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Cheddar
United States
Приєднався 7 сер 2016
I write about stuff. Mostly games, but generally about stuff.
Also a game developer sort of: store.steampowered.com/app/2096560/The_Top/
Also a game developer sort of: store.steampowered.com/app/2096560/The_Top/
Designing Speedrunning - Blast Processed Devlog 7
WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/
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Переглядів: 510
Відео
BIG ANNOUNCEMENTS (& More Jump Maps!) - Blast Processed Devlog 6
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin
Some Thoughts on Shadow of the Erdtree
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Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin EDIT (9-23-24): I've now had the time to play through the DLC again following patch 1.14, and it fixed several of the issues I had with Radahn, including how aggressive he is and how quickly he can launch into back to back combos. He's still quite the difficulty spike compared to t...
Making My First Jump Map - Blast Processed Devlog 5
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Also check out The Top if it looks interesting: store.steampowered.com/app/2096560/The_Top/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
My Toughest Coding Challenge Yet (Replays) - Blast Processed Devlog 4
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
Clearing Out My Backlog
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Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin 0:00 - Intro 1:05 - Transistor 5:21 - Bastion 9:21 - ULTRAKILL 13:33 - Strayed Lights 16:07 - Mundaun 19:47 - SIGNALIS 23:14 - Cyber Hook 27:22 - LIMBO 30:21 - Cocoon 34:17 - Planet of Lana 38:29 - Stars of Providence 41:06 - Risk of Rain Returns 46:29 - What Remains of Edith Finch...
Tutorializing Rocket Jumping (and Visual Design) - Blast Processed Devlog 3
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
Incorporating Feedback - Blast Processed Devlog 2.5
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
Adding Rocket Jumping - Blast Processed Devlog 2
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
Making a Rocket Jumping Platformer - Blast Processed Devlog 1
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WISHLIST THE GAME: store.steampowered.com/app/2758150/Blast_Processed/ Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Note: This devlog was made before I publicly announced the game's title. The video's title was edited on 9-23-24.
Bugs
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Join my Discord server: discord.gg/tdFCsgG8nB Join my channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Footage I used: Vinny's Skyrim Video: ua-cam.com/video/QYC7CBuMBOg/v-deo.html Oblivion ABomb Footage: ua-cam.com/video/sTrz6j_MkT8/v-deo.html Celeste World Record Speedrun (forgot to put this in the credits oops): ua-cam.com/video/KX2IqZL-7js/v-deo.html Half-Life 2 Devs React to Sp...
My Journey to Releasing a Game
Переглядів 720Рік тому
Check out the demo (and maybe buy the full game): store.steampowered.com/app/2096560/The_Top/ My really bad scratch game I made when I was like 13: scratch.mit.edu/projects/169910019/ Join this channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Join my Discord server: discord.gg/tdFCsgG8nB 0:00 - Intro 0:34 - Background 4:34 - Prototyping 8:58 - Playtesting 16:09 - MAJOR SPOILERS 21:2...
A Q&A Video because I reached 1000 subscribers
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Join this channel: ua-cam.com/channels/MZaP9JX7OEKHlEEH47Rhew.htmljoin Join my Discord server: discord.gg/tdFCsgG8nB I mention this video in here, it's a pretty good watch: ua-cam.com/video/np-SNx-gxuU/v-deo.html All music included is from the Superliminal soundtrack. 0:00 - Intro 0:57 - Question 1 3:17 - Question 2 3:49 - Question 3 5:23 - Question 4 6:14 - Question 5 7:17 - Question 6 8:27 - ...
Games Like FEZ
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Check out the games I talk about here: store.steampowered.com/app/1303950/Toodee_and_Topdee/ store.steampowered.com/app/553420/TUNIC/ store.steampowered.com/app/589100/The_Moonstone_Equation/ Join my Discord if you want: discord.gg/tdFCsgG8nB Also, there was a fourth game I played in preparation for this video called Full Bore. I didn't end up finishing the game so I didn't feel comfortable goi...
My GOTYs for the Past 12 Years
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Happy New Year :) Join my Discord: discord.gg/tdFCsgG8nB 0:00 - Intro 0:30 - 2011 4:19 - 2012 7:57 - 2013 8:18 - 2014 13:06 - 2015 19:41 - 2016 33:55 - 2017 36:05 - 2018 39:12 - 2019 45:54 - 2020 51:01 - 2021 59:13 - 2022
Coming to Terms with The Stanley Parable: Ultra Deluxe
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Coming to Terms with The Stanley Parable: Ultra Deluxe
Botching the Theme (with Buddy Simulator 1984)
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Botching the Theme (with Buddy Simulator 1984)
What Kentucky Route Zero is About (maybe)
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What Kentucky Route Zero is About (maybe)
Rhythm Doctor - A Quick Recommendation (+ Channel Update)
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Rhythm Doctor - A Quick Recommendation ( Channel Update)
Devil Daggers - 500 Seconds in Hell
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Devil Daggers - 500 Seconds in Hell
Is Undertale a Good Game, Actually?
Переглядів 3,6 тис.3 роки тому
Is Undertale a Good Game, Actually?
IS THAT JOEL OR VINNY TALKING? WTF LOOOL
Aother good devlog but more importantly THANK YOU for summarizing my gripes with sync jumps so well.
cool
Quick suggestion: add an option to convert speed to hammer/units equivalent please. As a tf2 jumper i can say that it truly matters to sync rockets and speedshots.
I'm a big fan of the changes you're proposing here, nobody likes flying blind and syncs are initially pretty frustrating. You might consider giving the player a shadow, even if it's a simple circle below them. It would help put your speed and position in the context of the world, help you determine where you're landing, and make you feel a bit less like a floating rocket launcher. Brimstone might have similar readability issues to the city with everything basically being made of nether brick and obscured by fog, though I question what colors and textures would stand out without killing the vibe. As soon as you have a launch date I'll be counting the days.
maybe you could add a "ghost mode" where you have to beat your best speed for the level
so, i love this project you have been making, i constantly anticipate every new devlog and i wish to try to give some ideas to help in some places where i think are needed. i am really sorry if these ideas are inappropriate, and i am really sorry if these are impossible. I'd tweak the sounds of the rocket, nothing to do with the current SFX, they sound great, and the work you've done here might be more than enough, however it's really difficult to judge these things without playing the actual game. so, here are my changes: the low brown noise of the current rocket sounds a little dull, I'd give the rockets a sharp and pronounced secondary and seperate hissing sound effect, one stored in a whole different file, one with an extremely steep dropoff range that is exactly suited so that when shot, the sound effect is very pronounced for 0.25 seconds and then sharply drops off in volume. the actual timing / distance might need to be tweaked but this is just my idea of how to improve the sync SFX for an even clearer timing window. will look forward to the next devlog with bated breath!
Hey Cheese, I know its quite late to say this, but I don't recommend those upward vertical stopping stations, in my opinion it really kills the sense of speed, whereas if you land going down, you do it with speed, kind of eliminating the boring part of quickly going up, losing all of your speed, then slowly falling down on a flat platform with nothing on it but a checkpoint. For example, the one at 16:35
big fan of the sync changes, what a genius way to keep such a cool movement tech and not make it as frustratingly difficult to perform as it is in tf2. very excited for the early access release <3
I'm honestly an absolute noob when it comes to TF2 rocket jumping, but I'm genuinely so excited to see this game eventually released
I like the changes for sync jumps. Though I think that the sync jump beep audio cue could be more satisfying. And there could be a big sound for doing a sync jump just so it feels even better when you do it. Encouraging players further to keep trying if they are still having trouble with it.
I always found sync jumps very frustrating, and I think your changes will be a huge improvement. I had thought It would be cool to have a right click that keeps track of the previous rocket's distance from collision, and shoots the rocket at the perfect sync-jump time, but I think that would make it too easy. Maybe a right click that can detonate your rocket preemptively would be cool. you could shoot a rocket and then have the launch ring send you to intercept it in mid-air. I would've wishlisted sooner, but I somehow missed the last devlog. I think because the thumbnail didn't have a rocket launcher in it, I didn't associate it with this series lmao. Can't wait to play early access!
I can't believe I've been watching the process for a year now. I really can't wait to play that game when it releases. Wish you luck :D
8:12
Biggest problem with puzzle games: once you've played it, you "get it", and there's nothing left to discover. Replayability is almost entirely dependent on the release of a puzzle building mode where people can create and share. That said, FEZ would be amazing if it had a way to create custom areas.
You should probably play Riven if you enjoyed the puzzles of Fez so much
Making me feel like a freak for loving the game at launch on vita enough to figure out the in game language on my own. I wish I knew what happened to my fez notebook
Cool and compact video!
Thanks to you I’m actually attempting to make a game also Tf2 inspired. I’ll probably fail horribly but at least I’m trying!
An add to this list is obviously Animal Well! It is inspired by Fez and Tunic and scratches the right places of my brain😄 I must say tho that Animal Well is SO much harder then Fez and Tunic! There are puzzles that are meant to be solved by the internet (Rabbit Screen). I mean I don’t think I could have solved everything in Fez alone (for example the telescope room) but I struggled in Animal Well so much more. As a standard player you wouldn’t even think of a lot of things that have been figured out by others. Which is… intriguing but also can be frustrating. The red room in Fez is comparable to one of the rabbits in Animal Well but the rabbit is much harder in my opinion. So be aware that you will spend hours in Animal Well (and give it a try without the internet! You will be surprised how far you get without it☺️) thank you for this video!
I always wondered about Geezer. Who is he, and why is he wearing a fez? Does he know about the 3rd dimension ect, ect. I always joked that he might be a future version of Gomez, but I don't know... Thoughts?
DLC sucked ass and Is sad
Ok, my mind is officially blown after hearing about the triangular Air Force Base... I'm dying to know what is over there. Somebody must figure it out
💜💜💜
Iu neulu
I always interpreted the menu guy’s plan for more sequels as meaningless spite. It’s still telling you to move on, but by showing constant mockery won’t get you anywhere.
Yo, pretty cool video. About the lighting: You were talking about how light can impact the performance, and I was wondering about baking light. I haven't done that, but from my understanding it my help the performance. If you did try, or its impossible to do in godot, then its alright. Wish you well, Cheddar.
The trouble with the other lighting techniques I tried is that they fundamentally change the look and feel of visuals in the maps far past what I'm looking for. Both SDFGI and baked lighting solutions had this issue regardless of how they impacted performance. Baked lighting would improve performance, though I also think other issues with it would arise later in development (in-particular, I'm unsure of how it would interact with imported geometry once I get to making the level editor). I'm happy enough with the performance of my solution now, mostly because I do some pretty aggressive distance fading with the lights that you can probably notice in some places if you pay attention.
Shoutout to orgmaker, cave story gotta be one of my favorite composition tools.
Im really hoping the game gets an art pass. as you mentioned the lighting in city & paradise look flat but this is actually a huge issue, for example the city surf ramps. Its basically impossible to tell where the edge of it actually is (and therfor the start of where you can surf on it) since theyre both shaded identically. some of the walls have that issue too. The viewmodel also has this issue with the top exhaust vent being basically invisible 99% of the time. Some of the colours (especially like the castle checkerboards) are too intense/too contrasting, and while I cant say for sure I have a hunch the checkerboard surfaces could need an epilepsy warning if the contrast between their two colours isnt lessened also, i think the tutorial text needs a transluscent solid/gradient behind it. While black outline+white text is technically readable on any surface, I found its hard to "lock on" to the words. In regards to the music the noise synth used at the beginning of the video is way too sharp/loud. im not really a music person so i dont know the technical terms but it felt like a needle to the ears, but otherwise theyre fine tracks Still looking forward to the game overall though. (I'll also say you taught *me* something with this video. I hadn't considered powers of two with tickrates. Unfortunately my own project is currently 40 TPS, so I'd have to either lower it to 32 TPS or up to 64 TPS. Hrm.)
This sort of comment is the most useful benefit of developing this game openly in this way, so thanks so much for taking the time to write it. You're absolutely right about the visuals, which is a problem that probably would have become apparent if I had gotten more playtesting done, but in retrospect it's still a pretty obvious one. I'm going to plan on making important changes to that before the next video, as well as some changes to make the visuals in Metropolis a lot less same-y that my friend pointed out. And as a quick final note, if you're not aiming for a high level of determinism in movement like I am, choosing a tickrate should be a lot less of an issue (even TF2 has a weird tickrate of 66). Simply by including it in this video I overstate how impactful it is, it's just something I felt the need to explicitly state just in case.
This game would be incomplete without an amen break.
14:40 what you are describing is just wallshots, which is what you use in all Easy Walls. Wallpogo in fact does not involve any strafing (most of the time), it's about height control and moving slowly. Like in Easy Pogo 8 and 12 or Medium Pogo 4 and 11.
damn that a nice project that you've got here! Keep this up
so glad I found your channel when you first started these devlogs, its so cool to see this game undergo development. This game gets an instant wishlist!
For the leader board dlc thing You should have it so that the leader boards are still visible and are able to be downloaded from without the dlc And the dlc is just for allowing you up to upload replays and times to your servers not access the the leader board in general You can even have it so that it still tells you what place you would have had if you had it the dlc, as some encouragement to get it by essentially going "look how good you did you should put yourself on the board" And for that, having it localy store all of your replays and then allow you to upload them after getting the dlc would be really helpful for casual players, who didnt really feel like getting the dlc, untill suddenly there alot better and have 100 hours
sick!
Damn that Music is awesome!
As for the leaderboards and auto uploading replays, how can you be sure that replays will be stay synced between different platforms? Considering Godot Physics/Jolt Physics don't guarantee determinism nor cross-platform determinism.
This is another benefit of having an EA release prior to leaderboards, since any desync problems with replays should become apparent when I have more people playing the game. In my (limited) testing, the replays function exactly as they should when recorded on Windows and ran on Linux (with Proton), though that's mostly been limited to the replays in tutorials for the time being. I am very aware of this potential issue, it's just something that's easier to test once I have more people playing the game.
pretty cool
Fire, nice
congrats on the EA :)
how in the world this video has 800 views
Coming back to this video. PLEASE play Animal Well, everyone. It'd be a great addition to this list
ty for your speech at the end i needed to hear it as im going to be entering a new phase of my life soon and in turn lose my understanding of myself and my place in the world again
during the segment when the red 'heart' block disintegrates, you can see it has yellow marking inside it also with the harry truman freemason initiation photo- the freeemasons have a sub group called the shriners, a charity organization who are heavily associated with fez's. i agree with charles_broque's flatland comparison- in flatland A square is taught about the 3rd dimension by A sphere. in fez, our protag, initially locked to a 2d perspective, is taught about the 4th dimension by the 'tutorial' character dot, who is a depiction of a 4d cube. but because 4d objects are difficult to relate to our, the players, 3d perspective, it is presented as 2d perspectives of 3d areas in the 4d space depicted on the map. my understanding of the 32 bit ending is that, sort of like wandersongs ending, gomez plays music to 're-stabilize' the world. the mathmatical understanding of the world presented by the prior zoom in is not cohesive- it needs meaning superimposed on it to be whole also note- the 32 bit ending is a zoom in, and the 64 bit ending a zoom out- from a 3d perspective watching an object move towards you on a 4th (or otherwise unseen) axis, it would seem to be moving towards you in all directions (it would move towards you no matter where you stood relative to it in 3d space) as though zooming in on it. and if it moved away, it would seem to shrink to a singular point in the same manner. perhaps in the endings gomez has learned to move on the 4d axis and the way this is related to the viewer is through these zoom outs/ins
Awesome vid