DebugDevin
DebugDevin
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5 Game Changing AI Tools Every Indie Game Dev Needs to Know | Boost Your Productivity Now!
This video dives into five innovative AI tools that are revolutionizing the indie game development process. From coding assistance to animation, texturing, and even transforming 2D art into 3D objects, these tools help save time and improve production quality. Perfect for game developers looking to streamline their workflow and elevate their projects with cutting-edge technology.
Timeline & Highlights:
00:00 = Introduction
00:12 = Pieces Copilot
01:20 = Cascadeur
02:20 = Rokoko
02:55 = Stable Projectorz
03:47 = Adobe Illustrator’s Project Turntable (Coming Soon)
Hashtags:
#GameDevelopment #IndieGameDev #AIForGames #AnimationTools #CodingTools #3DModeling #Texturing #GameDesign #PiecesCopilot #Cascadeur #Rokoko #StableDiffusion #AdobeIllustrator #AIInnovation
Переглядів: 827

Відео

Simplify Game Damage Logic with Interfaces: How to Code Damageable Objects Efficiently In Unity
Переглядів 1,5 тис.14 днів тому
In this tutorial, I’ll walk you through creating a flexible damage system for a game using interfaces in code. Here, we start by setting up three damageable objects-a barrel, a zombie, and a boss-and dive into how each of these has a unique "Take Damage" function to reduce health when attacked. In my player script, pressing the left mouse button triggers an attack using an "Overlap Sphere" that...
Can You Make Games WITHOUT Coding?
Переглядів 1,2 тис.21 день тому
Did you know you can create amazing games without writing a single line of code? In this video, we explore how popular games like Choo Choo Charles and Hollow Knight were made with visual scripting tools instead of traditional programming! I'll dive into tools like Unreal Engine’s Blueprint and Unity’s Playmaker, showing how anyone-even if you're new to game development-can bring their game ide...
Why Singletons Break Your Game & The Right Way to Fix It in Unity.
Переглядів 6 тис.21 день тому
In this video, I share my experience as a game development intern working on a 3D survival game. I faced unexpected challenges with singletons, particularly when building a tutorial scene. I explain what singletons are, how they’re used, and why they can cause issues when not handled carefully. After running into null reference errors, I found a better solution using Unity's Scriptable Objects,...
Automate Unity Game Development with GitHub Actions | CI/CD for Game Dev Simplified
Переглядів 1,5 тис.Місяць тому
Tired of wasting time on repetitive build and deployment processes in Unity? In this video, I’ll show you how to save time and automate your Unity game development workflow using CI/CD with GitHub Actions. Whether you’re building for multiple platforms like PC or Android, this guide will walk you through creating automated workflows, running tests - all without the hassle of manually switching ...
2D to 3D Game Development: Complete Beginner's Guide to Modeling, Textures, & Real-Time Optimization
Переглядів 1,1 тис.Місяць тому
Transitioning from 2D to 3D game development introduces a wide array of new concepts, including textures, materials, UV mapping, and high-poly vs. low-poly modeling. This video provides a comprehensive overview of the essential topics in 3D modeling , such as understanding 3D space, creating models, sculpting, retopology, and applying textures and materials. You’ll learn about the role of verti...
Create Detailed Characters in Blender with BlockSculpt & New Muscles Addon | Free Addon at 2K Likes!
Переглядів 2602 місяці тому
In this video, I demonstrate how to create a detailed character in Blender using the BlockSculpt addon and the newly developed BlockSculpt Muscles addon. BlockSculpt helps you quickly build a character's base structure, while the Muscles addon allows you to easily add and manipulate muscles with precision. I also showcase the latest update to BlockSculpt, which includes a powerful curve alignme...
Quickly Create Your Blockouts: Introducing BlockSculpt for Blender (FREE Addon!)
Переглядів 6052 місяці тому
Tired of tedious blockouts in Blender? Introducing BlockSculpt, a FREE addon that combines the power of ZBrush's ZSphere with Blender's flexibility! This tutorial shows you how to create, pose, and manipulate complex characters with ease using simple shapes and intuitive controls. BlockSculpt: dynamicpillar.gumroad.com/l/BlockSculpt?_gl=1*l0pqtc*_ga*MTQyNDMwMjkwNC4xNzE3MzA4NjYz*_ga_6LJN6D94N6*M...
Unity vs Creature: Which 2D Animation Software is Best for Indie Devs? (In-Depth Comparison)
Переглядів 9214 місяці тому
Hey there, fellow indie game devs. if you are Wondering whether to go with Unity or Creature for your 2D projects? I've got you covered! In this video, we'll dive into both tools, comparing everything from sprite importing to fancy animations. No jargon, just straight talk about what works and what doesn't. Whether you're a seasoned dev or just starting out, there's something here for everyone....
GitHub Desktop: Master Git Branches (Part2) .
Переглядів 925 місяців тому
Hey everyone, welcome back! In our previous video, we installed Git and covered the basics. Today, we're diving into Git branches and exploring essential concepts to enhance your Git skills. 🛠️ Git Desktop Playlist ua-cam.com/play/PL5EgT-XL6DV1p4OX9hs8eg0WuiqHtiUzw.html Visual Studio Code:- code.visualstudio.com/ 📅 Timeline: 00:00 Introduction 00:11 Overview of the Main Branch 00:37 Understandi...
Maximize Your Games Or App Revenue: Choosing the Best Ad Networks and Mediation Models
Переглядів 2655 місяців тому
Are you looking to monetize your free apps and games on the Android Play Store or App Store? In this video, we'll break down the best ad networks to boost your revenue, including AdMob, Unity Ads, AppLovin, IronSource, and more. Learn about eCPM rates, why they matter, and how they vary by country and network. Discover how ad mediation can help you maximize earnings by selecting the highest-pay...
GitHub Desktop: Step-by-Step Guide to Version Control for Beginners | Indie Game Development .
Переглядів 6595 місяців тому
GitHub Desktop: Step-by-Step Guide to Version Control for Beginners | Indie Game Development .
6 Critical Mistakes Beginner Game Developers MUST Avoid!
Переглядів 7376 місяців тому
6 Critical Mistakes Beginner Game Developers MUST Avoid!
A Deep Dive into the Origins and Evolution of Indie Game Development
Переглядів 2346 місяців тому
A Deep Dive into the Origins and Evolution of Indie Game Development
Create Enemies 10X Faster with This Non-Destructive Workflow! | Unity | Krita .
Переглядів 2866 місяців тому
Create Enemies 10X Faster with This Non-Destructive Workflow! | Unity | Krita .
Expanding My Game's Input Support: Mobile, PC, and More!
Переглядів 356 місяців тому
Expanding My Game's Input Support: Mobile, PC, and More!
You Must Know These Things Before Making Multiplayer Games.
Переглядів 678 місяців тому
You Must Know These Things Before Making Multiplayer Games.
AI CAN CREATE VIDEO GAMES NOW.
Переглядів 9138 місяців тому
AI CAN CREATE VIDEO GAMES NOW.
Converting 3D Animation To Pixel Art - My Devlog Experiment.
Переглядів 2,5 тис.8 місяців тому
Converting 3D Animation To Pixel Art - My Devlog Experiment.
Useful Tools For Indie Devs.
Переглядів 8039 місяців тому
Useful Tools For Indie Devs.
Different Animation Techniques Used In Video Games.
Переглядів 1029 місяців тому
Different Animation Techniques Used In Video Games.
I TRIED Making a Multiplayer Game in 3 Days... This is What Happened (HILARIOUS)
Переглядів 7910 місяців тому
I TRIED Making a Multiplayer Game in 3 Days... This is What Happened (HILARIOUS)
Ditch IMGUI And Unlock The Power Of Unity UI Toolkit In 2024 !
Переглядів 70710 місяців тому
Ditch IMGUI And Unlock The Power Of Unity UI Toolkit In 2024 !
Top Unity Assets .
Переглядів 5010 місяців тому
Top Unity Assets .
Unity's Animation States A Cleaner Approach for 2D Games.
Переглядів 10310 місяців тому
Unity's Animation States A Cleaner Approach for 2D Games.

КОМЕНТАРІ

  • @jugibur2117
    @jugibur2117 19 годин тому

    Thanks for the overview!

  • @bitnotbot
    @bitnotbot 2 дні тому

    Voice made me stay and i loved it

  • @AliHosseiniDev
    @AliHosseiniDev 4 дні тому

    Thanks for the video but i couldnt manage to merge a change from main branch to child branches, can you give a tutorial about these conflict problems? becuase github works on files and cant merge some special files like prefabs and only replaces them, while plastisc scm merges prefabs easily and keeps childs branch changes instead of replacing it like github.

  • @jugibur2117
    @jugibur2117 4 дні тому

    Thanks for sharing!

  • @jugibur2117
    @jugibur2117 4 дні тому

    Thanks for sharing, really incredible tools!

  • @arielandrade4656
    @arielandrade4656 6 днів тому

    Its good but Since 2016 i use a editor script that run a custom deploy, you can select scenes names icons, all configurations... I have 4 configurations to multiplayer build (server linux, server windows, client android, client ios)... all in local project, only what you need is select the option in editor, and enjoy... This is cool but need too much configurations o: and unity gave us a mechanism to do that (only is a opinion)... But it's cool learn another tools, I need ci/cd for python projects o: Thanks a lot dude :D

  • @MrBakedBaker-t4e
    @MrBakedBaker-t4e 8 днів тому

    Can you tell me how did you make this voice ?

  • @daijodan
    @daijodan 9 днів тому

    Holy crap, thank you!

  • @Cinetiste
    @Cinetiste 9 днів тому

    2:06 A subliminal suggestion... 🙂

  • @DevCristi
    @DevCristi 10 днів тому

    A better approach (in my opinion) is to have an "abstract class DamageableEnemy : MonoBehaviour", with fields like "health" and "public virtual void TakeDamage(int damage){ health -= damageAmount; }", then you inherit in "Zombie" and other classes, and override the "TakeDamage" method, call the "base.TakeDamage(damage);" and then do what's different for each new class, in the same method after calling "base..." - if not, then do not override. This so you do not write the same code "health -= damage;" and "int health = 100;" in every single class that uses "IDamageable".

  • @LOC-Ness
    @LOC-Ness 10 днів тому

    I feel as if every programming tutorial for games is offering purposefully contradictory advice

  • @DanyaDanechka26
    @DanyaDanechka26 10 днів тому

    Hi, good content! I usually use abstract classes for such tasks, and it works great. Should I use interfaces instead?

    • @DebugDevin
      @DebugDevin 10 днів тому

      Use interface when you want multiple objects to have a TakeDamage method but each handles damage differently. Use abstract class if all damageable objects have the same code or state.

    • @AdobadoFantastico
      @AdobadoFantastico 20 годин тому

      Experience usually leans toward interfaces. They're flexible in the ways that really matter. Assuming all damageable objects will have the same code is mega limiting. You will in practice, invariably find a reason to make special behaviors and overriding a few methods is alright but more often than not you will drive yourself into some convoluted inheritance hell. Even OOP acolytes will say to favor composition over inheritance. Do whatever ships, but most experienced game programmers I know lean in a functional-ish and data-oriented approach as they find OOP benefits like reusability to be trivial vs efficient data interaction and flexibility.

  • @pierrel4655
    @pierrel4655 11 днів тому

    i have a question with the license keys and etc... what do i do if im working with someone on a unity repository but he has his own license? do we put both or just one and it doesnt matter?

  • @ebmpingu
    @ebmpingu 11 днів тому

    Gold

  • @seaderwerks3046
    @seaderwerks3046 11 днів тому

    Wow. This video was perfect. Very clear understanding of how the interfaces work. I assume then, once implemented into the enemy, you can then modify the existing logic from within there to make it do different things once hit. This goes far beyond just damage. Very nice. Thank you for this.

  • @djaracolman4259
    @djaracolman4259 11 днів тому

    I'd say it is a matter of taste, and depends on the project, and also if you work in a team or solo.

  • @RonTzudik
    @RonTzudik 12 днів тому

    Excellent video, the explanation is very good, finally I understand this

  • @mattwhiting2205
    @mattwhiting2205 15 днів тому

    That's because you're using singletons wrong. The singleton pattern initializes ITSELF!

    • @DebugDevin
      @DebugDevin 14 днів тому

      The example I provided was indeed simplified to illustrate the concept, but it wasn't meant to suggest that you should be activating and deactivating singleton classes frequently. The main point I was trying to convey is about reducing tight coupling between classes.

  • @Dylarno_
    @Dylarno_ 15 днів тому

    This is overcomplicating what it easily accomplishable through script. C# Action can accomplish this without the need for some weird Scriptable Object wrapper. Even UnityEvent can accomplish this on its own without the need for all those extra steps. Also the custom editor UI is overkill as well since any modern IDE can tell you all the times an Action/UnityEvent is referenced.

  • @TheKrensada
    @TheKrensada 19 днів тому

    The answer is actually no. No, you can't. You're talking to a computer one way or another.

    • @dougwarner59
      @dougwarner59 16 днів тому

      I agree; Visual scripting/coding is still coding.

  • @rawallon
    @rawallon 19 днів тому

    Audio weird

    • @luluskuy
      @luluskuy 2 дні тому

      real, it's very uncomfortable to hear especially if it's a tutorial

  • @Sourge_GR
    @Sourge_GR 20 днів тому

    Okay so just a disclaimer for those who see choo choo charles and other blueprint made games and think yeah so since blueprint is easier im going to make everything in blueprint, i have been learning both blueprints and C++ for the past months and what i have come to realise is that they work hand in hand with each other. Sure you can avoid one if you like but c++ is a lot more readable if you ask me and as Gabin said is necessary for better peroformance in bigger games. There is stuff tho ONLY accessible through blueprint (GAS and custom AI tasks are some examples) so yeah start with whatever you prefer but to make more of the engine accessible it would be wise to start learning c++ at some point, only the syntax changes everything else is almost the same anyways

  • @boul3ez4
    @boul3ez4 20 днів тому

    thank alot

  • @Pinkyyybrainn
    @Pinkyyybrainn 20 днів тому

    Valuable info here, thank you

  • @rohanvishayal8724
    @rohanvishayal8724 20 днів тому

    Overall, just need to stop abusing singletons, good tips, keep it up, the voice filter is annoying.

  • @himanshusingh4451
    @himanshusingh4451 21 день тому

    man You are awesome

  • @BottleHeadGames
    @BottleHeadGames 21 день тому

    This was extremely helpful, Thank you!

  • @Fadiabuzant
    @Fadiabuzant 22 дні тому

    You just use the singletons in the wrong way and that is why you face those problems. there is no problem with singleton if you know how to use it. Simply 🤷‍♂

    • @DebugDevin
      @DebugDevin 22 дні тому

      The example I provided was indeed simplified to illustrate the concept, but it wasn't meant to suggest that you should be activating and deactivating singleton classes frequently. The main point I was trying to convey is about reducing tight coupling between classes. For instance, if you have a Player class that directly references an Enemy class, and the Enemy class directly references something else, you end up with a chain of dependencies that can make your code less flexible and harder to maintain You can watch this Unite talk ua-cam.com/video/raQ3iHhE_Kk/v-deo.html for more insights.

    • @betatester03
      @betatester03 2 дні тому

      @Fadiabuzant Well, no. Singletons are commonly problematic in a number of ways (tight coupling, making tests problematic, global namespace pollution, potential race conditions when accessing from multiple threads, etc), which is why they're often considered to be anti-patterns when not used properly: sparingly. VERY sparingly.

  • @jespermoerland4816
    @jespermoerland4816 23 дні тому

    Im gonna play this

  • @gaziasker7683
    @gaziasker7683 23 дні тому

    Amazing explanation

  • @Syntax_Assassin
    @Syntax_Assassin 23 дні тому

    It’s mysterios work

  • @venom_mist
    @venom_mist 24 дні тому

    Im a beginner in game dev / programming, but I dont think this is good advice. Only important and unique classes like controllers/managers should be singletons, like a GameManager/SoundManager/UIManager etc...The problem in your example, in my view (a begginer view) is that you shoudnt be activating and deactivating your singleton classes like this...Controllers and Managers should be inicialize once in the game run (at the start) and must not be destroyed or deactivated It looks to me that you make a wrong decision in terms of game architeture and are blaming singletons for the problems that u are having with it

    • @DebugDevin
      @DebugDevin 24 дні тому

      The example I provided was indeed simplified to illustrate the concept, but it wasn't meant to suggest that you should be activating and deactivating singleton classes frequently. The main point I was trying to convey is about reducing tight coupling between classes. For instance, if you have a Player class that directly references an Enemy class, and the Enemy class directly references something else, you end up with a chain of dependencies that can make your code less flexible and harder to maintain You can watch this Unite talk ua-cam.com/video/raQ3iHhE_Kk/v-deo.html for more insights.

  • @TopHATTwaffle
    @TopHATTwaffle 24 дні тому

    Highly recommend git-amends video on event channles if you like this pattern. He goes into much more depth and detail on this system.

  • @friedcrumpets
    @friedcrumpets 24 дні тому

    I don't think this is the answer to singletons. Scriptable objects can be a nightmare to handle in large quantities and can really make it painful when you get a few continual nullrefexception after something gets unassigned. For those using singletons, they should only be created inside of a boot scene. Once booted this would then load the remaining scenes. I much prefer a DI container alongside a Service Locator as they're easier to test and much easier to swap out. Scriptable Objects are much better for modular design when necessary, but are not the answer to singletons.

  • @xwyvernx8399
    @xwyvernx8399 24 дні тому

    Thanks for sharing this, I've been using singletons for a long time and always had this issue, never used unity events before, so you are a live saver.

  • @CezarWagenheimer
    @CezarWagenheimer 24 дні тому

    Another problem that I am having with Singletons in Unity is that, when testing in the editor, it seems that the static variables retain their values even after stopping and playing again.

    • @KeyGameUniverse
      @KeyGameUniverse 14 днів тому

      What you describe sounds like scriptable object and not static variables.

  • @jankrajewski6170
    @jankrajewski6170 24 дні тому

    I call bs. Singletons are not a problem if you are able to use them only for a common logic that you can pack in additive scene that is ALWAYS loaded.

    • @sisus_co
      @sisus_co День тому

      Let me give you another (real life) example: Step 1: Build an MMO with an architecture that leans heavily on the use of singletons. Step 2: Get the task of implementing a headless server mode into the game for the purpose of rendering images taken by users in-game, which should contain all the assets and level loading logic from the MMO, but none of its gameplay or UI logic. Step 3: Cry.

  • @SoulGameStudio
    @SoulGameStudio 24 дні тому

    Not a fan of UnityEvent exposed, where you input the function in editor. Makes it hard to look who call your function (can't get the reference through VS) and it break if you rename the function. Err.

  • @Rastrelly
    @Rastrelly 24 дні тому

    Something's odd. A proper Singleton class object should self-initialize if not initialized. I'd expect to hear that having singleton-based game systems it was impossible to properly swap between different instances of the same system, like having two different UIManagers for aiming and dialog, but if you had problems with initialization and null-point refs, this means the main Singleton class was poorly implemented.

    • @DebugDevin
      @DebugDevin 24 дні тому

      The example I provided was indeed simplified to illustrate the concept, but it wasn't meant to suggest that you should be activating and deactivating singleton classes frequently. The main point I was trying to convey is about reducing tight coupling between classes. For instance, if you have a Player class that directly references an Enemy class, and the Enemy class directly references something else, you end up with a chain of dependencies that can make your code less flexible and harder to maintain You can watch this Unite talk ua-cam.com/video/raQ3iHhE_Kk/v-deo.html for more insights.

  • @LuRybz
    @LuRybz 24 дні тому

    It is one way of doing things. If you dig a big more you will end up in the MVC architecture. I seem to find difficulties with this architecture specially because we don’t have control on the order of how the subscribers will be called to an event. You should try Single Entry Point with a sync calls, ir is another strategy if you like.

  • @DebugDevin
    @DebugDevin 24 дні тому

    The point is, when you overuse singletons everywhere, your code becomes tightly coupled. Imagine if your game has many systems and they are dependent on each other, and in some scenes, you don’t need certain systems. It becomes a nightmare to go through every script and make changes. You can use this approach with singletons to make your life easier. Singletons are still very useful, but do not overuse them.

    • @ehSamurai3483
      @ehSamurai3483 23 дні тому

      Singletons are considered anti-patterns I believe.

  • @JalerSekarMaji
    @JalerSekarMaji 24 дні тому

    Thank you very much!

  • @philipkaltsounis8097
    @philipkaltsounis8097 24 дні тому

    What I do with my projects is something I learned from this video, basically you Instantiate the Game Manager before the scene loads. The Game Manager itself is also marked as DefaultExecutionOrder(-10). Therefore you can be certain the Game Manager and all other instances exist in the game ua-cam.com/video/zJOxWmVveXU/v-deo.html

    • @DebugDevin
      @DebugDevin 24 дні тому

      The point is, when you overuse singletons everywhere, your code becomes tightly coupled. Imagine if your game has many systems, and in some scenes, you don’t need certain systems. It becomes a nightmare to go through every script and make changes. You can use this approach with singletons to make your life easier. Singletons are still very useful, but do not overuse them.

  • @haim96
    @haim96 24 дні тому

    Good tip, drop the weird voice at the start. you don't need it.

  • @jcd9456
    @jcd9456 24 дні тому

    Too deep for me to use but still helpful for future reference. Thank you very much for explaining everything in a comprehensive manner with an analogy, I appreciate it!

  • @leocrabe2253
    @leocrabe2253 25 днів тому

    I'm very sorry, but the voice makes me wanna turn sound off and look at subtitles

    • @DebugDevin
      @DebugDevin 25 днів тому

      Hey @leocrabe2253, I'm actually experimenting with different voice styles, including a more robotic one, to see how it resonates with people. Thanks for the honest feedback-I'll keep it in mind as I keep tweaking things! 🙌

    • @leocrabe2253
      @leocrabe2253 25 днів тому

      @@DebugDevin I'm glad that you took my comment well! I think the reverb might be too present. It is worse when you are "facecam" I hope you'll find your perfect settings, and good luck in your endeavors!

    • @ZombieChicken-X
      @ZombieChicken-X 25 днів тому

      @@DebugDevin Why not just use a mic and speak?

    • @zipmic
      @zipmic 24 дні тому

      @@DebugDevin I thought something was wrong with my speakers x)

    •  5 днів тому

      @@DebugDevin How about you just talk? mind-blowing I know right.

  • @trankhanduong123
    @trankhanduong123 25 днів тому

    Nice! How about a tutorial for gitlab CI CD?

  • @Aanandkumaryadav-u3b
    @Aanandkumaryadav-u3b 28 днів тому

    How to automate deployment of webgl build to server ?

  • @sticksgotguts60
    @sticksgotguts60 Місяць тому

    Im the only commenter also u should make one describing how games trick us into thinking we go fast

  • @mysop10
    @mysop10 Місяць тому

    Why does bro only have 4 likes