotinecutter5411
    @guilotinecutter5411 Před 13 dny

    Good job.

  • @vitorhenrique9876
    @vitorhenrique9876 Před 14 dny

    Hello I'm following your videos, I really learned a lot. Could you add to the game the player's animations such as plowing the land, watering, planting and harvesting the food and if it's not too much to ask could you also have the player take the tools from the inventory and appear in your hands? Thank you in advance! 🚀

    • @terresquall
      @terresquall Před 13 dny

      Hi @vitorhenrique9876, we've put off the animations for those because we had difficulty finding the right mixamo animations for them. If you want the tools to appear in the player's hands, simply Instantiate the tool under RenderHand in InventoryManager.cs. The logic is the same as the Items

  • @Manuel7ive
    @Manuel7ive Před 14 dny

    Can you make a video about such an inventory, for example? If I now collect about 2 items, once I pick up a book and a lighter, it will then be displayed in an inventory and you can use it at any time ?

    • @terresquall
      @terresquall Před 13 dny

      Yes, I have thought about doing a video like that. Let me put it onto our backlog.

  • @danteJcross
    @danteJcross Před 14 dny

    For some reason the random range in death case below didn't translate to the death method for me so the enemy was just being destroyed. I just put a _deathtime = random.range in the death method so it works, but odd that it didn't work. case EnemyStates.Bat_Death: Death(Random.Range(5, 10)); break;

  • @HoangNguyen-uz5wt
    @HoangNguyen-uz5wt Před 16 dny

    How do you hide the shade at first when start the game ? my shade keep showing when i press play and when i respawn it doesn't there

    • @terresquall
      @terresquall Před 14 dny

      Hi HoangNguyen, We're addressing your question on the forum's blog post you made recently.

  • @nowherefool5869
    @nowherefool5869 Před 17 dny

    will there be more tutorials (ie : level selection)? is there an estimate on how many parts are left?

    • @terresquall
      @terresquall Před 17 dny

      @@nowherefool5869 yes. But level selection is a long way away.

    • @terresquall
      @terresquall Před 17 dny

      @@nowherefool5869 we can easily do another 10 to 15 parts. Theres alot of features to cover. Right now, we're only planned up to part 24 / 25. You can find part 21 on the blog, and it talks about what to expect for part 22.

  • @silvianbratosin7847
    @silvianbratosin7847 Před 19 dny

    Might be a bit late, but you've accidentally linked article Part 17 in the description instead of 18.

    • @terresquall
      @terresquall Před 19 dny

      @@silvianbratosin7847 thanks! Let me correct that.

  • @SurvariumCryptoGame
    @SurvariumCryptoGame Před 20 dny

    When u will upload this episode?)

    • @SurvariumCryptoGame
      @SurvariumCryptoGame Před 20 dny

      ah, sry, i found the stream ❤

    • @terresquall
      @terresquall Před 20 dny

      @@SurvariumCryptoGame no worries. Video will be out next week at the latest. The article for it is also already out on our blog.

  • @vegetal_fuzivel8999
    @vegetal_fuzivel8999 Před 20 dny

    Hey man, I'm watching your series on how to make a metroidvania in unity 2d, and I'm going to implement the dash, double jump..., but I didn't want my character to already have the dash and other mechanics at the beginning of my game. I wanted it to be like in hollow night. Throughout the game, we collect an object or something that allows us to conquer the mechanics. In other words, at the beginning of the game, we will only have the jump and attack, for example, and throughout the game we find objects that make us have the dash or something like that. But I couldn't find anything on CZcams that teaches this. Can you make a video teaching this, please?

    • @terresquall
      @terresquall Před 19 dny

      Hey Vegetal, we actually covered this for both abilities in Part 8 of our Metroidvania series. We go through how to make collectibles to unlock abilities, in conjunction with the save mechanics used in Part 7 of our series. Part 7 [Save mechanic]: czcams.com/video/hEEOefW3MHU/video.html&t Part 8 [Unlocking abilities]: czcams.com/video/o5jUkjoUYGc/video.html

    • @vegetal_fuzivel8999
      @vegetal_fuzivel8999 Před 18 dny

      Oh sorry. I still hadn't gotten to video 7 onwards. I'll watch. Your series is helping me a lot.​@@terresquall

    • @vegetal_fuzivel8999
      @vegetal_fuzivel8999 Před 18 dny

      Thanks

  • @willian2420
    @willian2420 Před 21 dnem

    Bro, how i can organize the things in 08:52 like you?

  • @voxbeats
    @voxbeats Před 21 dnem

    It wouldn't be better on the jump input buffer to do else { jumpBufferCounter = jumpBufferCounter - Time.deltaTime * 10 ; } and make jumpBufferCounter and jumpBufferFrames float, instead of {jumpBufferCounter--) to make it fit the fps of any device ? I find out that problem cause i ran unity with 900 fps, and 8 frames to buffer was too small. Thx for the tutorial btw ! It teaches me a lot !

    • @terresquall
      @terresquall Před 14 dny

      sorry we missed your comment voxbeats. That's a great observation -- I've made a topic on this in the forums to highlight this: blog.terresquall.com/community/topic/part-2-coyote-time-with-adaptive-frame-rate/

  • @HumanfallOOF
    @HumanfallOOF Před 21 dnem

    How do I change version?

    • @terresquall
      @terresquall Před 18 dny

      forum.unity.com/threads/can-i-change-a-projects-unity-version.757229/

  • @Definetlyofficialtemuaccount

    Hello, sorry I'm a beginner. What programming language are you using?

  • @DuncanMcHardy-vr9lp
    @DuncanMcHardy-vr9lp Před 23 dny

    Hi there, this has been a fantastic tutorial, however I have encountered an issue with the respawning method, when I die and press the respawn button I do not respawn at the bench location or at the respawn point I have created in the scene. Would you be able to help me see what the error might be in my coding?

    • @terresquall
      @terresquall Před 18 dny

      Hi Duncan, sorry for missing your message. You can make a post on our forums. Show us the error and your code.

  • @nabilrizky7192
    @nabilrizky7192 Před 24 dny

    Bro, can your tutorial be implemented in 2d?

    • @terresquall
      @terresquall Před 22 dny

      Unless you are already proficient in Unity, I don't think you will be able to implement it in 2D, because a lot of the codes and setup will have to be adapted to 2D.

  • @NARAYA-KUN
    @NARAYA-KUN Před 24 dny

    Ty bro you increase my knowledge🎉

  • @soulhealer6154
    @soulhealer6154 Před 26 dny

    does anyone know what to do if my character gets stretched out when i added the flip animation code?

    • @soulhealer6154
      @soulhealer6154 Před 26 dny

      It seems like it is moving my x scale up to 1 and -1? did i input it wrong?

    • @soulhealer6154
      @soulhealer6154 Před 26 dny

      Ok, i figured it out. If you are having this problem its because the "-1" and the "1" are setting your transformed scale, so if you want a different scale you have to change those two numbers to the number that you want your x on the transform tab. Be sure to add an f afterwards.

    • @terresquall
      @terresquall Před 25 dny

      @@soulhealer6154 glad you figured it out, and thanks for pointing this out! Here is a better way of coding what you just mentioned: blog.terresquall.com/community/topic/part-1-2-common-issues-bugfixes/#post-15181

  • @CyberStudios
    @CyberStudios Před 26 dny

    Thank you so much for this!

  • @Dragzer
    @Dragzer Před 26 dny

    Have an error that after hit quit to menu, choose char, then character did move ( even game state is Gameplay and movespeed is a number). I must ESC and resume then char can move. Is it error from GameState ??

    • @Dragzer
      @Dragzer Před 26 dny

      But the second time do this ( through test with gameover, character move normal. It only happen when I hit quit in esc)

    • @Dragzer
      @Dragzer Před 26 dny

      Wait i see it in 42mins but it reverse:))

    • @terresquall
      @terresquall Před 26 dny

      @@Dragzer just to confirm, is your issue fixed?

  • @ttvrosespeedy1745
    @ttvrosespeedy1745 Před 26 dny

    It wont let me set the Coyote time to 0.1 and I don't know why?

    • @terresquall
      @terresquall Před 18 dny

      Can you show us a video recording of that on the forums?