I like it a lot man! Sub from my side. I am a software dev and wanted to try gamedev (a child's dream come true I guess) and I am at the moment in a dilemma of using Unity or Godot? I want to develop a pixel art RPG game. What would you choose and why? I don't know neither c# or gdscript so anyway there is a lot of learning in both options for me
Thanks! building a top-down 2d MMORPG has been a dream of mine since I was 12 as well! I chose Godot, because the community and support especially around indie game dev's is absolutely phenomenal. And there are a ton of great content creators out there around the platform. PLUS I love open-source projects.
My advice would be to just start with one and if you don't like it you can always switch :) I plan to start doing some live stream tutorials once I've hit a good stopping point in the initial implementation of my game, but in the meantime if you choose godot, checkout www.youtube.com/@uheartbeast www.youtube.com/@dev-worm after that, I would try out a game jam on itchi.io: Here's why I recommend joining a game jam: ruclips.net/user/shortsUPYiyPM-zlw?feature=share let me know if you have any other questions!
@@geopopos Wow! Big thanks for the response :) I tried both unity and Godot and I found Godot more enjoyable and beginner friendly but I have 2 issues with it that are still making me undecided: 1. gdscript is such a niche language. Unity with c# seems like a bit better time investment as I could also learn the additional, universally used language. 2. I have seen that the Godot community is way smaller which corresponds with smaller help compared to the one from the Unity. Anyway, for me, it is now time to work on my pixel art skills Fingers crossed for you man. Stay motivated and keep us updated :)
@@halasfil I find when I have multiple objectives for a path I’m following it dilutes my progress. I would first decide if you want to learn game dev to further your career or fulfill a childhood dream. If it’s to further your career I guess unity could make more sense
Hey man, nice work! I'm trying to do that on my project. The only way I found to synchronize the TileMap is by fetching from server all the cells and sending to the clients. If you don't mind, could you share your approach? Good luck!
So my set up, is when the server starts, it takes the cell data for each cell in each tilemap and compiles it into a json string. Whenever a player connects, they are sent the tilemap in json format and then we set up the tilemap on the client side. The one thing I'm working on now is making assets sharable in some sort of launcher instead of doing it in the game server and game client
@@geopopos Well if you get bored and need a new tutorial to make, a lot of people are in desperate need of a good video tutorial on this.. there was a really detailed guide on a website but the pictures and links are all expired. quite sad
@@DrezelRS I created this video a while back a video a while back on my youtube channel but it is in godot 3.5 Godot 4 has some new features like multiplayer spawner and multiplayer synchronizer that makes multiplayer a lot easier. I might come out with new tutorials this year, but have been mostly focused on my 2 businesses. I would advise checking out @Battery Acid Dev
Godot has a network system already set up that leverages RPC calls. I believe it is built on top of tcp and udp as there is both a rpc call with syn and ack and an unreliable call that resembles udp
Very cool!
thank you!
Nice work!
I like it a lot man! Sub from my side.
I am a software dev and wanted to try gamedev (a child's dream come true I guess) and I am at the moment in a dilemma of using Unity or Godot? I want to develop a pixel art RPG game. What would you choose and why? I don't know neither c# or gdscript so anyway there is a lot of learning in both options for me
Thanks! building a top-down 2d MMORPG has been a dream of mine since I was 12 as well!
I chose Godot, because the community and support especially around indie game dev's is absolutely phenomenal. And there are a ton of great content creators out there around the platform. PLUS I love open-source projects.
My advice would be to just start with one and if you don't like it you can always switch :)
I plan to start doing some live stream tutorials once I've hit a good stopping point in the initial implementation of my game, but in the meantime if you choose godot, checkout
www.youtube.com/@uheartbeast
www.youtube.com/@dev-worm
after that, I would try out a game jam on itchi.io: Here's why I recommend joining a game jam: ruclips.net/user/shortsUPYiyPM-zlw?feature=share
let me know if you have any other questions!
@@geopopos Wow! Big thanks for the response :)
I tried both unity and Godot and I found Godot more enjoyable and beginner friendly but I have 2 issues with it that are still making me undecided:
1. gdscript is such a niche language. Unity with c# seems like a bit better time investment as I could also learn the additional, universally used language.
2. I have seen that the Godot community is way smaller which corresponds with smaller help compared to the one from the Unity.
Anyway, for me, it is now time to work on my pixel art skills
Fingers crossed for you man. Stay motivated and keep us updated :)
@@halasfil I find when I have multiple objectives for a path I’m following it dilutes my progress. I would first decide if you want to learn game dev to further your career or fulfill a childhood dream. If it’s to further your career I guess unity could make more sense
@@halasfil to your second point you have to check out the godot discord servers ;)
Hey man, nice work!
I'm trying to do that on my project.
The only way I found to synchronize the TileMap is by fetching from server all the cells and sending to the clients.
If you don't mind, could you share your approach?
Good luck!
So my set up, is when the server starts, it takes the cell data for each cell in each tilemap and compiles it into a json string.
Whenever a player connects, they are sent the tilemap in json format and then we set up the tilemap on the client side.
The one thing I'm working on now is making assets sharable in some sort of launcher instead of doing it in the game server and game client
So I think were taking the exact same approach
Looks awesome but I am curious; what kind of keyboard do you have?
It’s the keychron K2 I think?
@@geopopos nice 🤩 I want to guess what color switches it has based on the sound 🤣🤣 are they gateron browns?
@@hotworlds holy crap! close! Gateron G Pro Reds
have you figured out how to add higher tiles and allow "jumping" to different heights? like 2.5D
Not something I’m particularly interested in adding in this specific game
@@geopopos Well if you get bored and need a new tutorial to make, a lot of people are in desperate need of a good video tutorial on this.. there was a really detailed guide on a website but the pictures and links are all expired. quite sad
@@pvpworld do you have a game that has an example of that game mechanic so I can understand what it is you’re asking?
@@geopopos Here is a good example of the ideal results.. its a 2d game but generally its called 2.5d ruclips.net/video/AAeOXqS271g/видео.html
@@pvpworld gotcha so depth sorting. I’m not a fan of iso but I’ll give it a whirl in 2d top down
Do you have any tutorials or source on how to get the framework for this game setup? I can't seem to find any good guides
What do you mean by the framework of this game?
@@geopopos I just mean how do I get started making this
@@DrezelRS an action rpg? Online multiplayer?
@@geopopos Online multiplayer. I'm trying to figure out how to just make a simple scene where multiple scenes can connect
@@DrezelRS I created this video a while back a video a while back on my youtube channel but it is in godot 3.5
Godot 4 has some new features like multiplayer spawner and multiplayer synchronizer that makes multiplayer a lot easier. I might come out with new tutorials this year, but have been mostly focused on my 2 businesses. I would advise checking out @Battery Acid Dev
Are you using websockets as a protocol?
Godot has a network system already set up that leverages RPC calls. I believe it is built on top of tcp and udp as there is both a rpc call with syn and ack and an unreliable call that resembles udp
@@geopopos thanks for the insight
@@Than. of course :)
What is that screen recorder?
I’m using a software called loom