Hello! Game dev here. Be careful about the texture density of your 3D Models. If you have different one for each of your environment asset it may look weird. Nice work, keep it up!
Yo pino, the line of the tablet has a delay because of the program not the tablet, many art programs has line correction, the lower the line correction the lower the delay, but the line correction makes the line neater, so i suggest keeping it a 2 or smth
you should add sliding, it would add a nicer flow (in my opinion), as i saw at the start that the thing you throw pirces infinitley. so adding a slide would add a sorta, nice feeling when you kill or hit or whatever multiple enemies in a row.
Yo I got an idea for a game mechanic. The FRUIT POUCH. You got an arsenal of fruit that you can collect as you go on that have different uses. You could use a banana to float on water and not drown. You could use a cucumber as a boomerang. You could you a cherry as a glider. You could you a blueberry to eat and get heavier. You could use a dragon fruit to turn into a dragon. You could use these to defeat bosses with certain weaknesses that need these uses. Just a very cool suggestion this game has potential but it needs a hook
I think a banana for a boomerang is better since it's curved and all. Also a blueberry should make the player blue big and round so you roll around the level and crush enemies (also Willy Wonka reference)
Sick Video! Have you considered using something like Git to have all your work data in a respository. That way you won't have to worry about having to do big backups every once in a while and then lose a lot of work if you have to go back to an older update.
for the environment pieces, i’d recommend making separate materials for the top and sides. you can use substance designer to make them, or blender if you can figure out how to make the texture tile. from there, all you need to do is make the models and apply a height blended shader to them. parts of the model that have an upwards facing normal will have the rock, and parts that don’t will have the dirt rock, blended together based on their height map. this’ll make things much easier for you once it’s done, and will help you keep your texel density in check(as mentioned in a another comment)
Came for game made in godot, stayed for Ace Attorney & Ghost Trick music and this frickin' deduction part??? Amazing dude, keep on fruitin' or whatever a melon does
Flubber is a 1997 American science-fiction comedy film directed by Les Mayfield (who had previously directed another John Hughes scripted remake, Miracle on 34th Street) and written by Hughes and Bill Walsh. A remake of The Absent-Minded Professor (1961), the film was produced by Walt Disney Pictures and stars Robin Williams, Marcia Gay Harden, Christopher McDonald, Ted Levine, Raymond J. Barry, Wil Wheaton, and Clancy Brown with Jodi Benson providing a voice.
Hi! Nice game devlog, i saw the issue of the camera zooming out of bounds so here's a sugestion: Try to put a code that makes de camera zoom in when it is in collision with a wall you can see this code in a devlog of a guy making a magic sphere game
Thought, for free and stuff: i dont know what all the aesthetics are for your enemies and obstacles but the little shooty enemy launcher in 4 directions could be like, an orange just shooting its slices out in four directions.
Hey i know you dont have alot in a game so i think this will be cool to have. 1. Add more Movement like a roll as like a dash and a slide if you dive and roll right after. 2. Change the projectile to like luffys gum gum pistol move for a cooler attack and maybe add grappling system in the game 3. As a hero (i think) the apple can save 3 fruits that are scattered across the map, they are a orange, grape, and cherry and they make you a blue shiny cape (after you save all 3 of them) that makes you float but not fly and can get faster and faster getting momentum to a point of road killing enemies (using your dive,roll,and slide can help apple go faster)
But with the cape you can't can't use your gum gum projectile but instead a Kamehameha Capri Sun blast. But the bad thing with the cape is to much speed with little control and if you take to much hits you will lose your cape
These are some really cool ideas! I'm planning to add a roll eventually (don't quote me on that) And for the gum gum thing i'm planning to make the player shoot a projectile shaped like a fire-fist (haha get it) so that's why it's called fruit punch. But that third idea sound really cool i might actually add that.
Here is an idea! For the dive animation maybe have the character's body turn only into the apple head, making it heavier or lighter, to give the gameplay feel smoother? The current one is definitely the best version tho fr.
(i was gonna comment this on the last video) I'm learning Godot ... ooiuWHGFHOIKHJIWTFIWQAKYG sick. I actually really dig the video and editing style so nice coc-. I mean new subscriber :) Also if you want me to mention one thing that kind of bugs me, I would maybe say the fact that there is no acceleration. Like the character stops moving and he's instantly still. It is snappier though, but I think minor acceleration could still work. Something along the lines of: 60 times per second: Increase speed by 1 Set speed to "speed * 0.95" Of course tweak with the values. I don't even know if Godot supports a stable update, but I hope so ... please tell me it doe-. If you want snappier movement, increase how much more speed per second, but make the multiplier lower. Increase speed by 3 Set speed to "speed * 0.8" for example (I have no damn idea if those are good values.
also make a two players mode (where you and another local player can do the levels together) the second player model could be your character (the watermelon)
Oh yeah, idea, i know nothung about game dev and how it works, but you should consider adding a slow-mo mechanic while shooting? Idk if this maybe will slow down the pase of the game? I dont know, but i think adding a slow motion mechanic will help your shots be more accurate and easy. (Sorry for bad grammar, english is my second language, amigo)
I was wondering what website did/do you use when drawing/in the HUION sponsor. Just wanted to know so I could improve my artistic skill to the greats at your level.
Another great video. And when you first started using Godot, did you start off by making 2D games to learn the fundamentals. Or did you just dive right into making 3D games right away. And has GDScript been really simple to understand for you. One more thing, did you start making very small games in Godot before actually making your dream game?
Hey, ik that you weren't asking for my POV but I recently started with Godot and found GDscript to be a lot simpler to grasp than other languages used in game development. If you have any experience with programming (even if it is just a little bit), you'll find it to not be super difficult to grasp. It evolves into basically trying to discover the right names for functions you might call. I tried to use C# in Godot but ran into a few issues and realised that the C# I was learning there won't necessarily transfer over to other C# projects so I decided to make the switch.
@@blatchie4608 No, it's all good. At this point I just need some advice. And all advice is welcome. I am taking a course on Udemy currently and learning Godot 4 and GDScript. I have been learning a lot. But it can be overwhelming at times. And I have a lot of self doubt to begin with. Math is also a big factor and one of the reasons why I hesitate to push further. But I'm just trying to make small progress each day. And let's see where this journey takes me. This is my dream job, I know that there's no guarantee of success, but I just want to have fun and make fun and great games. Hopefully I can make an impact one day.
Since its called fruit punch what if the guy punched instead of shoot. And the punch is like a movement mechanic that jets you forward, maybe you can charge it to go further.
Can you add a little roll animation at the end of the dive animation which then transitions to the walk animation. I saw it in a different dev log which made that persons dive look very good at the end of the dive animation.
umm you put this out but my video doesn't seem to be finished... so... do I need to put a note in ur file or something?
I'm calling the police
@@PinoPrime 🤯
shut. - Dani (a very wise game developer)
@@PinoPrime don't worry, you'll ignore it anyway.
@@PinoPrime YAY
i dont think bros gonna finish this 😭
Dont worry, pino can doit 💪🍈
I hope😨
Hello!
Game dev here.
Be careful about the texture density of your 3D Models. If you have different one for each of your environment asset it may look weird.
Nice work, keep it up!
Imagine being this obsessed with Ace Attorney, couldn't be me.
"I'm fine!"
eat your hamburgers apollo.
Never thought I'd see an Ace Attorney reference in one of these videos
you're frl gonna be massive in the future. pacing, editing, art, humor is all top tier. really excited to see how you grow man
I don't think I've ever been able to make a normal map look good in-engine.
(:
Yo pino, the line of the tablet has a delay because of the program not the tablet, many art programs has line correction, the lower the line correction the lower the delay, but the line correction makes the line neater, so i suggest keeping it a 2 or smth
was about to type this you saved me the effort thanks mans
It’s called a stabilizer lmao
I thought your first video was a banger cause you wanted to start off strong, but no turns out you're a banger factory dude what the hell
you should add sliding, it would add a nicer flow (in my opinion), as i saw at the start that the thing you throw pirces infinitley. so adding a slide would add a sorta, nice feeling when you kill or hit or whatever multiple enemies in a row.
Looking gooooood. devlog 3 - NOW!
Can’t wait to see how ur game develops in the future. This is already one of my favorite devlog series now.
10/10 would flubber again: 0:52 (Okay but actually this was a big improvement in quality compared to the last video, nice work!)
Dude you deserve so many more subs
Youre funny as hell and awesome
Yo I got an idea for a game mechanic. The FRUIT POUCH. You got an arsenal of fruit that you can collect as you go on that have different uses. You could use a banana to float on water and not drown. You could use a cucumber as a boomerang. You could you a cherry as a glider. You could you a blueberry to eat and get heavier. You could use a dragon fruit to turn into a dragon. You could use these to defeat bosses with certain weaknesses that need these uses. Just a very cool suggestion this game has potential but it needs a hook
Also I got a suggestion. Instead of shooting bricks what if the apple spat out apple seeds
I think a banana for a boomerang is better since it's curved and all. Also a blueberry should make the player blue big and round so you roll around the level and crush enemies (also Willy Wonka reference)
this game looks like a masterpiece so far, this is 100% working out, good luck on finishing it pino, your my 2nd fav dev ^-^
LETS GOOOOO HE POSTED!!! Also I just wanted to say I love the art style you use on your character
Happy ur going full gamedev now, ur a great addition to the godot dev community
Dude your video editing style is so funny!! Lovit! ;D Good luck with the game!!!
the danny gonzalez reference absolutely killed me
You're amazing man! I hope that you finish your game.
Sick Video!
Have you considered using something like Git to have all your work data in a respository.
That way you won't have to worry about having to do big backups every once in a while and then lose a lot of work if you have to go back to an older update.
"phew! Good thing the heir from tunic doesn't have a second phase."
*The heir then proceeded to stand up.*
I was checking everyday for devlog #2 i am so happy it finally came out
You should make the smoke particles only for running (bc it just makes it feel the ground is really dusty if you’re only walking)
Beautiful VIDEO!!
That drawing tablet looks sick as hell. might buy one
I really love your editing and style, keep it up Pino :)
See me after class.
for the environment pieces, i’d recommend making separate materials for the top and sides. you can use substance designer to make them, or blender if you can figure out how to make the texture tile. from there, all you need to do is make the models and apply a height blended shader to them. parts of the model that have an upwards facing normal will have the rock, and parts that don’t will have the dirt rock, blended together based on their height map. this’ll make things much easier for you once it’s done, and will help you keep your texel density in check(as mentioned in a another comment)
Came for game made in godot, stayed for Ace Attorney & Ghost Trick music and this frickin' deduction part???
Amazing dude, keep on fruitin' or whatever a melon does
I love your art style, Your videos are beautiful!!
Flubber is a 1997 American science-fiction comedy film directed by Les Mayfield (who had previously directed another John Hughes scripted remake, Miracle on 34th Street) and written by Hughes and Bill Walsh. A remake of The Absent-Minded Professor (1961), the film was produced by Walt Disney Pictures and stars Robin Williams, Marcia Gay Harden, Christopher McDonald, Ted Levine, Raymond J. Barry, Wil Wheaton, and Clancy Brown with Jodi Benson providing a voice.
Hi! Nice game devlog, i saw the issue of the camera zooming out of bounds so here's a sugestion:
Try to put a code that makes de camera zoom in when it is in collision with a wall you can see this code in a devlog of a guy making a magic sphere game
Thought, for free and stuff: i dont know what all the aesthetics are for your enemies and obstacles but the little shooty enemy launcher in 4 directions could be like, an orange just shooting its slices out in four directions.
4:11 i think you should make the bullets that the square shoots have a trail effect to make it look a bit nicer
You are my new favorite devlog channel now
Yo, man. I just found your channel. 10/10. Keep it up
Watermelon just describing pain of game developing in 7 mins. Awesome video.
And congrats with first ad!
it would be cool if your projectiles can charge up and pierce also move faster if you hold it down longer
The Great Ace Attorney reference was 10/10
Bros in Danny's house
Love your editing keep the content coming!
Good video, these videos are helping me get better at blender
love your humor! the "that would crash my pee" bit made my day :)
WERE IS PART 3 AT
Hey i know you dont have alot in a game so i think this will be cool to have.
1. Add more Movement like a roll as like a dash and a slide if you dive and roll right after.
2. Change the projectile to like luffys gum gum pistol move for a cooler attack and maybe add grappling system in the game
3. As a hero (i think) the apple can save 3 fruits that are scattered across the map, they are a orange, grape, and cherry and they make you a blue shiny cape (after you save all 3 of them) that makes you float but not fly and can get faster and faster getting momentum to a point of road killing enemies (using your dive,roll,and slide can help apple go faster)
But with the cape you can't can't use your gum gum projectile but instead a Kamehameha Capri Sun blast. But the bad thing with the cape is to much speed with little control and if you take to much hits you will lose your cape
I think the last one you could do later
These are some really cool ideas! I'm planning to add a roll eventually (don't quote me on that) And for the gum gum thing i'm planning to make the player shoot a projectile shaped like a fire-fist (haha get it) so that's why it's called fruit punch. But that third idea sound really cool i might actually add that.
@@PinoPrime w response
😂 needed this today!
I’m actually friends with the 0:29 he changed pfp but I’m going to tell him about this vid so he knows he was featured.
this channel is a hidden gem
This Devlog video was hilarious to watch the whole way through.
This is great bro, love your vids!
4:39 it’s the unity particle system music from Dani YEEEEES
SEVERLY underrated
OMEGA STRIKERS SOUNDTRACK!!!!! nice bg music pick :>
Here is an idea! For the dive animation maybe have the character's body turn only into the apple head, making it heavier or lighter, to give the gameplay feel smoother? The current one is definitely the best version tho fr.
rip devlog number 3 to infinite :(
why does the main character look like the type of pearson to hit the griddy while he kills my whole entire family or is that just me?
LES GO! also when the danny refrence.
When’s the next devlog i wanna see more of this (btw love your videos man)
2:21 my heart droped when i heard uon lol
(i was gonna comment this on the last video) I'm learning Godot ... ooiuWHGFHOIKHJIWTFIWQAKYG
sick.
I actually really dig the video and editing style so nice coc-. I mean new subscriber :)
Also if you want me to mention one thing that kind of bugs me, I would maybe say the fact that there is no acceleration. Like the character stops moving and he's instantly still.
It is snappier though, but I think minor acceleration could still work.
Something along the lines of:
60 times per second:
Increase speed by 1
Set speed to "speed * 0.95"
Of course tweak with the values. I don't even know if Godot supports a stable update, but I hope so ... please tell me it doe-.
If you want snappier movement, increase how much more speed per second, but make the multiplier lower.
Increase speed by 3
Set speed to "speed * 0.8"
for example (I have no damn idea if those are good values.
i got the reference , The great ace attorney, Good ol herlock sholmes deductions
I am deeply sad that the herlock sholmes ace attorney reference ended shortly 😔 (stfu i forgor its name)
wow that player guy looks so cool
MAKE HIM MOAR EXPRESSIV!!!!!!
The quality of your videos is soooo good
pls make camera zoom smoother
also make a two players mode (where you and another local player can do the levels together) the second player model could be your character (the watermelon)
This person is at 8k subs and already has a sponsor bruuhhhhhhhh
This is underrated as flobber gorble
Ace Attorney Reference??? Should have kept that in I would have exploded
Bro I had to pause so many times so I could stop laughing how are you this underrated
You really should use Git to avoid losing Code again. Great series btw
Oh yeah, idea, i know nothung about game dev and how it works, but you should consider adding a slow-mo mechanic while shooting? Idk if this maybe will slow down the pase of the game? I dont know, but i think adding a slow motion mechanic will help your shots be more accurate and easy. (Sorry for bad grammar, english is my second language, amigo)
ive been waitng for this vid fo so long
What were you usibg to do 2nd animation
Can't wait to play those smaller games!
This game looks crazy.
Crazy? I was crazy once. They locked me in a room, a rubber room. A rubber room with rats, and rats make me crazy.
great video man!
continue pls its been A YEAR
I like how you went from watermelon with hollow eyes and yellow pupils to a watermelon and a face drawn by a 5 year old
“God, and uh Jesus, and uhhhhhh hatsune miku-“ SO REAL
OH ITS FRUIT PUNCH LIKE THE FLAVOR
please add a blender trap, to make an apple smootie when you fall in
I was wondering what website did/do you use when drawing/in the HUION sponsor. Just wanted to know so I could improve my artistic skill to the greats at your level.
I've been waiting so long for this
You should add a fruit bat enemy that hides inside of large melons and oranges.
Another great video. And when you first started using Godot, did you start off by making 2D games to learn the fundamentals. Or did you just dive right into making 3D games right away. And has GDScript been really simple to understand for you. One more thing, did you start making very small games in Godot before actually making your dream game?
Hey, ik that you weren't asking for my POV but I recently started with Godot and found GDscript to be a lot simpler to grasp than other languages used in game development. If you have any experience with programming (even if it is just a little bit), you'll find it to not be super difficult to grasp. It evolves into basically trying to discover the right names for functions you might call.
I tried to use C# in Godot but ran into a few issues and realised that the C# I was learning there won't necessarily transfer over to other C# projects so I decided to make the switch.
@@blatchie4608 No, it's all good. At this point I just need some advice. And all advice is welcome. I am taking a course on Udemy currently and learning Godot 4 and GDScript. I have been learning a lot. But it can be overwhelming at times. And I have a lot of self doubt to begin with. Math is also a big factor and one of the reasons why I hesitate to push further. But I'm just trying to make small progress each day. And let's see where this journey takes me. This is my dream job, I know that there's no guarantee of success, but I just want to have fun and make fun and great games. Hopefully I can make an impact one day.
Finally man been waiting for ages
man, your presentation is so fucking entertaining!! enough stuff going on to grab the attention of any zoomer, keep up the good work
you can do a slow camera when shooting
The first 5 seconds is Pino in a nutshell
"Nobody's gonna understand that reference!"
hehe yeah ur wrogn
That outro was truly an outro
Since its called fruit punch what if the guy punched instead of shoot. And the punch is like a movement mechanic that jets you forward, maybe you can charge it to go further.
What about making the jumping thing as an fat frog, that when the player jump on it it makes a frog sound.
I love the hypocrisy with the animation trees!!!1!1!1!1
we need more amazing godot projects in the world, thank you for your good deeds
Can you add a little roll animation at the end of the dive animation which then transitions to the walk animation. I saw it in a different dev log which made that persons dive look very good at the end of the dive animation.
Epic I want the movement to be top notch pls och yeah probably add a turn delay like every game nowadays.
I love ths guys energy