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Posts by Studio LVL:MAD

Thank you! i totally agree, one has to adore that cat ๐Ÿ’œ

10 months ago 1 0 0 0

Thanks, i will tell him :)

10 months ago 1 0 0 0
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Our new intern just completed his first animation task: Animating Eyeperson!

What do you think? Did he well?

#3DAnimation #Animation #indiedev #indiegame #3dplatformer #metroidvania #actionadventure #blender3d #b3d #3dmodelling #unrealengine #lvlmad #umbraslight

11 months ago 13 3 2 0
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Liminal Caves - Concept Art

Deep beneath the new roots of modern civilisation lie the remnants of the past. Filled with long-lost, eons-old powers. Whispers of what once was, harbingers of what might come.

#indiedev #indiegame #gamedevelopment #gameart #conceptart #3dplatformer #metroidvania

11 months ago 12 2 1 0
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Can you see her?

Just a small animation doodle we made from the latest concept art of our main character Luce.

Hope you like it!

#indiedev #indiegame #3dplatformer #metroidvania #actionadventure #conceptart #lvlmad #umbraslight

11 months ago 8 2 0 0

Thank you ๐Ÿ’œ

1 year ago 0 0 0 0
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In case you ever wondered

#code #codinglife #devlife #indiedev #indiegame #3dplatformer #metroidvania #actionadventure #blender3d #b3d #3dmodelling #unrealengine #lvlmad #umbraslight

1 year ago 23 5 1 0
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Well it will take some time until we are there. But that is our big dream.

#indiedev #indiegame #gamedevelopment #3dplatformer #metroidvania #actionadventure #platformer #soulslike #lvlmad #umbraslight

1 year ago 3 2 0 0
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Today I finished this more humanoid NPC. She's a wind spirit but she's been wearing a mushroom hat for so long that its spores have started to grow into more mushrooms all over her upper body.
#gamedev #indiedev #blender

1 year ago 20 6 0 0

The pause button is all-knowing ๐Ÿ˜‚

1 year ago 1 0 0 0
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Hey Bluesky, it's another #wishlistwednesday

Check out my indie dinosaur-survival-horror game, Paleophage, on Steam (link in bio).
๐Ÿฆ–๐Ÿ˜ฑ๐ŸŽฎ
Also coming to PS5.

#dinosaurs #survivalhorror #indiegame #indiedev #gamedev

1 year ago 27 10 4 1
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The journey from these rough concepts to the current visuals of #ArisingSons village has been incredible. Weโ€™re excited to share more with you soon!
___

๐ŸŒŠ Marinix Discord:
discord.gg/GUNFfCgjBt
.
.
#IndieGame #IndieDev #GameDevelopment #IndieGames #GameDev #IndieGameDev #GameDesign #GamedevLife

1 year ago 14 7 0 0

It would be criminal not to do so

1 year ago 1 0 1 0
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Should we add this SFX to the game? ๐Ÿค”

#UnrealEngine #Meme #Gameplay #Indiegame #Gamedev #Steam

1 year ago 12 8 3 0
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New day, new Basilisk...

Or some Concept Art for our Basilisik Enemy Designs!

Art by our talented Concept Basilisk @letharts_ (Instagram)

#basilisk #creatureart #monsterart #indiegame #gamedevelopment #gameart #conceptart #3dplatformer #metroidvania #umbraslight

1 year ago 9 3 1 0
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This is the 3D platformer I'm working on.
However I am trying to make it look 2D whenever you're not moving.
#gamedev #indiedev #ue5

1 year ago 33 12 2 1
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Testing 'volume boost' pedal buff. Giantess Gigi!
#DoubleWhammyGame #indiegame #gamedev #guitar #ue5 #giantess

1 year ago 29 7 1 0
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The Blocklings now have friend/foe logic, react to being attacked and make some random mistakes, such as forgetting being chased by a green block.

#indiedev #indiegame #gamedevelopment #unrealengine #ue5 #3dplatformer #coding #npc #umbraslight #lvlmad

1 year ago 6 2 0 0
Preview
Umbra's Light - Almighty Community Survey Q1 2025 Survey Serial: #GurOneevreBsGurPbfzvpIrvyUnfOrraOebxra

We have contracted some immortal spirits to create a poll about the future direction of our game. It would mean the world to us if you could spare a few minutes and answer our questions.

Here is the link to the survey: forms.gle/S4XvAegkAfPo...

Thank you very much! ๐Ÿ’œ

#gamedev #indiedev

1 year ago 8 4 0 0
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Umbra's Light Concept Art: "The Frozen Outskirts"

Echoes of long fallen warriors haunt this land. Clinging to faded glory that will never return, as time devours itself struggling against the inevitable.

#indiegame #gamedevelopment #gameart #conceptart #3dplatformer #metroidvania #umbraslight

1 year ago 3 3 0 0
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Our first concept art about the fractured world of Umbra's Light.

"The world we once knew was shattered, consumed by its own contradictions, and reborn into a twisted reflection of what should never have been..."

#conceptart #indiegame #umbraslight

1 year ago 10 3 0 0

Always the important stuff first ๐Ÿ˜‚

1 year ago 1 0 0 0
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They don't bite (yet).

We are currently working on our NPC system. It is based on Unreals Behavior Tree and currently uses various systems like custom Tasks, EQS, Decorators and the Perception Module.

#indiedev #indiegame #gamedevelopment #unrealengine #ue5 #3dplatformer #umbraslight #coding #npc

1 year ago 11 4 1 0
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Our programmer urged me to show you all a slightly less funny version of our bubble.
Still a WIP but it's already pretty fun to get to walk on the water for a while and watch the fishies swim.
#gamedev #indiedev #ue5

1 year ago 15 7 2 0
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Did you know about features like Coyote Time and Jump Buffering in games?

I find it faszinating how sometimes these details separate a mediocre game from a great game.

And do you maybe have another great example for stuff like this?

#indiedev #indiegame #gamedev #unrealengine #ue5 #3dplatformer

1 year ago 10 5 0 0
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this was my first viral tweet ๐Ÿ˜ญ Maybe this could happen here at bsky too?

I'm making a brutalist Prince of Persia

1 year ago 1607 335 34 4
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If you want me to explain another mechanic, please send me a message and I'll see what I can do.

1 year ago 0 0 0 0

COYOTE TIME allows to jump for a short period after leaving the ground.

JUMP BUFFERING stores a jump input for a brief moment before landing, ensuring the jump executes even if pressed slightly early.

VARIABLE JUMP HEIGHT modifies gravity/jump height based on how long the jump button is held.

1 year ago 1 0 1 0
This image shows a visual scripting blueprint for implementing 'Coyote Time' in Unreal Engine, allowing a player to jump shortly after leaving the ground. The blueprint is divided into several color-coded sections:

Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed.
Is Character NOT on Ground? (Gray Box) โ€“ Uses a branch node to check if the character is falling by referencing the character movement component.
Is in Coyote Time? (Gray Box) โ€“ Another branch checks if the character is within the allowed 'Coyote Time' window.
Do Coyote Jump (Blue Box) โ€“ If the conditions are met, the 'Launch Character' node is triggered to perform the jump.
If Character starts Falling / Not on Ground anymore (Red Box) โ€“ Uses an 'Event OnMovementModeChanged' node to detect when the character switches movement modes.
Start Coyote Timer (Green Box) โ€“ Activates a retriggerable delay (0.2 seconds) and sets 'Coyote Time' to true, allowing the player to jump within this brief period before setting it back to false.

This image shows a visual scripting blueprint for implementing 'Coyote Time' in Unreal Engine, allowing a player to jump shortly after leaving the ground. The blueprint is divided into several color-coded sections: Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed. Is Character NOT on Ground? (Gray Box) โ€“ Uses a branch node to check if the character is falling by referencing the character movement component. Is in Coyote Time? (Gray Box) โ€“ Another branch checks if the character is within the allowed 'Coyote Time' window. Do Coyote Jump (Blue Box) โ€“ If the conditions are met, the 'Launch Character' node is triggered to perform the jump. If Character starts Falling / Not on Ground anymore (Red Box) โ€“ Uses an 'Event OnMovementModeChanged' node to detect when the character switches movement modes. Start Coyote Timer (Green Box) โ€“ Activates a retriggerable delay (0.2 seconds) and sets 'Coyote Time' to true, allowing the player to jump within this brief period before setting it back to false.

This image shows a visual scripting blueprint for implementing 'Coyote Time' and 'Jump Buffering' in Unreal Engine, allowing a player to jump shortly after leaving the ground and buffer jump inputs. The blueprint is divided into several color-coded sections:

Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed.
Is Character NOT on Ground? (Gray Box) โ€“ Uses a branch node to check if the character is falling by referencing the character movement component.
Is in Coyote Time? (Gray Box) โ€“ Checks if the character is within the 'Coyote Time' window, allowing a jump.
Do Coyote Jump (Blue Box) โ€“ Executes a jump if conditions are met using the 'Launch Character' node.
Start Jump Buffer Timer (Green Box) โ€“ Activates a retriggerable delay (0.2 seconds) and sets 'Jump Buffering' to true, allowing the game to store a jump input for a short period.
If Character starts Falling / Not on Ground anymore (Red Box) โ€“ Uses an 'Event OnMovementModeChanged' node to detect movement mode changes.
Start Coyote Timer (Green Box) โ€“ Begins a 0.2-second 'Coyote Time' window when the character starts falling.
On Ground Again (Gray Box) โ€“ Uses an 'Event On Landed' node to check if the player has landed.
Is Jump Buffering? (Gray Box) โ€“ Uses a branch node to determine if a buffered jump input exists.
On Next Tick: Do a Jump (Blue Box) โ€“ If jump buffering is active, a 'Delay Until Next Tick' node executes a jump.

This image shows a visual scripting blueprint for implementing 'Coyote Time' and 'Jump Buffering' in Unreal Engine, allowing a player to jump shortly after leaving the ground and buffer jump inputs. The blueprint is divided into several color-coded sections: Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed. Is Character NOT on Ground? (Gray Box) โ€“ Uses a branch node to check if the character is falling by referencing the character movement component. Is in Coyote Time? (Gray Box) โ€“ Checks if the character is within the 'Coyote Time' window, allowing a jump. Do Coyote Jump (Blue Box) โ€“ Executes a jump if conditions are met using the 'Launch Character' node. Start Jump Buffer Timer (Green Box) โ€“ Activates a retriggerable delay (0.2 seconds) and sets 'Jump Buffering' to true, allowing the game to store a jump input for a short period. If Character starts Falling / Not on Ground anymore (Red Box) โ€“ Uses an 'Event OnMovementModeChanged' node to detect movement mode changes. Start Coyote Timer (Green Box) โ€“ Begins a 0.2-second 'Coyote Time' window when the character starts falling. On Ground Again (Gray Box) โ€“ Uses an 'Event On Landed' node to check if the player has landed. Is Jump Buffering? (Gray Box) โ€“ Uses a branch node to determine if a buffered jump input exists. On Next Tick: Do a Jump (Blue Box) โ€“ If jump buffering is active, a 'Delay Until Next Tick' node executes a jump.

This image displays a visual scripting blueprint in Unreal Engine for implementing variable jump height using gravity scaling. The blueprint is divided into multiple color-coded sections:

Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed or released.
Lerp 0 to 1 (Yellow Box) โ€“ Uses a timeline node to interpolate values between 0 and 1 over time.
Set Jump Gravity after Jump Button Released (Gray Box) โ€“ Uses a gate node to control when gravity scaling is applied.
Calculated Gravity for Current Jump (Blue Box) โ€“ Adjusts the characterโ€™s gravity scale in the movement component.
Lerp between Higher Gravity and Default Gravity (Green Box) โ€“ Uses a lerp node to interpolate between the highest and default gravity scales based on the jump input.
On Ground Again (Red Box) โ€“ Detects when the player lands using an 'Event On Landed' node.
When on Ground: Reset Gravity to Default Value (Blue Box) โ€“ Resets the characterโ€™s gravity scale to the default when touching the ground.

This image displays a visual scripting blueprint in Unreal Engine for implementing variable jump height using gravity scaling. The blueprint is divided into multiple color-coded sections: Jump Button (Red Box) โ€“ Detects when the Space Bar is pressed or released. Lerp 0 to 1 (Yellow Box) โ€“ Uses a timeline node to interpolate values between 0 and 1 over time. Set Jump Gravity after Jump Button Released (Gray Box) โ€“ Uses a gate node to control when gravity scaling is applied. Calculated Gravity for Current Jump (Blue Box) โ€“ Adjusts the characterโ€™s gravity scale in the movement component. Lerp between Higher Gravity and Default Gravity (Green Box) โ€“ Uses a lerp node to interpolate between the highest and default gravity scales based on the jump input. On Ground Again (Red Box) โ€“ Detects when the player lands using an 'Event On Landed' node. When on Ground: Reset Gravity to Default Value (Blue Box) โ€“ Resets the characterโ€™s gravity scale to the default when touching the ground.

In the last 1.5 years of working on Umbra's Light, I've learnt a lot about the must-haves for platformer games.

Here I have prepared 3 of the most important features, namely COYOTE TIME, JUMP BUFFERING and VARIABLE JUMP HEIGHT.

Arranged in simple Blueprint snippets:

#unrealengine #indiedev

1 year ago 3 1 1 0

Love the stylized art ๐Ÿ’œ

1 year ago 1 0 1 0