Very cool ! Can't wait for the next video ! I'm doing the same thing as you but with OpenGL since I want the lowest-level access possible to the graphics pipeline. Nice to see you've added a bit more technical details this time ! Awesome editing by the way, though i wouldn't mind longer videos 😊
I absolutely adore the way you edit your videos, the attention to detail is amazing. Also, your game is looking great, watching what you've achieved has given me the motivation I needed to try making something similar myself! Thank you!!!
wait wait wait. You are the one that made the train game for the game jam? Yoooow. That game is easily one of the best game jam games I have ever played. Awesome stuff.
*when you first discover the echo function in your sound editor* Cool video though. My personal instinct for 2D games is to use a pre-made 2D scripted "game engine" like Love2D - For 2D games most scripting languages have more than enough performance, and non-typed scripting languages are so much quicker for game development IMHO :P
Whooooo? Love it fine sir! I don't know what you're talking about most of the time but everything looks so cool.😎 And isn't that the real reason we watch these videos?
I recognize your drive to learn stuff, but every time you show something you couldn't do in Godot, it's not that you absolutely can't make it work. You just didn't do enough research. There's nothing you did so far that was so advanced that Godot or unity or anything couldn't do it. But, yet again, good videos, good journey. It's just not the tool that failed.
In Episode 6 I did manage to figure out most of this stuff in Godot (and Unity and Unreal) The goal of this particular project was to create something with more Basic tools - so it makes sense that my systems were less advanced.. And to play devil's advocate - in my testing I couldn't calculate and render (anywhere near) 1500 pairs of trails in Godot at 60fps... 🫣 P.S. I like Godot and think it's a fantastic piece of software
Trails are pretty basic 😅 - they are an array of points that get created/killed on a clock, then I'm just using raylib drawline between one point and the next. The color gradient and alpha values are pre calculated
Very cool ! Can't wait for the next video !
I'm doing the same thing as you but with OpenGL since I want the lowest-level access possible to the graphics pipeline.
Nice to see you've added a bit more technical details this time ! Awesome editing by the way, though i wouldn't mind longer videos 😊
I absolutely adore the way you edit your videos, the attention to detail is amazing. Also, your game is looking great, watching what you've achieved has given me the motivation I needed to try making something similar myself! Thank you!!!
Thank you so much!
It makes all the work worthwhile - good luck on your quest!
wait wait wait. You are the one that made the train game for the game jam? Yoooow. That game is easily one of the best game jam games I have ever played. Awesome stuff.
Awww thanks 🥲! Yeah Daisy Trains - did you enter the jam?
good luck mate ^^
Great video! So far loving the series ♥
P.S: 4:00 What is that shader graph editor called?
*when you first discover the echo function in your sound editor*
Cool video though. My personal instinct for 2D games is to use a pre-made 2D scripted "game engine" like Love2D - For 2D games most scripting languages have more than enough performance, and non-typed scripting languages are so much quicker for game development IMHO :P
Quickness of development was never the goal!
I was sure bloom is just some fuzziness and overboard brightness.
I wish! 😫
You are awesome man!
You're breathtaking!
Whooooo? Love it fine sir! I don't know what you're talking about most of the time but everything looks so cool.😎 And isn't that the real reason we watch these videos?
The answer... is no
this video is pretty cool ᶜᵒᵒˡ ᶜᵒᵒˡ ᶜᵒᵒˡ
I recognize your drive to learn stuff, but every time you show something you couldn't do in Godot, it's not that you absolutely can't make it work. You just didn't do enough research. There's nothing you did so far that was so advanced that Godot or unity or anything couldn't do it. But, yet again, good videos, good journey. It's just not the tool that failed.
In Episode 6 I did manage to figure out most of this stuff in Godot (and Unity and Unreal)
The goal of this particular project was to create something with more Basic tools - so it makes sense that my systems were less advanced..
And to play devil's advocate - in my testing I couldn't calculate and render (anywhere near) 1500 pairs of trails in Godot at 60fps... 🫣
P.S. I like Godot and think it's a fantastic piece of software
Really cool!
How do you do the trails out of curiosity?
Trails are pretty basic 😅 - they are an array of points that get created/killed on a clock, then I'm just using raylib drawline between one point and the next. The color gradient and alpha values are pre calculated