I actually haven't thought of stalling a single "damaged" sprite, rather than that I was making an animation. Thank you for this I shall include it in my game's next update.
To kick the damage poses up another notch-which would require a little bit of extra coding-you could make it so it can't pick the pose it's already on, making sure each hit gives you a different pose. That, or a slight shake on the enemy when hit.
I've been enjoying the devlogs. Is there a benefit to using a noise texture over something like godots random float? The new animations are such a nice touch.
This looks great! For the random "hit" animation, maybe keep track of the previous index (animation index) used, or increment through the indices so that the same animation doesn't play twice in a row? I had similar logic in a previous project and didn't like that sometimes the same animation would play concurrently (just personal preference).
What is the block that assigns module = color ? I know that in godot 4 to have modulate you need to do COLOR *= COLOR but I curious what’s your approach there Good video, thanks
As far as I know, this is the only way to store the modulate color by itself for use later in the shader. It's not really needed in this one now, but we might use it later
I actually haven't thought of stalling a single "damaged" sprite, rather than that I was making an animation. Thank you for this I shall include it in my game's next update.
awesome glad you liked the effect, and hope your update goes great.
@@BrosMakeGames Thanks!
I really enjoy your bite-sized devlogs. And thanks for sharing some of the code, I love knowing how things are made!
I try to show JUST enough code to be intriguing but not daunting, glad to hear it's doing the trick, thanks for the helpful feedback!
So much info in so little time. This is what we need.
Great video like always!! I needed a reminder to add some screen shake to a game I'm working on.
awesome hope it turns out great
Love the short dev vlogs. keep em coming!
thanks, will do!
Oh man this video was really well made. I think you’ve inspired me.
To kick the damage poses up another notch-which would require a little bit of extra coding-you could make it so it can't pick the pose it's already on, making sure each hit gives you a different pose.
That, or a slight shake on the enemy when hit.
i like how the biggest addition was the musik at the end
The damage frames are adorable haha
Looks great! Definitely gonna play when it releases!
thanks!
That random damage pose is amazing! 😂 Every time they get hit they start to vogue.
Broo I LOVE THIS GAME :O ,your tutorials is the best imo ,you should rly make a steam release when u get more done in development :D
we definitely will be creating a steampage for this game in the near future.
you guys rock!!!
let's go i'd been waiting for another vid
I've been enjoying the devlogs.
Is there a benefit to using a noise texture over something like godots random float?
The new animations are such a nice touch.
Thanks! the noise is handy because it naturally gives a smooth movement over time, but for sure you could achieve this in other ways too.
Love this vid. Keep it up!
thanks for the feedback, and we certainly will!
This looks great!
For the random "hit" animation, maybe keep track of the previous index (animation index) used, or increment through the indices so that the same animation doesn't play twice in a row? I had similar logic in a previous project and didn't like that sometimes the same animation would play concurrently (just personal preference).
yes! definitely had this in mind when I wrote it but didn't implement yet. appreciate the idea.
@@BrosMakeGames Of course! Game looks awesome, excited to see more
love this!
glad to hear it, thanks for the feedback!
Nice, simple, juicy.
quick, simple .. KISS principle. Good job 👍
thanks David! appreciate the feedback.
I am definitely going to add damage frames and hit flash to my game
as always, good video
nice, hope it turns out great!
@@BrosMakeGames Thanks!
just started the video... gonna take a guess at what they are...
1. sounds
2. camera shake
3. particle effects
i'll let you know how I do
okay... I only got one.
the camera shake is really good!. it instantly made the game feel so much punchier
to be fair though, your list is probably a better top 3 to level up a game prototype. without good sounds none of the other effects will 'hit' right.
Nice work but to make it better maybe add smoothing to the camera
right now this game is fully low res but yep if we scale it up we will definitely smooth the cam. thanks!
When is level 2 of bat to bed coming out I’m so excited
VERY soon. just some final playtesting and bug fixes to go.
Let’s goooo
i haven't even managed to beat level 1 :(
Why are you sampling from a noise texture? Can't you just create a random vector?
What is the block that assigns module = color ? I know that in godot 4 to have modulate you need to do COLOR *= COLOR but I curious what’s your approach there
Good video, thanks
As far as I know, this is the only way to store the modulate color by itself for use later in the shader. It's not really needed in this one now, but we might use it later
Juice it or lose it
camera shake should be: 1. minimal. 2. direction should account for recoil direction, otherwise it looks plain horrible.
3. Optional
@@not_ever yea, definitely should be a way to turn it off.
No dodges?😢
there actually is a very basic dodge but I don't think I used it in this vid at all. maybe a topic for a future devlog.
FuNtimes!
Instead of shaking the characters you chose the shake the entire camera. What the fu?
Camera shake is not good. Try making the game fun first instead of giving people motion sickness
Juice is a large part of what makes games fun. It's fine if you don't like it, but most do.
@@AVeryCooIName wouldn't it be if the characters shook instead?
The enemy should insantly die or have a death animation because the stun at damage ani is high which causes the player to think that enwmy is alive.
yep death animation in the works!