I just changed my entire game

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  • čas přidán 10. 03. 2024
  • 🧲 Wishlist Mind Over Magnet on Steam! - store.steampowered.com/app/26... 🧲
    🍿 Watch the trailer - • Wishlist Mind Over Mag... 🍿
    Developing is an on-going CZcams series, where I share the step-by-step process of making my first video game: Mind Over Magnet!
    In this episode, I look at the work behind getting the game ready for its Steam Next Fest debut this summer.
    === Sources and Resources ===
    Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/
    [1] Rogue-like poker hit Balatro sells 500k copies in 10 days | Eurogamer
    www.eurogamer.net/rogue-like-...
    [2] Steam Hardware & Software Survey: February 2024
    store.steampowered.com/hwsurv...
    === Credits ===
    Music provided by Epidemic Sound - www.epidemicsound.com/referra... (Referral Link)
    === Subtitles ===
    Contribute translated subtitles - amara.org/videos/oyohzNURvNvx/
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Komentáře • 1K

  • @FreyjaMentado
    @FreyjaMentado Před 2 měsíci +4527

    for any other devs out there, another solution is to start at 360p. 2x is 720, 3x is 1080, 4x is 1440 and 6x is 2160

    • @sataStrike
      @sataStrike Před 2 měsíci +716

      Yup, 360 will also give you a much more "pixel art" feel. The higher resolution just makes things seem more like low res art, which is why it just looked better to translate it to vector graphics.

    • @GameDevYal
      @GameDevYal Před 2 měsíci +329

      I agree, I've made everything 640x360 for years now and it's a really cozy resolution. Works for everything down to ancient 640x480 CRTs, gives you a lot of level design space to work with if you're using the good ol' 16x16 base grid.
      The only drawback is that 360 isn't divisible by 16 so you'll waste half a tile vertically (which can make things a bit tricky if you're trying to glue things together in a game with vertically connecting rooms)

    • @FreshWaffles3
      @FreshWaffles3 Před 2 měsíci +18

      That is so smart...

    • @Scypek
      @Scypek Před 2 měsíci +136

      @@GameDevYal Sounds like a good excuse to add a 640x24 HUD! Maybe even with some fun extra stuff like names for each room, if that fits the game.

    • @AverageMichaelJordans
      @AverageMichaelJordans Před 2 měsíci +38

      540p is another good one that gives a little more resolution headroom, at the expense of not working well with 1440p screens. At least kinda, since Pizza Tower ended up working on my 1440p display with that exact res

  • @dogwithsunglasses4051
    @dogwithsunglasses4051 Před 2 měsíci +1937

    Im a huge fan of Pixelart. But i think you made the right choice here. Your Game never really looked that commited to the Pixelart Style. It was basically an in between your new style and Pixelart. And thats just my 2 cents, but i think that a game that commits to its art style always looks better.

    • @evertp
      @evertp Před 2 měsíci +78

      Yeah it never looked like pixelart to me, just low resolution =)

    • @Ten_Thousand_Locusts
      @Ten_Thousand_Locusts Před 2 měsíci +14

      Lol nah he didn't, this new style looks bad and soulless as shit. Like a shovelware mobile game.

    • @milesparker557
      @milesparker557 Před 2 měsíci +36

      I agree. I love pixel art, but I never liked styles that had super thick outlines and higher res like his old style. The vector graphics look more like the aesthetic he was going for (despite me not being the biggest fan of vector art).

    •  Před 2 měsíci +70

      @@Ten_Thousand_LocustsI can imagine you typed your comment with a good intent, but your delivery sounds not very polite to me.

    • @mckinneym.2743
      @mckinneym.2743 Před 2 měsíci +17

      ​@@Ten_Thousand_Locusts
      I like the look

  • @james.lambert
    @james.lambert Před 2 měsíci +1115

    You say that you should have spent more time planning but I would argue you actually did the right thing. If you try to perfect your plan you will be stuck spinning forever trying to solve every possible problem you may encounter. We aren't actually very good at predicting what will actually be a problem and what wont. It is better to just start building something and solve the problems when you better understand them and actually know they will be problems. I'm not saying don't ever plan or try to avoid problems early but no amount of planning will prevent the need to make large shifts mid project.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Před 2 měsíci +54

      yeah, I think the caveat is just that if the game had a lot more / more complex art, it would have been way more trouble to convert now. So like, maybe don't go crazy trying to plan ahead, but do hold off on some kinds of work sometimes?

    • @PhyloGenesis
      @PhyloGenesis Před 2 měsíci +40

      Totally agree, he learned the wrong lesson. Not that planning ahead is bad, but finding a compromise and experimenting with solutions is super important. Sounds like he did nothing wrong except maybe not testing how art relates to the camera a bit more before making ALL the art (not some, some is fine).
      Sometimes it happens, making games is hard.

    • @LordTrashcanRulez
      @LordTrashcanRulez Před 2 měsíci +10

      The problem with having absolutely no plans is that you'll reach points where you're just staring at the computer screen without any knowledge on how to proceed forward, but planning everything from A to Z would cause a lot of your effort to go to waste. Generally, you should plan the core mechanics first and then think about changing stuff later on when you finish the fundamental parts of your game.

    • @Ninja1Zombie1Master
      @Ninja1Zombie1Master Před 2 měsíci +22

      Agreed. Art is often finalized pretty late in the development cycle. The real lesson is to treat your early art as a prototype, spend as little time as possible on it, and not to get attached to it. You can and should expect to replace large portions of it, sometimes multiple times. The less effort you spend on early drafts, the better.

    • @SupremeDP
      @SupremeDP Před 2 měsíci

      Very, very true!

  • @ethanchang8342
    @ethanchang8342 Před 2 měsíci +448

    Can't believe Mind Over Magnet got a remake before even getting an official release. Bravo, Mark

    • @omegaminoseer4539
      @omegaminoseer4539 Před 2 měsíci +18

      He's officially part of the video-gaming empire. The only thing left is to release an overpriced, buggy, mess. Even that his trailer was made up is further proof that he IS a Game Producer now.

    • @ethanchang8342
      @ethanchang8342 Před 2 měsíci +3

      ​@@omegaminoseer4539Christ man, did Mark Brown of Game Maker's Toolkit spit on your or something

    • @theonlyron
      @theonlyron Před 2 měsíci

      I wish he would on me...

    • @sinisternorimaki
      @sinisternorimaki Před 2 měsíci +28

      ​@@ethanchang8342 I think they're just making a joke about the state of the industry.

    • @omegaminoseer4539
      @omegaminoseer4539 Před 2 měsíci +11

      @@ethanchang8342 this is supposed to be a joke. It was lost in translation.

  • @tetsi0815
    @tetsi0815 Před 2 měsíci +436

    6:40 My experience from like 20 yrs of IT projects tells me "skipping ahead doing the real solution" will bring you in more trouble than anything else, because you'll never get finished, you'll produce a lot of "the real solutions" that are completely useless, because you didn't / couldn't know what "the real solution" needs to look like etc. It's far more productive to just accept the fact, that you are producing a "for now that works" solution as long as you're willing and able to refactor stuff, when it's not suitable anymore. Understanding when to live with the compromise and when to throw it out and build something better is the real challenge. It's hard and you need a lot of experience to do that and I have rarely met people who are good at it.... so I guess the real challenge is getting good at understanding when to live with the compromise and when to refactor.

    • @Alexander.Kravchenko
      @Alexander.Kravchenko Před 2 měsíci +4

      Absolutely!

    • @penguinsushi8442
      @penguinsushi8442 Před 2 měsíci

      Can't agree more!

    • @ryuuguu01
      @ryuuguu01 Před 2 měsíci +24

      Yeah, young coders are notorious for over-engineering solutions to solve problems that will never occur. I don't know of any way other than experience to learn how much to do upfront and what to put off until you know what will really be needed.

    • @vesk4000
      @vesk4000 Před 2 měsíci +1

      Really, really well said!

    • @patrickoshea
      @patrickoshea Před 2 měsíci +9

      Mark’s Lesson Learned here was really just half a lesson. I’m kind of hoping that when he runs into the other case (taking way too much time by committing to “doing it right” at the outset) he’ll humbly refer back to this and have to end up with a less satisfying “it depends.”
      The engineer maxim is that the 90% solution is right 99% of the time. I think Mark hit the other 1% and overgeneralized. 😅

  • @Bonelord69
    @Bonelord69 Před 2 měsíci +391

    It takes courage to make a big shift like that. It's too easy to become complacent with how things are because of how much work you think it will take to change. I admire your dedication!

    • @lorinatzberger3624
      @lorinatzberger3624 Před 2 měsíci +11

      I had the exact same problem with Red Dust Colony. I was dead set on having the UI be pixel art and after so many issues I decided to switch everything to 4x upscaled for the 4k resolution. It took about a week to change all of it using Figma for vector art. It looks so much more nice and crispy now. No idea why it took me so much to get it done as it was one of the best things to do.

  • @andrewdrost6786
    @andrewdrost6786 Před 2 měsíci +364

    An important aspect of Balatro's next fest success was that it had demos for multiple next fests, with each one showcasing a different set of mechanics. It gave more time for the game's hype to snowball and allowed a wider player base to give feedback.
    Given Balatro's success, I'm curious to see if more indie devs will ditch early access and instead opt for next fest demos.

    • @marcosm1223
      @marcosm1223 Před 2 měsíci +38

      Early Access won't go away because a big part of why devs do it is to inject more cash into the games (or if you're a scammer, run away with the money).
      But I imagine that more established indie studios will probably do Next Fest instead, yeah

    • @LordTrashcanRulez
      @LordTrashcanRulez Před 2 měsíci +9

      Next Fest is just another way for devs to gain a following, they'll never replace EA

    • @ninosandlarz783
      @ninosandlarz783 Před 2 měsíci +21

      I'm not sure to understand. How did Balatro participate in several Next Fests when according to Steam each demo can only participate in one Next Fest ?

    • @wateverwill
      @wateverwill Před 2 měsíci +42

      @@ninosandlarz783 Just looked into it, and I think they just released demos at the same time as the next fests. Then actually submitted to only the recent feb next fest. Pretty smart tbh

    • @AztecCroc
      @AztecCroc Před 2 měsíci +4

      @@ninosandlarz783 They made multiple demos.

  • @Fachewachewa
    @Fachewachewa Před 2 měsíci +40

    As someone who plays a ton of demos (240 last year) and loves puzzle game, my favourite kind of puzzly game demo is a selection of levels that showcase different mechanics instead of a full "arc" with introduction and more advanced puzzle. I'd still want at least one more advanced level so that I know what to expect, but I think showing different mechanics is way more effective.
    Neon White's demo was one of the best example imo, it had the first world (which is kind of necessary tutorial wise) and then the second world was entirely custom, it even showed late game weapons. Usually you can get away with that since intro levels aren't that difficult.
    The Court Of Wanderers was another nice example, at the end of the demo there was kind of a walkway above other levels, so you couldn't interact with them but you could see the kind of stuff the game would have. It doesn't have to be that involved, but I think a lot of games forget to add something that tells the player what to expect from the full game.
    Talos Principle 2 was kind of a bad example though. It had the intro, first world, and then another more advanced world. But the first puzzle of that world expected you to understand a mechanic that was introduced in a world that was skipped. It's nice to show more than just the start, but gotta make sure the player have everything they need in what's included!

  • @IanZamojc
    @IanZamojc Před 2 měsíci +448

    Honestly, I've been watching these videos for quite a while and never realized this game used pixel art. I even recall thinking to myself "finally, an indie that's using vector art". So it's nice to see you fully commit to that style, since I think it sets the game apart visually.

    • @Shrek_es_mi_pastor
      @Shrek_es_mi_pastor Před 2 měsíci +6

      Majorariatto has been using vector art since forever

    • @Ayoul
      @Ayoul Před 2 měsíci +24

      wdym finally? It was especially popular with flash games.

    • @gamedev_byhobby8872
      @gamedev_byhobby8872 Před 2 měsíci +34

      ​​@@Ayoul Maybe the problem is people associated it with flash quality games, which are good, but not financial success good. After flash being killed, it seems likely to make a comeback

    • @IanZamojc
      @IanZamojc Před 2 měsíci +13

      @@Ayoul I'm saying that virtually every indie game since then has been pixel art; it's practically a trope of indie games. Go search "indie game" and anything that isn't in 3D is almost exclusively pixel art.
      These include Super Meat Boy, Rogue Legacy, Undertale, Hotline Miami, Dead Cells, Celeste, Stardew Valley, Hyper Light Drifter, Terraria, Shovel Knight, The Messenger, Octopath Traveler, Axiom Verge, Binding of Isaac Rebirth, Balatro, Luck be a Landlord, Peglin, Pepper Grinder, Risk of Rain, Punch Club, Heretic's Fork, Dome Keeper, Blasphemous, etc.

    • @shortcat
      @shortcat Před 2 měsíci +1

      I played the first public demo on a 1080p screen and I don't remember it being pixel based. Was it redone already at the time?

  • @PiercingSight
    @PiercingSight Před 2 měsíci +269

    Note: You may want to run a pixel mapping process (the kind that requires the lens cap to be on) on whatever camera you're using to film yourself. There always seem to be stray bright pixels on the filmed segments.

    • @thenefariousnerd7910
      @thenefariousnerd7910 Před 2 měsíci +18

      Damn… now that you’ve pointed it out that’s all I can see 😅

    • @HuguitodaGlr
      @HuguitodaGlr Před 2 měsíci +15

      I thought i was the only one to have seen that. At first i thought it was my screen, but it keep moving after some edit cuts 😂
      If that's a game or anything by him, we just bite the bait.

    • @qwfp
      @qwfp Před 2 měsíci +12

      It spooked me (again). I was convinced for a second that I have a dead pixel on my beautiful display, but then I remembered it's just Mark's camera

    • @BitWalker
      @BitWalker Před 2 měsíci +3

      Also thought i had a dead pixel @@qwfp

    • @OurSpaceshipEarth
      @OurSpaceshipEarth Před 2 měsíci

      Timestamp? eg:[1:00:00]

  • @Packbat
    @Packbat Před 2 měsíci +74

    Honestly, I think starting with pixel art and then vectorizing it is a really good way to get clear and easy to read graphics.

  • @MrLeyr
    @MrLeyr Před 2 měsíci +60

    One thing that I think is worth noting is that while Balatro had a really successful Steam Next Fest, it's not like it sprung up overnight.
    The dev has been putting out demos since October at least, possibly even earlier than that, and LPers (thinking about Nothernlion) were able to play it almost half a year before it got the official 1.0 release.
    The previous builds were good, maybe even great versions of the game. But being able to take their time, listen to feedback, and refine what makes it good is a major reason why it's been so well received imo. Next Fest was like the icing on the cake, and while I'm sure it would have done well regardless, the game we got in the weeks after that last demo shows that you can't rush these things. Quality takes time, and since I believe you can only showcase at one Next Fest (unless I'm mistaken?), it's a real matter of getting that timing right.

    • @Holgast
      @Holgast Před 2 měsíci +1

      Pepper Grinder has also been in development for ages

  • @wkuiper
    @wkuiper Před 2 měsíci +265

    Headsup for as to how I found it; it was linked in the end cards of the Developing 12 video, don't know if you want it there already seeing as the video is unlisted but now you know.

  • @superscott597
    @superscott597 Před 2 měsíci +309

    Oh man, using Photoshop’s vector tools was probably the hardest path you could have taken in remaking the graphics. Learning Figma (my preference because you can make components and reuse elements suuuuuper easily!) or Illustrator (not super friendly to exporting final raster graphics) may have served you better since they are vector-based tools and make shapes and booleans much easier to work with.
    Also, I actually didn’t even notice that the graphics were pixel art previously. Maybe that’s CZcams compression, but I always assumed the art style was hi res!
    In any case, great job taking the plunge and remaking the assets! Definitely not an easy task, but crisp graphics are definitely worth it for the final experience.

    • @eveleynce
      @eveleynce Před 2 měsíci +32

      inkscape is pretty good too, if you're looking for free options

    • @fernandoferreira5156
      @fernandoferreira5156 Před 2 měsíci +11

      @@eveleynce figma is free

    • @ginemginem
      @ginemginem Před 2 měsíci

      I switched over to Affinity Designer from illustrator. MUCH beter UX, lets me have a faster and more pleasant workflow for illustration. It even lets you easily mix and match vector and raster layers, if you need that.
      And its raster export system is top-notch.
      Most importantly: It's not a subscription! It also sometimes goes on sale 50% off. That's like $30.

    • @foldupgames
      @foldupgames Před 2 měsíci +10

      I haven't used Figma, but can vouch for Illustrator. If he's familiar with vector tools in Photoshop, they should translate over to Illustrator pretty well.

    • @superscott597
      @superscott597 Před 2 měsíci

      Yeah, good point! If you want a free, open source alternative, Penpot is the Figma alternative and Inkscape is the Illustrator alternative. You can also do month to month options for both Illustrator and Figma, and as mentioned, Figma is mostly free as well (potentially good enough for a solo dev, but I haven’t used Free in a while - it used to be!).

  • @boium.
    @boium. Před 2 měsíci +40

    A pixel is a pixel, you can't say it's only half. ~ TJ "Henry" Magnet

    • @Daviloss
      @Daviloss Před 2 měsíci

      nice throwback 😂

    • @iantaakalla8180
      @iantaakalla8180 Před 2 měsíci +1

      Mario games talking about “subpixels” in Mario 1 and Mario 3:

  • @DerekLieu
    @DerekLieu Před 2 měsíci +183

    Thanks for the shoutout! Though by: "all the indie games" you must mean: "about 9 games a year," haha.
    I always love to see new Developing videos pop up. Nice work on the trailer!

    • @khaki32
      @khaki32 Před 2 měsíci +4

      Haha that's a lot of games tbf

    • @DerekLieu
      @DerekLieu Před 2 měsíci +9

      @@khaki32 it is, but not compared to how many indie games come out per year 😱

    • @lonestarr1490
      @lonestarr1490 Před 2 měsíci +6

      ​@@DerekLieu So you WANT to make every trailer for all the indie games! That's some profound ambitions.

    • @DerekLieu
      @DerekLieu Před 2 měsíci +12

      @@lonestarr1490 Haha oh god I'd die. I'm happy working on a handful of interesting projects per year by nice and talented developers ^_^

  • @JMohawk
    @JMohawk Před 2 měsíci +18

    The curse of spotting a dead pixel in someones camera, you can't unsee

    • @mustafacanguvercin
      @mustafacanguvercin Před měsícem

      for a sec, i think my oled panel start to burn.. pff what a uncessary stress, dont buy oleds

  • @TomHigson1
    @TomHigson1 Před 2 měsíci +116

    It's interesting how you've changed your art style as a solution to a tech problem. I guess an advantage of solo development - if there were a team I'm sure everyone would be too scared to even suggest such a thing!
    Were you sad to change your original vision so much?
    (I much prefer the new style, by the way)

    • @GMTK
      @GMTK  Před 2 měsíci +125

      I don't think pixel art was ever part of the vision, to be honest. It was just the best I could do at the time. The new visuals still have the same feel / charm / style - just a different way of delivering it

    • @Raoul1808.
      @Raoul1808. Před 2 měsíci +2

      Hearing about this problem in the video reminded me of that time Tyler Glaiel (developer of The End is Nigh with Edmund McMillen) posted a GLSL shader that helped with this exact issue, though I don't know how you would go about integrating it with a Unity game (1. It's GLSL and 2. It seems like a rather low-level solution)

    • @falsehero4476
      @falsehero4476 Před 2 měsíci

      ​@@GMTKSir, can you tell me the name of the music at the beginning of the video?

    • @christophcookit6334
      @christophcookit6334 Před 2 měsíci +3

      ​@@GMTK I think the non pixel art style is much cooler. I really don't like the approach of "another pixel game". Yeah These games were good but we are in the future.

    • @LordTrashcanRulez
      @LordTrashcanRulez Před 2 měsíci +6

      @@christophcookit6334 This implies pixel art is an outdated style, which it's not

  • @ChristinaCreatesGames
    @ChristinaCreatesGames Před 2 měsíci +14

    Waffeling on the least worst compromise instead of just sitting down and doing it right is something I struggled hard with in my own project, as well :D Almost every shortcut I took got called out by my playtesters, so I had to do better. But it's a much better game since I did! I really love your developing series, it has me nodding along a lot 😄 And your vector art looks really nice, too!

  • @Vexmus_
    @Vexmus_ Před 2 měsíci +24

    Screw it, *unpixels your art*

  • @POwens
    @POwens Před 2 měsíci +4

    Love this series, Mark! Everytime i see a new episode of "Developing" it cuts to the top of my To-Watch queue :)

  • @TheMoney9999
    @TheMoney9999 Před 2 měsíci +9

    For the demo, I think having a good chunk of world 1 levels with a few later game levels also included would do a good job at showing off the variety of the game! It's pretty common for demos to be curated and not just the opening chunk of a game

  • @thegreatwindmill
    @thegreatwindmill Před 2 měsíci +1

    I really love seeing this game develop like this and the way you share all the successes and also the trials you go through - it's both kinda sobering for anyone who wants to make their own game, and a nice way to set a realistic expectation of what it takes. Thanks for sharing, and good luck finishing the game up!

  • @ZeusBrown
    @ZeusBrown Před 2 měsíci +11

    I typically watch CZcams on one of my 1080p monitors, not fullscreen, which ends up being 720p. So it didn't even really look distinctly like pixel art to me unless it was a zoomed in shot. I think you made the right choice. Pixel perfection is hard to do in Unity at the best of times. When you have a fixed perspective on non-fixed-size screens, well you know.

  • @philbertius
    @philbertius Před 2 měsíci +3

    Kudos on the brave transition! One thing I’ll mention is that without the perfect pixels, you can now do cool shader deformations to your art, or even animations with squash and stretch, and have it look just as crisp as before. (Especially if you’re using solid colors instead of textures!) Just one possibility to consider :)

  • @ProbablyBarney
    @ProbablyBarney Před 2 měsíci +7

    taking a shot every time mark's head does a little wiggle when he talks, will update later

  • @Serafiniert
    @Serafiniert Před 2 měsíci +1

    5:18 I love how happy you are with the results if the extra work you put in.

  • @Nakker42
    @Nakker42 Před 2 měsíci +50

    the dead pixel on his camera continues to drive me nuts :D

    • @ThePensiveWalrus
      @ThePensiveWalrus Před 2 měsíci +5

      He also had the focus set wrong. You haven't forgot your glasses this morning, it's the camera.

  • @smactork
    @smactork Před 2 měsíci +99

    Am I the only one who thought the game was nearly done? I'm surprised to hear he still has to make the rest of the game after World 1

    • @Ghi102
      @Ghi102 Před 2 měsíci +28

      The last 20% of the game is 80% of the work, so that makes sense to me that he still has a lot of work to do.

    • @fugedaboudit
      @fugedaboudit Před 2 měsíci +1

      ​@@Ghi102What do u mean?

    • @teehundeart
      @teehundeart Před 2 měsíci +22

      Getting a prototype running that's 80% there is something you can often "throw together" with just 20% time investment. Getting it into a 100% polished state is 80% of the work

    • @denycast
      @denycast Před 2 měsíci +1

      That ratio applies to a lot of projects not just Game development😀

    • @koye4427
      @koye4427 Před 2 měsíci +7

      He seems a like a bit of a perfectionist, I'd be pretty patient at this rate haha

  • @gameholddb
    @gameholddb Před 2 měsíci +3

    Watching other game game devlogs that restart from scratch after 1-2 years and throw everything out made me really scared when I saw the thumbnail. That being said the choice you took here was really good and the game will end up benefiting a lot from it. Great vid and great (so far) looking game. Can't wait for it to be out.

  • @matthewm2139
    @matthewm2139 Před 2 měsíci +1

    I really appreciate videos like this. There are so many common game development issues that gamedev youtubers don't touch for some reason, and this is one of them. Maybe they think it's "too boring" or something. But you can make anything interesting. And useful!

  • @NidonocuPoisonBunny
    @NidonocuPoisonBunny Před 2 měsíci +1

    The new art style is lovely and crisp, and matches rather well the graphics of your videos so also good in terms of 'meeting audience expectations' (even if these are very different mediums).

  • @BetweenTheBorders
    @BetweenTheBorders Před 2 měsíci +4

    When doing something like pixel-art, especially in Unity, you have to plan early. Resolution is important, and integer scaling is as well, but you also need to worry about image import settings, shaders, and the peculiarities of the camera (especially if you have cameras as texture generators). When come other big questions like, do you want to render low resolution fonts or use screen resolution fonts to allow better readability while having a pixel art style? Do you want to render the scene in low res and scale it, or scale objects and directly render to screen?
    There are major technical decisions to be made for what appears to be a purely aesthetic choice.

  • @starbeam7679
    @starbeam7679 Před 2 měsíci +3

    For a demo, I think adding a bunch of scrambled levels would work. A few levels to introduce world 1 mechanics, a level or 2 to test them, then a few levels to introduce world 2 mechanics and a few levels to test them. Maybe throw in a bit of World 3 or 4 with that process, and it could maybe work.

  • @trysta73
    @trysta73 Před 2 měsíci +2

    Really good choice! It already had such a flash game vibe that it just works and some of the touches like the blurred backgrounds are very atmospheric.

  • @viniciusbrito7512
    @viniciusbrito7512 Před 2 měsíci

    My man, what a great video about your great job! We all wish you the best luck with this game! looking amazing so far!

  • @CreativeSteve69
    @CreativeSteve69 Před 2 měsíci +3

    Watching these devlogs Mark, has been a huge inspiration for me to keep learning GameDev as I plan on keeping up with it. Especially to the point where I'm comfortable with the godot engine usage as my choice. To hopefully make a fun game on my own outside of online courses and use what I learned into action by next year. These keep motivating me. I have an idea already for my first game I wanna create inspired by one of my fave classics growing up in the back of my mind. Once I am finished with the godot course I'm learning from for the engines basics. I can't wait to give it some light in the upcoming future. Thanks for these inspiring devlogs Mark.

    • @GMTK
      @GMTK  Před 2 měsíci

      Good luck!

  • @tekbox7909
    @tekbox7909 Před 2 měsíci +6

    Great video as always. also I think your camera may be broken or something cause there's constantly a white pixel above your right shoulder

  • @lucasm20
    @lucasm20 Před 2 měsíci +1

    I'm sure you looked into it, but one way I like to "fix" pixel art when playing retro games is downsampling.
    You render at an integer scale larger than your monitor and then use bicubic sampling to scale it down to the actual screen size.
    The end result is a smooth but still crisp image. There used to be a shader for this on RetroArch called "pixellate" too.

  • @Aletdownofstate
    @Aletdownofstate Před 2 měsíci +2

    The updated art style looks really good. It's really clean and readable (it was before, but now even more so.)

  • @alienrenders
    @alienrenders Před 2 měsíci +3

    In my game, I'm making most of the UI elements fully scalable by using shaders. I have a bunch of material functions in Unreal Engine that can do basic shapes (there are a lot of them in the free UI Material Lab sample by Epic if you want to get started) with a bunch of settings (radius, rounded boxes, antialiasing, lines, triangles, circles, etc.). You can combine them to produce any shapes you want to produce full color scalable materials. My game is a tower defense game. So the timeline bar at the top that shows the upcoming enemy groups are all icons drawn with material functions.
    The only drawback I've seen is when the resolution or scale gets too small, you don't want things to draw less than 1 pixel wide, then it gets blurry. That only happened once with the health bars and I've limited the scale to prevent it.
    Probably overkill solution, but damn does it look good. And it'll work on any future resolution like 8k, 16k, etc. or any other screen size.

  • @landonj7863
    @landonj7863 Před 2 měsíci +3

    I was like: "YUUSSSSSSS!" when you revealed you were converting the game away from pixel art!
    Pixel art is great, but I can't tell you how many times I saw an indie game with really cool promotional art, then..."Oh. That's not what the actual game looks like...it's just another pixel art indie game 😴"
    There are many games coming out that do pixel art well because they have a specific aesthetic they want to reach. One delightful recent example is Arzette and the Jewel of Faramore -- VERY distinctive art style to say the least 🤣On the other hand, many games just look generic, even if the art is well-done. Your vector art is super cute, and seeing them all nice and crisp really helps boost this game's unique vibe!

  • @PaulPlay
    @PaulPlay Před 2 měsíci +1

    Absolutely love the look of this now. I think your art style works better in vector form than in pixel art :)

  • @joekelly9332
    @joekelly9332 Před 2 měsíci +1

    This has been a great series, super insightful to anyone who enjoys gaming. Great job as always

  • @user-sb5fm1gk7l
    @user-sb5fm1gk7l Před 2 měsíci +74

    Damn it, Mark. I thought my monitor had a dead pixel.

    • @Ihearvoicez
      @Ihearvoicez Před 2 měsíci +5

      It's making it really hard to watch his video too because it's way too distracting to concentrate on what his saying and makes me want to click off the video I wonder how many others felt the same but didn't bother to comment.

    • @FEARmeify
      @FEARmeify Před 2 měsíci +2

      He's had that dead pixel in his camera sensor for a while now and it always gets me.

    • @BossAttack
      @BossAttack Před 2 měsíci

      Had me panicking for a minute.

    • @Ihearvoicez
      @Ihearvoicez Před 2 měsíci

      @@FEARmeifyIf that's the case I might as well just block his channel from coming up on my feed. The game looks interesting but if the dude knows about the problem and is just using it to troll the audience then I don't need to keep seeing their stuff.

    • @Jako3334074
      @Jako3334074 Před 2 měsíci +4

      @@Ihearvoicez this is possibly the most petty thing i have ever read on youtube comments, you can't even see it unless you turn the quality up to 720p or higher

  • @shawnheatherly
    @shawnheatherly Před 2 měsíci +20

    You had me worried there for a minute. The new art style works just fine by me, and now I have another reason to look forward to the Steam Next Fest.

    • @SeppelSquirrel
      @SeppelSquirrel Před 2 měsíci +3

      How do people know that Steam Next Fest is even a thing? This is the first video I've ever heard of it.

    • @CatgirlCoder
      @CatgirlCoder Před 2 měsíci +1

      @@SeppelSquirrel It'll say so at the top of the featured store page when there's one going on, that's how I found out about it.

    • @SeppelSquirrel
      @SeppelSquirrel Před 2 měsíci +1

      @@CatgirlCoder Oh wow, I don't think I've ever looked at the store page. When I want to buy a game, I just use the search bar to find it by title.

  • @DanPos
    @DanPos Před 2 měsíci +2

    Awesome video as always! Always a struggle to get over the sunk cost fallacy in game dev

  • @DolphinTillTheEnd
    @DolphinTillTheEnd Před 2 měsíci

    It looks amazing! Also, you've got a really solid art style, reminds me of ghost trick, specially comparing the ds sprites to the remake, and your sprites to the new version

  • @Psilocervine
    @Psilocervine Před 2 měsíci +37

    So there actually is a solution that could have probably saved you a lot of "redesign everything" headache. You mentioned antialiasing, but there's a sort of twist on this known as a sharp-bilinear shader, which a LOT of emulators use for scaling nowadays where you'll see minimal perceptible blur. The very basic overview is that it scales up to the next highest integer scale and then scales back down using a simple bilinear filter
    I've used this in a lot of my pixel art projects because you really generally can't see the artifacts unless you actively look for them and it'd probably have worked exceptionally well for your game since your art style doesn't rely heavily on things like bayer-style dithering

    • @MizunoKetsuban
      @MizunoKetsuban Před 2 měsíci +8

      Mark has mentioned elsewhere in the comments is that the pixel art was really just a means to an end and not exactly a cornerstone to the vision of the project. That and he's happier with the final look of the new style, and he probably would have felt your suggested approach would have been yet another compromise.

    • @augustdahlkvist3998
      @augustdahlkvist3998 Před 2 měsíci +1

      This would only work for resolutions above 2x. For 1.5 times the resolution, this technique would be equivalent to normal AA

    • @Psilocervine
      @Psilocervine Před 2 měsíci +1

      @@augustdahlkvist3998I've been using it to go from 640x400 to a whole set of arbitrary resolutions. It really isn't the same

    • @AztecCroc
      @AztecCroc Před 2 měsíci +1

      The issue is that emulators are scaling up, this was trying to scale down. Scaling down is much harder.

    • @Psilocervine
      @Psilocervine Před 2 měsíci +1

      @@AztecCroc He outright uses a lower resolution as his starting point, saying "720p doesn't scale nicely into 1080p." That's scaling up. What I'm saying is that if you're doing 720p, you go to 1440p, then down. When you're dealing with this sort of scaling, you can even do all this at the shader level. It's a notoriously inexpensive operation

  • @metropolis10
    @metropolis10 Před 2 měsíci +32

    The counter argument is often also true. In fact I'd say usually more often true. Sometimes you just need to ship. Stop futzing with every little imperfect thing, let go, and call it done. Move on to the next thing. By the time you've remade your game 7 times you could have had 7 games and way more experience under your belt.

    • @LordTrashcanRulez
      @LordTrashcanRulez Před 2 měsíci +4

      The problem is that if you keep releasing mediocre games, you'll never really release a finished one. The last 30% of your game is the hardest and just skipping it is a death sentence

    • @metropolis10
      @metropolis10 Před 2 měsíci +4

      @@LordTrashcanRulezAlso true! It is a balance that is hard to get right. You need polish but you also need to let go at some point. Learning when to do that is likely a skill you develop after making multiple projects. They are both traps to avoid, and there is no one right answer you can follow.

    • @bearwynn
      @bearwynn Před 2 měsíci +1

      I agree, would have just given players the options for the expanded borders if they want pixel perfect, or anti aliasing if they want it more zoomed and then call it a day.
      If you are remaking your art assets to solve a tech problem then you're in too deep and you need to move the hell on

  • @mattmcarthur2085
    @mattmcarthur2085 Před 2 měsíci

    Amazing video! really love how detailed your videos are - Especially Boss Keys. Do you have plans to make a Boss Key's video analyzing Tears of the Kingdom's dungeons? I would love to see that. Cheers!

  • @roomtemperature7096
    @roomtemperature7096 Před 2 měsíci

    Honestly so cool to see you goes from anylizing video game to actually making one. You're so close! Good luck on finishing MoM!

  • @AlexMakesGames80
    @AlexMakesGames80 Před 2 měsíci +4

    I love every time Mark does a developing he's a bit more frazzled from development then previously

  • @Dan_d00d
    @Dan_d00d Před 2 měsíci +47

    well.. this might be... POLARIZING !!!!
    Hi Mark. New Prince of Persia The Lost Crown Boss Keys? It did some interesting gate keeping on metroidvania skill/map progression.

    • @arvindhmani06
      @arvindhmani06 Před 2 měsíci

      Yes please bring boss keys back! (Probably unlikely till at least the launch of Mind Over Magnet, which is cool)

  • @thomasmeslin8399
    @thomasmeslin8399 Před měsícem

    Awesome ! For the demo I suggest to introduce the beginning of some mechanics of one or two world and at the end a hard level to have a good thinking about it and have a challenge !
    When I saw the title I thought : He just scrapped everything again ! But I am happily suprised you did not ! LETS GOO🥳🥳🥳🥳

  • @jesusfreakpl
    @jesusfreakpl Před 2 měsíci

    All focus on finishing the game! so there was not enough to spare for the video shots :P
    just teasing, great video and effort Mark. Keep at it!

  • @drgonzo123
    @drgonzo123 Před 2 měsíci +4

    It’s been really interesting going on this journey with you, and I can’t wait to play your game! I’ve got it wishlisted and ready for Next Fest!

  • @osbornjack7
    @osbornjack7 Před 2 měsíci +5

    The long short cut :D

  • @RamblinWom4n
    @RamblinWom4n Před 2 měsíci

    You made the right choice to pivot to this art style. Readability is so important, especially with puzzle games :) Looking forward to the release!

  • @JudinA
    @JudinA Před 2 měsíci

    Good luck, Mark! What a journey this has been!

  • @ElianeGameDev
    @ElianeGameDev Před 2 měsíci +9

    Your game looks so great! Congrats for having the motivation to change all of your sprites.

  • @Churro_Douglas
    @Churro_Douglas Před 2 měsíci +9

    New game jam idea: you have to finish your game before the next episode of developing.

  •  Před 2 měsíci +1

    I took the same approach with my game from the start. I love pixel art, but using it is asking for trouble. High resolution, but simple and clean shapes. Works on any screen.

  • @Jarory1
    @Jarory1 Před 2 měsíci

    Always a pleasure to see your journey Mark. Can't wait to get my hands on the end result.

  • @viridisspielt
    @viridisspielt Před 2 měsíci +7

    One thing I would love to see for the future of this series, if there is any chance you can pull this of: Console releases! Once the game is finished it would be sooo interesting to see the intricacies of having to fine-tune it to fit into different ecosystems with all their own rules and quirks. Not sure if this is realistic but I'll just leave this here as an idea haha

    • @GameDevYal
      @GameDevYal Před 2 měsíci +2

      From what I've seen of this process a lot of details are hidden behind NDAs, but there's probably some generic stuff that'd be allowed? (retrofitting touch controls on a game not designed for them originally, for instance)

  • @stevethepocket
    @stevethepocket Před 2 měsíci +6

    This was the right solution. It feels like so many indie games do just default to pixel art because it's The Done Thing, regardless of whether it's the best look for their game in particular. So you get games where sprite scaling is all over the map, or where the sprites freely rotate off-grid, or are just not the ideal look for the genre (you mentioned _Balatro_ earlier, and that's a perfect example of all three of those things). Now it looks like a playable version of those Aperture Science training videos or something.

    • @AztecCroc
      @AztecCroc Před 2 měsíci

      Sprite scaling has always been a thing. Sprites rotating off the pixel grid has been a thing since the 32X on the Genesis.

  • @andresmakesgames
    @andresmakesgames Před měsícem

    Sometimes there is an easier solution in there than biting the bullet on a lot of work that seems like the “right” solution.
    I recommend, in this scenario, doing the common exercise of “time boxing” - carving out a set amount of time (a box) for yourself to try to find a different creative way to solve the problem. If by the end of that time box you haven’t figured something else out that works, you bite the bullet on the solution you know works. This is useful also for experimenting with new features, and deciding whether to spend the time fleshing them out or just cutting them if they’re just not working.

  • @MarsJenkar
    @MarsJenkar Před 2 měsíci

    Thank you for giving us an update for what's up with the game, and good luck on your quest to get it finished.

  • @MegaCuerdas
    @MegaCuerdas Před 2 měsíci +3

    with that title i couldn't not click on this video jajaja

  • @menhirmike
    @menhirmike Před 2 měsíci +5

    Curious, when you redrew the art, is it now in a vector format? Or is it still bitmap/pixels, just at a 4K resolution? (It sounds like it because you used Photoshop's vector tools, but I wasn't sure if you exported it as vectors or as bitmaps)

    • @GMTK
      @GMTK  Před 2 měsíci +9

      The art is made as vectors, but exported as rasterised PNGs

    • @stevethepocket
      @stevethepocket Před 2 měsíci +3

      There are no pure vector-based game engines, as far as I know. Which is weird since Flash has been around since forever, though it was also never very efficient (I used to get slowdown in _The Binding of Isaac_ running at just 1024x768 on a system with a quad-core and dedicated graphics). But hey, maybe someone could fork Ruffle and build an open-source authoring tool for it.

    • @Lishtenbird
      @Lishtenbird Před 2 měsíci +2

      @@stevethepocket Some years ago when I was looking up vector art solutions for a game some time after Flash died, I was shocked. This seemed like such a simple approach to perfectly scalable graphics for all the various devices, and yet. Just another reason why I'm still mad about the whole Flash thing.

  • @tmanook
    @tmanook Před 6 dny +1

    Good info. Appreciate you sharing this.

  • @javierherrera179
    @javierherrera179 Před 2 měsíci

    Congratulations on the new art, You added a LOT of value to your project.

  • @mereln5187
    @mereln5187 Před 2 měsíci +5

    Interesting journey! It's on my Steam wishlist now

  • @RobLang
    @RobLang Před 2 měsíci +12

    Great to see your progress! How much of your development pipeline is applicable to people without 1.55m subs and 30k wishlists? Is there anything we can take from your experience that doesn't rely on an inexhaustible supply of playtesters?

    • @GMTK
      @GMTK  Před 2 měsíci +17

      Hey Rob! For sure - my game dev experience is definitely not average. Aside from the playtesters, I think the schedule is useful (dedicating a specific day to bug fixing, for example), and there are also ways to get playtesters outside of YT "fame" - friends and family, Reddit, Discord communities (GMTK Discord has a playtesting channel!), and real life (see O and Co.'s video about finding playtesters at a farmer's market)! I appreciate it can be frustrating for fellow devs to watch me go through game dev on easy mode - it's not lost on me, and is something I absolutely plan to discuss in the future.

    • @RobLang
      @RobLang Před 2 měsíci +3

      @@GMTK thanks for the recognition, Mark. Much appreciated. I'm unconvinced that your build-and-playtest weekly sprint is at all achievable for 99% of game developers. It's not possible to verify a week's worth of work if you're having to hunt for new play testers each weekend. A typical pool of friends, family and Discord followers is tiny and not refreshed. Also most disappear on Reddit.
      I say this is an enterprise web dev who release software fortnightly to 100k users. We get to iterate like you because we have tens of thousands of interactions every day.
      At home, I can't reproduce that, so a weekly turnaround would not work.

    • @AlexJ1
      @AlexJ1 Před 2 měsíci +4

      ​@@RobLangHe never said you could replicate his schedule. Either get micro-famous or practice more patience. Geez.

    • @RobLang
      @RobLang Před 2 měsíci +1

      ​@@AlexJ1 I think I've demonstrated more patience than most!
      When Mark creates videos, there is an implication that it's advice that we can learn from and follow. Much of GMTK is that kind of content, I've learnt lots over the years. In this case, I think Mark has fallen into the trap of recommending a process from a starting point that only a tiny minority can copy. From re-reading his comment, I think he agrees.

    • @AlexJ1
      @AlexJ1 Před 2 měsíci

      @@RobLang Wow, you're so patient when you're complaining about free content that you've already learned a lot from.

  • @timdemoss
    @timdemoss Před 2 měsíci

    You’re insane and I’ve got so much respect for your process, both in making the game and in documenting and explaining it. Thanks for letting us be part of it :)

  • @Skeffles
    @Skeffles Před 2 měsíci

    Brilliant to see how it's going! I really like the new art and think I may use a similar approach to update my own art.

  • @teneesh3376
    @teneesh3376 Před 2 měsíci +6

    There is a fifth option to your pixel problem. There is something called interpelation. It adds a very slight blur to the pixels where it'll make the uneven scaling look great. It still looks sharp and you wont get uneven pixel shimmering.
    If you have watched mylifeingaming's channel, they explain it better. Retro pixel art games are infamous for uneven pixels in 1080p. The retrotink 5x, and some hdmi mods for older consoles have interpelation

    • @group555_
      @group555_ Před 2 měsíci

      there is a sixth one too. double the resolution and make every pixel in the art a 2 by 2. now the 1080p will be a 3 by 3

    • @SnoFitzroy
      @SnoFitzroy Před 2 měsíci

      but then the game stops working entirely with less than 1440p@@group555_

    • @group555_
      @group555_ Před 2 měsíci

      @@SnoFitzroy why would it? the base resolution right now is 1 by 1. I say change it to 2 by 2. that increases what it can run on

  • @vincenzusgaming
    @vincenzusgaming Před 2 měsíci +5

    This reminds of the quote 'A designer knows he has achieved perfection not when there is nothing left to add but when there is nothing left to take away". Video game development is a long and iterative process, patience and experimentation is key!

  • @janikarkkainen3904
    @janikarkkainen3904 Před 2 měsíci +1

    Solution 5: Scale the image twice - first to the nearest possible integer scale with nearest neighbour, and then again to the final resolution with linear filtering. Results in a good combination of both relatively crisp pixels, yet they aren't deformed because of final linear filtering scaling step that has a small amount of blurring. Have done this both with MonoGame and Unity.
    With that you can basically decide an arbitrary resolution for pixel art.

  • @WalterGordyCanada
    @WalterGordyCanada Před 2 měsíci +2

    Change the camera to output to a render texture then use that and scale as you please. This way you get pixel perfect at any resolution without much effort. It’s really easy.
    Also your main camera has a dead pixel still. It’s been in a lot of your videos.

  • @jwanikpo
    @jwanikpo Před 2 měsíci +11

    Im beginning to have Wintergatan's marble machine vibes about this game

    • @Nessinby
      @Nessinby Před 2 měsíci +3

      Thankfully this isn't him restarting over again out of perfection and losing his vision of the project.
      Even if he is a tiny bit nitpicky, but as an artist I can understand that.

    • @jwanikpo
      @jwanikpo Před 2 měsíci

      ​@@Nessinbyfair, i made the comment before i could have a chance to actually watch the video, im glad i was wrong.

  • @yazeed_0o0
    @yazeed_0o0 Před 2 měsíci +6

    It's very cool to see a take on easy to make art style that is not pixel art. Don't get me wrong, I do love pixel art and love making it but it tends to give less appeal to your game as it just another indie pixel art game.

    • @SimuLord
      @SimuLord Před 2 měsíci +4

      It's interesting how one person's "just another indie pixel art game" is another's "it's not a quirky fun indie game until it has pixel art." Slight change in wording, big change in tone. And possibly showing my age because the 8- and 16-bit era dovetails with my childhood.

    • @yazeed_0o0
      @yazeed_0o0 Před 2 měsíci +1

      @@SimuLord Yeah, even when I really love pixel art style I started getting that first impression when I see a pixel art indie game lately. It's just became redundant.

    • @Squant
      @Squant Před 2 měsíci +1

      @@SimuLord This logic would work if all indie games were quirky and fun.

    • @SimuLord
      @SimuLord Před 2 měsíci

      @@SquantSturgeon's Law applies, but every once in awhile you'll get a Stardew Valley or a Graveyard Keeper or a Terraria, and that makes it worth at least giving them a look since they tend to be cheaper than dirt.

  • @rickyspanish4792
    @rickyspanish4792 Před 2 měsíci

    I'm using a method that I rarely ever see used. Basically, it's a shader that does filtering, but with a nonlinear, sharper curve. So it's like the best of both worlds. It doesn't look very blurry, and you can scale it any size you want and it still looks kinda retro. Love it!

  • @soloshottie
    @soloshottie Před 2 měsíci

    I've been watching GMTK for years Mark and as an aspiring developer, it has been massively insightful and you really do know what you're talking about... but taking this step to actually develop your own game from the ground up? you've provided the greatest treasure trove a game designer could ask for in this world. there's a video on every design topic, and soon all the videos on your development experience which has been incredibly honest and detailed. thank you Mark, for doing what you do. it's so hard ro find the morivation or inspiration to even start development, let alone continue it, and this channel is a huge boon to both. you're a legend.

  • @RascanThe6th
    @RascanThe6th Před 2 měsíci +3

    "It just works." omg, amazing reference 😂

  • @sploxy7705
    @sploxy7705 Před 2 měsíci +236

    Someone got here while the video was unlisted 💀💀💀

    • @anthonydesouza9983
      @anthonydesouza9983 Před 2 měsíci +50

      Yeah that’s what happens if you pay for Patreon…

    • @dubemonoh2745
      @dubemonoh2745 Před 2 měsíci +11

      Ok and?

    • @12feetup
      @12feetup Před 2 měsíci +17

      Lots of YT channels reward their financial supporters by giving them early access to videos

    • @bh4vvy33t
      @bh4vvy33t Před 2 měsíci

      Lemme guess, bot or supporter

  • @ScriptCoded
    @ScriptCoded Před 2 měsíci

    Watching your into with the dots moving slightly on my phone trips me out. I lose focus and my brain just gets confused. It's actually really cool 😅

  • @ReinOfCats
    @ReinOfCats Před 2 měsíci +1

    I believe you generally did the correct thing and strongly discourage overplanning. Speaking as someone who worked on the same live game for 11 years (as well as other, shorter game projects), you just can't perfectly plan the future. Instead, try to adopt patterns, tooling, asset reuse, and - most importantly - a mindset that allows for change. You *will* learn and discover new things over time, you just need to make sure you've set yourself up enough to let that happen.
    With experience, your first best guess will naturally become more and more accurate to the final game. But no amount of experience - or planning - will ever let generate something that you don't want to change down the road for 100% of the things you build. It's good to embrace that idea now. :)

  • @sinom
    @sinom Před 2 měsíci +3

    Alternatively you could also have downscaled (or, well, re authored the assets at half the size) everything to 360p instead of 720p instead. That would have fit any size screen

  • @Robertganca
    @Robertganca Před 2 měsíci +11

    Option 5: Lock the screen resolution.

    •  Před 2 měsíci +1

      What does that mean, though? Aren't you just passing the buck to the monitor? How's that better?

    • @Robertganca
      @Robertganca Před 2 měsíci +4

      @ I didn’t say that it’s better. Just that it was another option he had. He went with the best option.
      What locking the screen resolution does is it tells the monitor to adjust its resolution to one of the available options that it is capable of while the game is running.

    • @thejaredwilcurt
      @thejaredwilcurt Před 2 měsíci +3

      ​@It's not uncommon for games to force the monitor to a specific resolution when fullscreen, or to lock the window size when windowed, and have a resolution setting in the game options. Like, almost all games that run on computer do this, 3d, 2d, pixel, vector.

  • @BET2381
    @BET2381 Před 2 měsíci +1

    So I have a video request. Can you go over underwater/marine combat? What are the challenges, downsides and upsides? I was thinking that in a game with multiple weapons under water you would likely choose a spear or knife since a sword, axe, or club would struggle to generate the momentum for a viable lethal attack. Also there are options of magic or something to make weapons have a greater water affinity.

  • @Stratelier
    @Stratelier Před 2 měsíci +1

    Congratulations! You just learned another reason why pixel art is so often created at the lowest practical asset resolution -- it's easier to upscale (by an integer ratio) to fit different display sizes.
    Option #5 -- basically the opposite of option #4 -- would have been to downscale your level sizes so that the camera can be placed "closer", with more screen pixels per asset pixel. This reduces the overall effect of non-integer scaling (and anti-aliasing), but would DEFINITELY entail re-thinking basically all of your level designs (not to mention the basic parameters of your game physics).

  • @stray1239
    @stray1239 Před 2 měsíci +3

    that release date is pretty close to...
    you should enter mind over magnet into the GMTK gamejam

  • @wkuiper
    @wkuiper Před 2 měsíci +41

    It's awfully quiet in here 🤔

  • @GunnGuardian
    @GunnGuardian Před 2 měsíci +1

    I find it interesting that making a game work for Steam Deck is now a core concern of developers from your commentary.
    Really shows you how much it's pushed Handheld PC gaming.

  • @whoisj
    @whoisj Před 2 měsíci

    thanks for the update Mark, this is excellent information for those of us thinking of one day developing their own game. thank you.

  • @user-xl5kd6il6c
    @user-xl5kd6il6c Před 2 měsíci +3

    The artstyle change made the game not pixel art anymore, it just looks like a washed mobile game

  • @martindubner4200
    @martindubner4200 Před 2 měsíci +8

    It baffles me that he didn't optimize the game for 1080p from the start. I thought that was common sense.

  • @MylesJacobSwie
    @MylesJacobSwie Před měsícem

    I'm a small independent developer, and am making an arguably much smaller project then you, but I was also hoping to get it on this upcoming Steam Next Fest and that time crunch is quite intimidating to me. I may personally push mine out one more festival, but the desire to just get something out there is really strong. I hope your game goes great, and I hope I can get mine to a demo-able state before this June...

  • @Kio_Kurashi
    @Kio_Kurashi Před 2 měsíci

    Another option would've been to have the viewable scene adaptable, no different to when you cropped part of the 4k resolution for the trailer. Players may need to move sideways to see the full screen that someone on a 4k screen would see all at once, but then you'd be able to maintain the smaller sized files and pixel art asthetic.
    In the end, either solution works and I only offer this one because so many people decide that they just _have_ to go bigger in so many things, even if they don't (example: world size).