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It's me, Muno! UI Artist @StudiosofAether! + Pixel artist/animator, and (WIP) indie gamedev. Known for Rivals Workshop mods. 🐘 @muno@mastodon.gamedev.place
Dec 7, 2022 15 tweets 4 min read
Some are asking "why wasn't this in at launch?"

In reality there's a lot that goes into a simple feature like this. Any new menu/UX requires a design process to make it a reality, but beyond that this feature also has some challenges attached to it.

Thread #gamedev First off, ANY menu you design for your game needs to go through the same design process to make sure it's very intuitive, polished, visually appealing, and bug-free.

This is rarely enough to kill a whole feature on its own. But it's a consideration in budget/planning.
Nov 28, 2022 26 tweets 8 min read
How do you design a 2D GAME CAMERA that properly frames the action? A whirlwind tour of different solutions, animated! #pixelart #gamedev

The setup: you've made your platform game's player character and need to make the camera follow them. Easy, right...? ...Well, there's more to it than that. If you just lock the center of the camera to the center of the character, it won't give the player a very good view.

In fact, nearly half of the screen real estate is now dedicated to showing the ground texture... not helpful!
Nov 23, 2022 28 tweets 8 min read
How does ROLLBACK NETCODE work, and why is it so difficult to program? A whirlwind tour of different solutions #pixelart #gamedev

The setup: you have a video game with couch co-op (pictured) and want to add online multiplayer. Easy, right...?

(thread) Well, it's not so simple. If you send each player's button presses over the internet (big arrows), there's some delay due to how far the signal must travel. So the inputs get out of sync between the 2 screens.

Notice that the order of the characters jumping changes.