This was fantastic dude! Loved the video, really hope you make more! No offence to other game dev vloggers but it's so nice to watch fellow professional devs at work in a sea of newbies, without wasting time watching them come to terms with the basics. I also actually quite enjoyed your straight narration and explanation through the whole video. My only suggestion would be to add a minute or two of gameplay at the end, showing off the end result of your work. Great video!
Very cool to learn a little of your backstory at 343 and congrats on your placement in the contest. It's been a VERY long time since I've touched anything close to coding(basic coding) but I do remember the bug fixing and creativity involved to get things working properly. Oh and there's one very important thing at the end of the video ...
Ha! Yeah, luckily I didn't run into very many bugs during this project. Outside of the built-in pathfinder2d nodes, almost everything worked the way I wanted it to without too much fumbling around, so that went pretty well for me! Also heh, I was pretty pleased with myself for the ending there LOL
Hey, thanks man! I'm not experienced with video editing, so that feedback is super appreciated! And yeah, I'm planning to continue releasing some devlogs for other game jams as well as some personal projects, just gotta squeeze out the time for it, haha!
That look like tons of work but you made look easy, pretty good video, it's well edited, the game looks great, there's Alot of valuable info for anyone looking to make a game on Godot
Just played the game! Really great game, the limited number of workers with only a handful of tasks to do at any one time makes it a game of keeping track of what's going on and setting priorities/decide actions quickly. There were two main things that made it frustrating for me: 1. While there was a ring when a product was complete, there was no indication as to which goobler was finished, so I would either forget, would need to cycle through all of them, or check on the screen 2. There was no way of knowing which goobler was assigned to which number, you had to learn it quickly. Admittedly, this might just be me, but I would appreciate a small UI at the top which has all the available gooblers with their respective numbers, so you can see which one has which number, something akin to inventory slots in other games. - expanding on this, the icon of any given goobler could light up when they have completed a product (but not showing what product they have completed). This could make it a little easier to keep track of things without completely taking away the chaos or taking away the need to look at the adorable little gooblers themselves.
As an arguable beginner in Godot, this is simultaneously humbling that he can learn how to use it so fast, but also rewarding that I can see SOOOO many things that he does very poorly and easy ways of doing them better
I also had many issues with navigation nodes but at least Godot has also a built in AStar class for pathfinding. I switched to it because in my game there is only a grid based movement and navigation2D system was returning weird paths.
You can use the AnimatedSprite node directly on the spritesheet and it will save loading time to have a single image: ruclips.net/video/nGN8G1nCg_U/видео.html I use it with pre-rendered sprites, I pack my Blender renders into one image to animate a sprite at 60 FPS.
Is it childish of me to be listening to the first 2 seconds on loop and giggling like a little kid? Trick question because I don't care. I'm doing it anyway! LOL OK but I'm just getting started with the video and excited to see how it turns out. "I regret nothing" - Shovel 2020
Your idea of a magic shop is pretty much a medieval cloister. If you want world building ideas, I recommend you read Medieval Monasticism by C.H. Lawrence, and Life in a Medieval Castle by Joseph Gies and Frances Gies. Occult orders actually have their roots in Christian monastic orders, which probably sounds unbelievable, but religion, magic, and science all used to be more unified as you go further back in time. Alchemy with the religion removed would go on to become chemistry, astrology likewise turned into astronomy, et cetera.
What happens on the screen is for the most part detached from what you talk about, which makes it hard to watch. Even at 16:12 when it seems that you talk specifically about what happens on the screen, after re-watching it a couple of times, I still have no idea what "bouncing" you were talking about. On another note: your audio is too low. Check: Right Click -> Stats for nerds -> Volume -> Content loudness - it should be about -2, -3. Your current volume is so low that even after maxing out volume on my PC, it's a bit hard to hear you.
Hey! Just found this video. Good stuff. Thanks for the shoutout!
No problem, thank you for the great tutorials!
I'm excited for the next demonlocke alpha, the game looks really awesome! :)
This was fantastic dude! Loved the video, really hope you make more!
No offence to other game dev vloggers but it's so nice to watch fellow professional devs at work in a sea of newbies, without wasting time watching them come to terms with the basics.
I also actually quite enjoyed your straight narration and explanation through the whole video. My only suggestion would be to add a minute or two of gameplay at the end, showing off the end result of your work. Great video!
i love this game, amazing video everything is well edited and the way you describe the game and how it was made is smooth and crystal clear!
Thanks Rave! This video wouldn't even exist without your help, so doubly thanks on that LUL
Very cool to learn a little of your backstory at 343 and congrats on your placement in the contest. It's been a VERY long time since I've touched anything close to coding(basic coding) but I do remember the bug fixing and creativity involved to get things working properly. Oh and there's one very important thing at the end of the video ...
Ha! Yeah, luckily I didn't run into very many bugs during this project. Outside of the built-in pathfinder2d nodes, almost everything worked the way I wanted it to without too much fumbling around, so that went pretty well for me!
Also heh, I was pretty pleased with myself for the ending there LOL
nice vid man keep it up. you're def in your element here. impressed with the video editing and pacing
Hey, thanks man! I'm not experienced with video editing, so that feedback is super appreciated!
And yeah, I'm planning to continue releasing some devlogs for other game jams as well as some personal projects, just gotta squeeze out the time for it, haha!
That look like tons of work but you made look easy, pretty good video, it's well edited, the game looks great, there's Alot of valuable info for anyone looking to make a game on Godot
Thanks! :)
Great video! Love the thumbnail! Can’t believe this is your first devlog looks so professional! Great job~~
Hey, thanks so much! :D
Fun video, it's cool to see someone who works with other engines; show their opinion of godot. It's also good to see it checks out.
Thanks for watching! :)
i really love the art style of this game!
Thank you!
This us the first video of yours i found, and its very good
Hey, very good job! The game is very nice, a lot more intense than i though it would be!
Thank you! :D
Just played the game!
Really great game, the limited number of workers with only a handful of tasks to do at any one time makes it a game of keeping track of what's going on and setting priorities/decide actions quickly.
There were two main things that made it frustrating for me:
1. While there was a ring when a product was complete, there was no indication as to which goobler was finished, so I would either forget, would need to cycle through all of them, or check on the screen
2. There was no way of knowing which goobler was assigned to which number, you had to learn it quickly. Admittedly, this might just be me, but I would appreciate a small UI at the top which has all the available gooblers with their respective numbers, so you can see which one has which number, something akin to inventory slots in other games.
- expanding on this, the icon of any given goobler could light up when they have completed a product (but not showing what product they have completed). This could make it a little easier to keep track of things without completely taking away the chaos or taking away the need to look at the adorable little gooblers themselves.
You got yourself a new subscriber! Great video quality and your editing is spot-on. Maybe we can do a collab at some point!
Sounds like fun to me!
As an arguable beginner in Godot, this is simultaneously humbling that he can learn how to use it so fast, but also rewarding that I can see SOOOO many things that he does very poorly and easy ways of doing them better
This game is so adorable btw, thank you for showing this to us
And It is amazing that you got so much done in 48 hours, you are amazing man!
@@seangibbon3087 Thank you so much! :)
Well freakin done
Thank you!
I also had many issues with navigation nodes but at least Godot has also a built in AStar class for pathfinding. I switched to it because in my game there is only a grid based movement and navigation2D system was returning weird paths.
the ending made me laugh
You can use the AnimatedSprite node directly on the spritesheet and it will save loading time to have a single image: ruclips.net/video/nGN8G1nCg_U/видео.html
I use it with pre-rendered sprites, I pack my Blender renders into one image to animate a sprite at 60 FPS.
Ah, instead of using an animation player?
Seems pretty good, I'll have to try that out next time. Thanks!
Is it childish of me to be listening to the first 2 seconds on loop and giggling like a little kid? Trick question because I don't care. I'm doing it anyway! LOL OK but I'm just getting started with the video and excited to see how it turns out.
"I regret nothing" - Shovel 2020
Very nice, well done!
Thank you! :D
That's a wonderful game, my wife loves management games. Can you please pull a Linux file?
cool video
very funny montage
Your idea of a magic shop is pretty much a medieval cloister. If you want world building ideas, I recommend you read Medieval Monasticism by C.H. Lawrence, and Life in a Medieval Castle by Joseph Gies and Frances Gies. Occult orders actually have their roots in Christian monastic orders, which probably sounds unbelievable, but religion, magic, and science all used to be more unified as you go further back in time. Alchemy with the religion removed would go on to become chemistry, astrology likewise turned into astronomy, et cetera.
Get a haircut you hippie! Also, buff the insandio goobler.
I shall continue in my hippie ways, none can stop me, ahahahaha
I was watching boxing videos now i want to be a programmer haha
What happens on the screen is for the most part detached from what you talk about, which makes it hard to watch.
Even at 16:12 when it seems that you talk specifically about what happens on the screen, after re-watching it a couple of times, I still have no idea what "bouncing" you were talking about.
On another note: your audio is too low. Check: Right Click -> Stats for nerds -> Volume -> Content loudness - it should be about -2, -3.
Your current volume is so low that even after maxing out volume on my PC, it's a bit hard to hear you.
It's Go-dot, not Ga-doe. It's not French, and the developers pronounce the t.
No one care