To fix the accuracy issue you would need to generate two random numbers for each coordinate. You were picking values along the (1,1) vector essentially. Still doing it this way would lead to less accuracy on the diagonals, since you're picking points on a square. So you're second solution is better anyway, although you don't need to normalize the vector anymore, since the angle is independent of length. You could rotate the vector using a rotation matrix, that would only save you the angle calculation, but you would need the normalize. You can do this woth a Transform2D with a random angle (like randomAcc) and multiply it by the initialDirection.
This looks really good so far. Lots of tiny details that i know took more time than most people realize but really add to the feeling of polish. Great work dude
dude this guy just makes bangers. constant visually interesting art disguised as an indie game. crazy how much effort you put into the game and the videos.
Randomly got this video recommended. Now I am a subscriber^^ Really well made video, and the game looks fun so far. I´ll definitely keep an eye on this channel^^ I love the idea of the Tea leaves. I am always a big fan of damage over time, and this is a very fun version for it. Also, big fan of the cactus enemy. Shocker, I know :P Two thoughts that crossed my mind on this video, as someone who has only seen this video so far: - It irks me that the revolver does 2 damage, but the damage is shown as 3 dots. I totally understand why it is, and that the dots symbolize more of a percentage/comparative way of showing damage. But my mind went immediately "But why 2 damage then?" (I am pretty sure it is just because you mentioned the revolver as baseline, and specifically pointed the damage out. I am sure if I encountered the weapon in game I wouldn´t mind, or even notice^^) - It might just be me, but the spirits shot remind me of sperm. Love the idea, love the weapon design, and the spirit also looks great. But it having only one "tail" makes it look a bit like sperm... Hope this comes across as constructive, as it was meant that way. My eyes are peeled for more of this, and I´ll go through your other videos soon :D
Thank you for the feed back! Oh it’s funny the dot thing is completely created for this video, and isn’t in the game at all. I just wanted something to show when talking about stats. And yeah I saw someone else mention the sperm comment lol I’ll definitely change it :)
Interested to see how deadly gamont would be against a high HP single target, eg. in a boss fight. Great ideas, immediately gets you thinking how to best use them in different scenarios and what mods would work in each weapon. On that note, I think adding multiple levels of complexity to the weapon modding system could be the catch of your game, similar to how Noita's wand system works
The game looks pretty good, the weapons seem fun :) I'd personally change the "reloading" a little bit, either just make it a circle that fills or if you want to keep the word, maybe make it grey-ish and then make it white letter by letter starting from R and finishing on G, basically I'd add anything that lets you know when you will finish reloading
Oh yeah I wanted to mention, I never thought about that reload idea with the text, super simple and I implemented it in a couple minutes. Thank you for that!
Converting to an angle and then adjusting its accuracy is the right way to do it. If you add a random vector offset to where you’re aiming, then you’ll be more accurate when aiming further away
Your game looks so beautiful and not only that, I envy the fact that you speak so well and express clearly each and every point in your devlog.! Your game is bound to find success.! All the best bro! 😎
@@mz_ethI feel an upgraded version of it could have the skulls eyes lighting up or them shouting and moving their jaws, which is the "firing mechanism." Could be too visually busy, though.
I love the idea of adding guns that are bad but still fun to play, maybe even more fun than regular guns. It'd be like a challenge with a high reward in the form of dopamine if you used them.
I really like the topic around Racket, an item made to be bad. In Isaac (only roguelike I have significant time into) a similar item in nature is Curse of the Tower. Getting hit and spawning 6 bombs is bad but some people like it and some don't. There are a lot of synergies and items that work well with Curse of the Tower and can make it a run winner (like with Pyromaniac, healing from the bombs)
Very nice! The game Nova Drift has lots of weapons that you mod in a similar way, so if you’re looking for inspiration, that might be a good place to look.
Your pixel art is awesome :D, your game is going great too. I'm to be a pixel artist but i started from1 year ago i didnt saw any progress :/ i hope be in your level one day
You can simplify the accuracy stuff by just rotating the direction by the random amount. So, something like this: intialDirection = initialDirection.rotated(rand_range(-accuracy, accuracy) This is basically the same stuff, just handled by Godot internally
Vector2 has a .direction_to(point) method and you can rotate vectors with .rotated(angle). It could look like: var initialDirection = turningAxis.global_position.direction_to(get_global_mouse_position()) var directionRotated = initialDirection.rotated(randomAcc) bullet_instance.velocity = directionRotated You also don't need to call randomize() every time. You only need to call that on ready if you don't want it to be the same sequence of random values if you restart the scene. It would also probably make more sense to call that on a different node.
the minigun could power up slowly and then start firing max speed and go through all the ammo, then you have to reload. It may feel better and still be unique.
I just kind a jumped in, and I use photoshop because I was ready pretty familiar with it. I actually did a video talking about 3 years learning pixel art, it’s on my channel if you’re interested
@@mz_eth Sounds like jumping in with 0 experience and learning along the way seems to be the best way to go about it, Im not gonna lie man, you've inspired me to start getting into pixel art! Looking forward to future videos!
You can gave "infinite" shot speed, but you need to use your own timer. Just have a variable "shoot_timer" and decrease it by delta every frame and then if it hits 0 you can shoot and reset it!
idk about that of making the racket gun purposefully bad, at that point you could just make it so there's a chance no new weapon spawns, and it would serve basically the same purpose. In the binding of Isaac, there's an item called Cursed Eye that is pretty bad, but if you have the right items like the Black Candle or Holy Mantle you can counteract its downsides, and it becomes pretty good. Not every weapon needs to be good, but I think every weapon should under the right circumstances have its uses, more like a sidegrade rather than just an upgrade.
Oh yeah I played a lot of Isaac! I think I covered this in the video, but the gun is by no means bad, just not conventional. I refer to it as “lower tier” but with certain mods, especially ones that play into its strengths, it could be very good!
Wow! I'm currently working on a game in Scratch, kinda boring, I know... But, I have NOOO idea what the guns should look like, and I don't just want to take guns from other games. So, how did you get your guns to look so good? (your game looks AWESOME btw!)
i think you should change racket gun into mine gun, its not gonna have bullet speed, when you shoot the bullet at that time racket will spawn in the ground, so it would have a purpose, it could save you from the melee attack enemies.
I love the idea of a mine gun, maybe racket could do some kind of impaling if you hit the target as it’s coming down, then little damage if they move into one already on the ground. Then a mine could be more explosion base! On man that would be fun :)
Oh thank you! I have no traditional coding experience at all, actually same for art. I would say jumping in and find tutorials you like. It’s definitely slow in the beginning, just don’t give up :)
How did you get your game to have that kind of darkened look with lights like that? Is it a shader or a canvasmodulate?, I’d love to know how you did that. I’m working on a rougelike with my friend right now and we really have wanted to get a darker look like that but don’t know how.
The canvasmodulate for sure, it’ll help unify art assets a little too. I set it to be on the darker side, Then I’ll come in with some small light orbs, and also a “ room light” just a large light about the size of the room so things are more visible
I just had an idea.. Why not make the upgrades to your weapons like the wands and spells from Noita. It would be a huge project but it would definitely make it extremely fun because there would be soo many options
Oh that’s a great question, so my want for new guns stems from me wanting to make new runs feel different from the start. An issue I was running into was if you start a run with the same gun every time, it feels less compelling to restart. But with this, when you lose a run, you get an element of excitement discovering what weapon starts the next run. I have not played Noita, so I should check it out! Also in the back of my mind, it would be a really interesting to tie a experience system to the guns that carries between runs. And maybe the higher the level the more mods it can hold. Just an idea though!
@@mz_eth Yeah thats exactly what I was thinking. The diference between wands in Noita is their Mana capacity (each spell costs a different amount), Mana recharge speed, Reload time (after the whole sequence of chained spells is executed), Time between each individual spell cast, Spell carry capacity and Accuracy. Just explaining it here won't do much, so I highly recommend you play or better yet, watch some playtrough on YT, because the game is extremely complex and hardcore with a steep learning curve (mainly spell combinations). Good luck on the game and I can't wait for the new update video
@@mz_eth oh i have a question I already know how to make the movement of the player But how can I make the gun system like how to make the gun follow the mouse I'm New to Godot and I only know the basics of movement for a 2D character
@@PrinceJay-tsi I would make the gun it’s own scene, probably just a node2d with an animation sprite and whatever you need to make the gun work. Then in that script or the gun, in the process function, you can do something like look_at(get_global_mouse_position))
I would say that every gun should be usefull against a certain enemy, for examply racket could be usefull against monsters slow with big hp bars, because the tick rate is doing good damage. I think it is not an good idea to have an weapon being useless, so no one picks it. Then why even design the weapon? As a starter weapon to make it harder ok, but as a main weapon someone has to stick to definitely no.
Call me crazy or terminally online but the spirit projectile looks more like... male gametes, to put it in a way. Perhaps making the trail less thin and wavy like that and perhaps more like steam or something else could help.
@@mz_eth Brain's already broken, but I'll never accept more than 6 bullets in a standard revolver. Buckshot and grenades in revolver shells is fine, but more than 6. bullets is bonkers. Unless there's an upgrade, in which case I'm fine with 100+ bullets in a revolver.
@@mz_eth Okay I'm gonna be straight with you, the only thing that really matters is that the revolver cylinder model displays holes proportionate to your clip size. There are heaps of games where you can modify your revolver clip size, but the holes in the cylinder doesn't match. I hate that more than anything. I don't care if you have 1,000 bullets in the cylinder but please don't show just 4 holes. Also I'm not sure if it's called a 'clip', it's definitely not a magazine tho.
Hi, I was wondering if you were in need of testers (maybe you have friends that already do this so you might not even need my "service" but still I'll bring this up), obv for free it would be a honor to play this game and give you my personal thoughts, feedback and bugs reports, also if you are thinking of translating the game in more languages I can speak Italian and I would be pleased to help you with that too, so if you do just tell me and I'll give u my discord to share further details :)
To fix the accuracy issue you would need to generate two random numbers for each coordinate. You were picking values along the (1,1) vector essentially. Still doing it this way would lead to less accuracy on the diagonals, since you're picking points on a square. So you're second solution is better anyway, although you don't need to normalize the vector anymore, since the angle is independent of length. You could rotate the vector using a rotation matrix, that would only save you the angle calculation, but you would need the normalize. You can do this woth a Transform2D with a random angle (like randomAcc) and multiply it by the initialDirection.
I'm almost sure a rotation matrix is "heavier" than the way he is currently doing, no?
Those conversions between vector2's and angles are pretty cheap
your game is sooo polished already it's insane
Thank you so much!
@@mz_ethhow much will it be? I love top down rouglike shooters!
I just want to mention how nice the lighting is and the quality of video production is amazing!
This looks really good so far. Lots of tiny details that i know took more time than most people realize but really add to the feeling of polish. Great work dude
dude this guy just makes bangers. constant visually interesting art disguised as an indie game. crazy how much effort you put into the game and the videos.
cant wait for all ur weapons to become iconic bestie
Randomly got this video recommended.
Now I am a subscriber^^
Really well made video, and the game looks fun so far. I´ll definitely keep an eye on this channel^^
I love the idea of the Tea leaves. I am always a big fan of damage over time, and this is a very fun version for it.
Also, big fan of the cactus enemy. Shocker, I know :P
Two thoughts that crossed my mind on this video, as someone who has only seen this video so far:
- It irks me that the revolver does 2 damage, but the damage is shown as 3 dots.
I totally understand why it is, and that the dots symbolize more of a percentage/comparative way of showing damage. But my mind went immediately "But why 2 damage then?"
(I am pretty sure it is just because you mentioned the revolver as baseline, and specifically pointed the damage out. I am sure if I encountered the weapon in game I wouldn´t mind, or even notice^^)
- It might just be me, but the spirits shot remind me of sperm. Love the idea, love the weapon design, and the spirit also looks great. But it having only one "tail" makes it look a bit like sperm...
Hope this comes across as constructive, as it was meant that way.
My eyes are peeled for more of this, and I´ll go through your other videos soon :D
Thank you for the feed back! Oh it’s funny the dot thing is completely created for this video, and isn’t in the game at all. I just wanted something to show when talking about stats. And yeah I saw someone else mention the sperm comment lol I’ll definitely change it :)
Interested to see how deadly gamont would be against a high HP single target, eg. in a boss fight. Great ideas, immediately gets you thinking how to best use them in different scenarios and what mods would work in each weapon.
On that note, I think adding multiple levels of complexity to the weapon modding system could be the catch of your game, similar to how Noita's wand system works
The game looks pretty good, the weapons seem fun :)
I'd personally change the "reloading" a little bit, either just make it a circle that fills or if you want to keep the word, maybe make it grey-ish and then make it white letter by letter starting from R and finishing on G, basically I'd add anything that lets you know when you will finish reloading
Oh yeah I wanted to mention, I never thought about that reload idea with the text, super simple and I implemented it in a couple minutes. Thank you for that!
Converting to an angle and then adjusting its accuracy is the right way to do it.
If you add a random vector offset to where you’re aiming, then you’ll be more accurate when aiming further away
Couldn't you just do vector = vector.rotated(randf_range(-acc,acc)) or something?
I have zero experience in programming, art or making games but i swear watching you is igniting a fire in me to learn.
DO IT :)
I JUST MIGHT!
This is looking so gorgeous. Love the "broken" weapons you're reaching for.
This game looks awesome man!
Your game looks so beautiful and not only that, I envy the fact that you speak so well and express clearly each and every point in your devlog.! Your game is bound to find success.! All the best bro! 😎
This game looks so nice with those visuals. Even down to spawn effect it's so much better than anything I do
Wow i really can't wait for this game to be released and play it. Your passion is massive and i can't wait for more devolgs from you.
Thank you so much!
@@mz_ethYour welcome and I wanted to ask are you adding bosses? Just a curious question.
I love the whackiness of the guns, they're very creative!
Thank you! Hopefully I can get even weird with them, in the beginning I wasn’t even sure new guns would work :)
Men everything i see one of your vlog, I get a buff on inspiration and dev speed
My favorite gun today was the marrow, love the design
nice and unique guns! Game looks awesome too! well done mate!
Thank you!
My favourite is definitely marrow I thinks it a really nice design for a gun.
Yeah it landed in a good spot, and with mods it feels really rewarding :)
@@mz_ethI feel an upgraded version of it could have the skulls eyes lighting up or them shouting and moving their jaws, which is the "firing mechanism."
Could be too visually busy, though.
im new to game dev, and godot. but your videos are great motivation and inspiration, also really like your commentary
i love your channel great content, fun to listen to, great art !!! keep going bud
The "I'm not gonna compare myself to the fucking needler" just got you a new sub lmaoo keep it up dude
I love the idea of adding guns that are bad but still fun to play, maybe even more fun than regular guns. It'd be like a challenge with a high reward in the form of dopamine if you used them.
Discord server when?
I really like the topic around Racket, an item made to be bad. In Isaac (only roguelike I have significant time into) a similar item in nature is Curse of the Tower. Getting hit and spawning 6 bombs is bad but some people like it and some don't. There are a lot of synergies and items that work well with Curse of the Tower and can make it a run winner (like with Pyromaniac, healing from the bombs)
Very nice! The game Nova Drift has lots of weapons that you mod in a similar way, so if you’re looking for inspiration, that might be a good place to look.
Your pixel art is awesome :D, your game is going great too. I'm to be a pixel artist but i started from1 year ago i didnt saw any progress :/ i hope be in your level one day
You could add a text about ubique effects at the bottom of the screen for weapons that have it.
Wow your game looks very good.
Thank you!
You can simplify the accuracy stuff by just rotating the direction by the random amount. So, something like this:
intialDirection = initialDirection.rotated(rand_range(-accuracy, accuracy)
This is basically the same stuff, just handled by Godot internally
Do you have a video/tutorial on how you achieved the code and architecture for the different weapon behaviour in Godot?
Applying color to the marrow bullet particle was a wise move >.>
Vector2 has a .direction_to(point) method and you can rotate vectors with .rotated(angle). It could look like:
var initialDirection = turningAxis.global_position.direction_to(get_global_mouse_position())
var directionRotated = initialDirection.rotated(randomAcc)
bullet_instance.velocity = directionRotated
You also don't need to call randomize() every time. You only need to call that on ready if you don't want it to be the same sequence of random values if you restart the scene. It would also probably make more sense to call that on a different node.
Love this thank you!
Amazing!
It could be really cool if you added an Easter egg for the play that the Godot engine is named after.
the minigun could power up slowly and then start firing max speed and go through all the ammo, then you have to reload. It may feel better and still be unique.
yeah that's currently what it does, unless I'm misunderstanding
This looks SO good!
These videos are WAY to high quality for the subscriber amount. Peak Content
Pixel art is insane! How did you get started and what programs did you use?
I just kind a jumped in, and I use photoshop because I was ready pretty familiar with it. I actually did a video talking about 3 years learning pixel art, it’s on my channel if you’re interested
@@mz_eth Sounds like jumping in with 0 experience and learning along the way seems to be the best way to go about it, Im not gonna lie man, you've inspired me to start getting into pixel art! Looking forward to future videos!
Can you add a gun like the needler from Halo?
double barrel shotguns are cool
You can gave "infinite" shot speed, but you need to use your own timer. Just have a variable "shoot_timer" and decrease it by delta every frame and then if it hits 0 you can shoot and reset it!
Oh cool, so you’re saying instead of the built in timer, that’s really cool I’m definitely doing that
So should tea leaves pierce? Since it matters more about where it goes?
Yeah that might be a good idea, right now it sort of explodes into a bunch of ground leaves, but that might be more thematic
im sorry my man but i cant help but see a spermatozoid on marrow
Hahaha the first thing my girlfriend said when she saw it was “you drew a sperm” I’ll have to add another tail or something Jesus
idk about that of making the racket gun purposefully bad, at that point you could just make it so there's a chance no new weapon spawns, and it would serve basically the same purpose.
In the binding of Isaac, there's an item called Cursed Eye that is pretty bad, but if you have the right items like the Black Candle or Holy Mantle you can counteract its downsides, and it becomes pretty good. Not every weapon needs to be good, but I think every weapon should under the right circumstances have its uses, more like a sidegrade rather than just an upgrade.
Oh yeah I played a lot of Isaac! I think I covered this in the video, but the gun is by no means bad, just not conventional. I refer to it as “lower tier” but with certain mods, especially ones that play into its strengths, it could be very good!
Wow! I'm currently working on a game in Scratch, kinda boring, I know... But, I have NOOO idea what the guns should look like, and I don't just want to take guns from other games. So, how did you get your guns to look so good? (your game looks AWESOME btw!)
How do you make everything look so...shiny.. it is so nice
i think you should change racket gun into mine gun, its not gonna have bullet speed, when you shoot the bullet at that time racket will spawn in the ground, so it would have a purpose, it could save you from the melee attack enemies.
I love the idea of a mine gun, maybe racket could do some kind of impaling if you hit the target as it’s coming down, then little damage if they move into one already on the ground. Then a mine could be more explosion base! On man that would be fun :)
What would you say would be the best way to learn game dev with no experience 😀 youre games are. absolutly amazing
Oh thank you! I have no traditional coding experience at all, actually same for art. I would say jumping in and find tutorials you like. It’s definitely slow in the beginning, just don’t give up :)
Not sure if this works, but could you just add random amounts to each component and then normalize it?
This is really cool man
How did you get your game to have that kind of darkened look with lights like that? Is it a shader or a canvasmodulate?, I’d love to know how you did that. I’m working on a rougelike with my friend right now and we really have wanted to get a darker look like that but don’t know how.
The canvasmodulate for sure, it’ll help unify art assets a little too. I set it to be on the darker side, Then I’ll come in with some small light orbs, and also a “ room light” just a large light about the size of the room so things are more visible
Okayokay thank you so much, this helps tons!
Marrow’s bullets look a bit… spermy. Beautiful game!
Clearly, Marrow doesn't fire blanks, ehehe
Why did RUclips only introduce me to you now?!!
I just had an idea.. Why not make the upgrades to your weapons like the wands and spells from Noita. It would be a huge project but it would definitely make it extremely fun because there would be soo many options
Oh that’s a great question, so my want for new guns stems from me wanting to make new runs feel different from the start. An issue I was running into was if you start a run with the same gun every time, it feels less compelling to restart. But with this, when you lose a run, you get an element of excitement discovering what weapon starts the next run. I have not played Noita, so I should check it out!
Also in the back of my mind, it would be a really interesting to tie a experience system to the guns that carries between runs. And maybe the higher the level the more mods it can hold. Just an idea though!
@@mz_eth Yeah thats exactly what I was thinking. The diference between wands in Noita is their Mana capacity (each spell costs a different amount), Mana recharge speed, Reload time (after the whole sequence of chained spells is executed), Time between each individual spell cast, Spell carry capacity and Accuracy.
Just explaining it here won't do much, so I highly recommend you play or better yet, watch some playtrough on YT, because the game is extremely complex and hardcore with a steep learning curve (mainly spell combinations).
Good luck on the game and I can't wait for the new update video
Do you like got any tutorials I can watch cuz that game is insane
I haven’t done any, for godot programing I recommend heartbeast for beginners, for art pixel art I’d say AdamCYounis
@@mz_eth thanks mate
Your game is really cool
@@mz_eth oh i have a question
I already know how to make the movement of the player
But how can I make the gun system like how to make the gun follow the mouse
I'm New to Godot and I only know the basics of movement for a 2D character
@@PrinceJay-tsi I would make the gun it’s own scene, probably just a node2d with an animation sprite and whatever you need to make the gun work. Then in that script or the gun, in the process function, you can do something like look_at(get_global_mouse_position))
@@mz_eth thanks again
Looks fun
what is your game called
??? it is amazing
Actually still haven’t settled on a name yet. Always open to suggestions
I would say that every gun should be usefull against a certain enemy, for examply racket could be usefull against monsters slow with big hp bars, because the tick rate is doing good damage. I think it is not an good idea to have an weapon being useless, so no one picks it. Then why even design the weapon? As a starter weapon to make it harder ok, but as a main weapon someone has to stick to definitely no.
What’s the game called
hi how do you make a gun
I draw a sprite and animate it in photoshop, in engine I apply a light2d briefly when firing for a nice muzzle flash effect. hope that helps :)
@@mz_eth yes it does
Marrow is "sperm gun" sorry for saying it
I watch your channel all the time, yet I'm not subbed... Well better late then never (+1 Sub)
Thank you, definitely not late, I’ve only been uploading full RUclips videos for a few weeks
HOW CAN I GET THIS HOW MUCH!!!!!!!!
dear mz_eth, you are super wrong, but also probably handsome :)
why is the skull-sperm shooting gun called marrow?
Call me crazy or terminally online but the spirit projectile looks more like... male gametes, to put it in a way. Perhaps making the trail less thin and wavy like that and perhaps more like steam or something else could help.
FIRST!
8 bullets in a revolver? Schizo.
Man your brain is gonna break when you see the mods then :)
@@mz_eth Brain's already broken, but I'll never accept more than 6 bullets in a standard revolver. Buckshot and grenades in revolver shells is fine, but more than 6. bullets is bonkers. Unless there's an upgrade, in which case I'm fine with 100+ bullets in a revolver.
@@snoweh1 you make a strong case, I may nerf the revolver, for the people ;)
@@mz_eth Okay I'm gonna be straight with you, the only thing that really matters is that the revolver cylinder model displays holes proportionate to your clip size.
There are heaps of games where you can modify your revolver clip size, but the holes in the cylinder doesn't match. I hate that more than anything. I don't care if you have 1,000 bullets in the cylinder but please don't show just 4 holes.
Also I'm not sure if it's called a 'clip', it's definitely not a magazine tho.
Hi, I was wondering if you were in need of testers (maybe you have friends that already do this so you might not even need my "service" but still I'll bring this up), obv for free it would be a honor to play this game and give you my personal thoughts, feedback and bugs reports, also if you are thinking of translating the game in more languages I can speak Italian and I would be pleased to help you with that too, so if you do just tell me and I'll give u my discord to share further details :)
I love this! Do you think you can add a mlee weapon in the game, or would it not fit with current designs of enemies?