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Game Dev Secret: Why don't enemies just walk off ledges? #indiegamedev #gamedev
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304,843 Views • Jun 30, 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 actually use /two/ raycasts for wall detection, one at the enemy's feet and one at the top of their head, that way they will always see any wall that'll actually stop their movement)

The game that I'm developing an 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!
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Views : 304,843
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Uploaded At Jun 30, 2024 ^^


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RYD date created : 2024-11-19T15:29:47.431839Z
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207 Comments

Top Comments of this video!! :3

@InboundShovel

3 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!

51 |

@themoagoddess1820

4 months ago

the boring solution to stopping what happens at the end is to put extra raycasts behind the enemy, the fun solution is make it so they only stop if they turn around too many times in a specific span of time and then add those extra raycasts anyway so you can have moving platforms and walls for the enemies to traverse and get stumped by

1.6K |

@jamesmeek3442

4 months ago

Alternative title: how to give your enemies a will to live

928 |

@copycat500

4 months ago

Raycasts seem real helpful for enemy AI, not just to help them not continually walk into walls or fall off ledges, but they can be used to have them “see” your player character in a certain range

443 |

@Sanseru2702

3 months ago

Something I liked about Super Mario Wonder was that if a goomba falls into a 1x1 hole, instead of bouncing between the walls it will just sit down, with a look defeat.

19 |

@AndGoatz04

4 months ago

Actually a blind enemy that just rams it face forward is funny

162 |

@royos-yaps

4 months ago

I love your designs

156 |

@NoobMasterskills

4 months ago

i love that 2nd enemy. their walk cycle is so "i need to get home but dont wanna get a dui" coded

17 |

@voidmello

4 months ago

Personally I would use collisions on the edges to make them turn around, but this works too!

44 |

@shonklebonkle324

4 months ago

The enemies know where they are at all times. They know this because they know where they aren't.

60 |

@Max_G4

4 months ago

This is bad if you have many enemies. Raycasts are pretty performance-intensive compared to other methods, especially as they provide much more information than needed for that simple stuff. That's why the most often used solution is having extra colliders that trigger turning around instead.

29 |

@The_Shark-r3l

4 months ago

Green shell Koopa Troopers:

97 |

@lavendermintyy

4 months ago

yet again stunning spritwork !!

43 |

@brain.yogurt.5.56

4 months ago

If you were wondering why a 2d game requires an i9 CPU, is because of unity Devs raycasting for every enemy.

6 |

@Lord_eBatts

3 months ago

I'd argue raycasts in Godot are OP, they are insanely versatile

1 |

@Comedy_haha

4 months ago

Wow! Those enemies are so visually appealing!

4 |

@insandio

4 months ago

lol that dizzy runktunk is a cutie

25 |

@Will_Forge

2 months ago

Ray cast behind the enemy right before they turn around and see if there's a sufficient amount of space for them to go anywhere if they do in fact turn around (based on part on their size). Then have them turn if it makes sense. If not, then have them stand idling with an animation that makes them look left a bit and right. If you want them to escape any pits they find themselves in, after an idle have them attempt to jump/climb out, or have them gofer into the wall and pop out at some nearby desired location on the upper ledge.
In the case of this tree, however, maybe just have them root in place and take a nap, becoming a platform for getting across the gap without jumping by running through their branches like a bridge and maybe rolling a wheel across the top or something. I dunno if you have wheeled object puzzles or anything. Another idea is that they may root in place and reach down where their roots hand them up rocks pulled from underground and they become a stationary rock hurling monster. Or maybe they root and begin to grow, eventually becoming large enough to step out of the hole very easily (but remember to scale their pixels properly like you pointed out in another of your shorts).

1 |

@frankgerardoromeromora4286

4 months ago

idk who made that animations, but deserves a rise

1 |

@tsvtsvtsv

4 months ago

oh man these animations are so vibrant and full of character!!

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