Patrefans
Brellom from patreon
Brellom patreon

Game Dev - Upcoming Enemy Designs

🕑 Added 2024-10-05 03:45:12 +0000 UTC

Comments

Ehhhhhh

I can't help but think that the babe can do some kind of "slow down" attack. Like, she's able to throw a cloud your way that makes you move slower. Not sure how to make work with the sexy demon vibe outside "It's a mist that makes you weak in the knees", but it'd be something to give her a niche where's she's more dangerous the more enemies there are in a room.

gkr

Falling detection is hard :/

brellom

The character uses collision points instead of collision boxes, so every collision the character makes with the environment is handled via math checking with various specific pixels - and the pixels it checks change depending on the player's state. Because of how messy it is, it is actually possible for players to get stuck in the "Falling State" because they hit the ground at a rare angle and the game can't detect the correct collision point to tell the player to exit the "Falling State" and re-enter the "Standing State."

gkr

I don't know how much video game culture you have. Maybe the "janky collision" is ennemy have big collision box covering the whole spritd, even the corner full of transparent pixel. If your game engine allow it, you could take the direction of fighting. They have for each character multiple hit box which usually move per frame. During a punch, the arm will have an offensive hitbox that hurt the other player. In guard position, a hitbox covering most of the front that block offensive hitbox will appear. To keep things fast code wise, there is usually a global hitbox for the character. If that one have no collision, no need to make more test

Azurezero

there was a bit in shovel knight in the first level where you had to drop down into a situation where enemies were on either side of you

Ethan Moreno

Undead Knight and Demon Babe are hella cool to look at! I hope thst you'll be able to work them into the game demo, Brell!


More Creators