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Game Dev Secrets: Anti-Gravity! #indiegamedev #gamedev
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160,289 Views • Aug 31, 2024 • Click to toggle off description
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadora…
Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/

(I added this because of a comment, and playtested it to get it working for this short, so I'm not sure if I actually wanna use it for the full version of the game, let me know what you think of this kind of anti gravity effect in games, and do you think it would be fun to play with heh)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Views : 160,289
Genre: Gaming
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Uploaded At Aug 31, 2024 ^^


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RYD date created : 2024-11-22T06:15:52.971171Z
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121 Comments

Top Comments of this video!! :3

@InboundShovel

2 months ago

Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadora…

Thank you!

104 |

@Steliosgiannatos

2 months ago

I’ve seen some much Isadora randomly that I want to give this game a try when it comes out. I hope this game skyrockets to the top with overwhelmingly positive status on steam and 200k + reviews ✌️

803 |

@catmage

2 months ago

For a sec I thought you were going to say "I just flip the camera"

504 |

@pheonixfire8829

2 months ago

You should make it so that if you fall into the void up in one specific spot you access a secret level with a secret ending

65 |

@nowonmetube

2 months ago

I'm convinced that dude is just developing his game and whenever he finds out something new himself, he just makes a video about it.
(Considering how he talks about the rotation, gives it away.)

59 |

@swordlegend3256

2 months ago

do something terraria does when you go out of bounds just flip the gravity right side again. and anything that relies on the direction character is facing has to be flipped too

108 |

@TubeTAG

2 months ago

Also, you must have a collidable ceiling. If you never bothered to make your ceiling actually have collision, it can be pretty silly.

50 |

@peanut3438

2 months ago

I love the chaotic bugs you can run into while making a game >:D The rotation bug looks hilarious… and something that could potentially have a high skill ceiling for players’ movement if it works just right

37 |

@329link

2 months ago

Bonus points if you put in an actual animation for the character flipping. It's certainly not needed, but it can be a nice touch if you have the time.

4 |

@FuryJack07

2 months ago

... And now you can have a fancy boss that periodically changes both of you's gravity. Like, he changes gravity and you two go in different directions, and he has different attacks depending if you're on the same direction as him, at 90 degrees and opposite of him. All counterable, with varying degrees of difficulty with matching rewards.
Like, opposite side attacks should be easy to dodge and counter, but you only get one hit. 90 degrees ones should be harder to doge but you can get more hits in, and same side should be the hardest because you can just attack him constantly.

Also, make the changes of gravity pseudo random. Instead of making it completely random, make him randomly make a list of all possible combinations at the start of the battle and them make him cycle through that list. (This way, you're guaranteed to never see the same combination twice until all combinations have been chosen)

Example, here's a possible list he could make at the start of the fight.
0 is down, 1 is right, 2 is left 3 is up (relative to the camera, of course)

3,2(isadora/boss btw)
0,1
1,1 (one of them's gravity can remain the same for a few times in a row)
3,0
2,1
1,3
0,3 (not the same as 3,0 they're flipped)
1,2
0,0
2,0
3,1
2,2
0,2
3,3
1,0
2,3

Either way, this is one example, but the list should be shuffled randomly, and only once per playthrough, if you die the list should remain the same

This way, subsequent playthroughs don't have the same experience, but struggling players can learn a consistent pattern to dodge and eventually beat the fight.

You should also add a badge that makes the game always have the same seed for random events, meaning that speedruners that hate random events can just say nope and make it consistent.

17 |

@LeumeisterVeritas

2 months ago

bruh I love the look of sprites being rotated at native/pixel resolution! Not so much when it's a sprite on a high resolution canvas, but the way the pixels morph and crunch is just so satisfying to me. It's reminiscent of the SNES's background mode 7 and the Super Scaler arcade machines

2 |

@gawain0

2 months ago

So, depending on how you have jumping coded (i.e. if your jump refreshes when the player collides with the ground (don't want it to refresh if you hit the ceiling, cause then what you hit the ceiling and spam jump to basically fly across the ceiling)), you might have to do some extra stuff as well. While the gravity flipping itself is easy, it can cause some... unexpected features (cause bugs obviously don't exist). Always remember to test thoroughly!

4 |

@nicknick_nick

2 months ago

RobTop? No ceiling, its a feature.

3 |

@UnlimitedFlyers

2 months ago

This looks like an improptu idea for a DLC/EXPANSION!!! :P

7 |

@northwestnerd4950

2 months ago

One of my favorite games was MetalStorm by Irem back in the early 90’s. It was intense, and you had a manual gravity flip mechanic that changed gravity for all objects much of the time. Took some getting used to, but man that was fun.

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@zenface

2 months ago

About the rotation issue, you can make it esthetically, you can draw the character by code with all properties, and with the rotation we can use a variable to make the animation to slowly switch towards upsidedown or normal, while in the actual code is not happening, our character is already upside down

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@Genasidal

2 months ago

Bloodstained: Ritual of the Night had a very good failsafe for flying off to space. Initially, I expected it to either kill me, or for me to keep flying up infinitely, or to hit a out of bounds, invisible wall off-screen to walk on and potentially break the game's progression by walking up the ceiling, similar to the secret in 1-2 of Super Mario Bros.

It turns out however, the solution was rather simple and so, it wasn't any of the things I assumed. When Miriam flies off into the sky, out of bounds, the game simply flips her back and has her plummeting back down to Earth. I'm assuming there is a flag in the game, specifically for her being offscreen with Invert active that causes this.

It's worth considering this, as it's such a simple solution to a potentially game-breaking problem.

1 |

@yultube933

2 months ago

I love all the good work you're doing and i love the way the game looks, and I'm also working as an artist for an indie game and i wanna learn from fer's art and would just like to know what media he uplaods on. Lots of thanks

2 |

@nvs-different-ideas

1 month ago

For the one problem with the between the gravity area is easy to fix: the same hit boxes, but they only multiple the gravity by -1. The player go throw the hit box: gravity= -x, the player go throw another or the same hit box: gravity=x

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@Rinabow

1 month ago

There's a super obvious solution to the rotation jank on the corner of the field: Just flip the collider and rotate the sprite independently of each other.

The background sensors are invisible and need to be much more precise and consistent than the sprite overlay so it really isn't necessary to apply the same visual effects to them. My own game handles gravity changes by instantly flipping the hitboxes and sensors, and then the character sprite will slowly rotate to match them.

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