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IceCubeMaker
Norway
Приєднався 22 чер 2020
I make videos about whatever I feel like :)
Відео
Monster Taming Card Game Prototype in Godot 11-12-2023
Переглядів 4416 годин тому
Monster Taming Card Game Prototype in Godot 11-12-2023
Godot Engine: Battle System WIP Footage (Placeholder sprites)
Переглядів 1416 годин тому
Godot Engine: Battle System WIP Footage (Placeholder sprites)
Online card game made in gamemaker
Переглядів 3316 годин тому
Here's footage of a game I've been working on recently
Pixel Art Vtuber Model IceCube-head
Переглядів 1077 місяців тому
I came across a video in my recommendation of someone who had made a pixel art vtuber model, so I wanted to try it out and I am actually kinda happy with the results, although there could still be a lot of improvements. This is the second vtuber model I've made so far, the first one was kinda garbage ngl, we don't talk about it.
Flagbreaker Tactics Gameplay, made with GameMaker 14. July 2023
Переглядів 247Рік тому
This is gameplay for a game I'm working on called "Flagbreaker Tactics". Each player has cards holding a flag if one of the enemies flag-cards gets destroyed or dies the player wins. There is still some bugs, however it is now in a generally playable state. icecubemakeru.itch.io/untitles-card-game
Why I chose GameMaker [Feradeus Devlog #3]
Переглядів 17 тис.Рік тому
Music by: Pedro Castillo Discord: discord.gg/KS5v4reVAT Website: sites.google.com/view/feradeus-game/about
When facing obstacles in gamedev [Feradeus: Devlog #2]
Переглядів 3 тис.Рік тому
Discord Server: discord.gg/KS5v4reVAT Website: sites.google.com/view/feradeus-game/about Music: Evan King ua-cam.com/users/ContextSensitive contextsensitive.bandcamp.com/ As a game developer, it's not uncommon to encounter roadblocks that hinder progress. It could be a bug in your code, a design challenge, or in the case of the speaker in this video, a lack of skills and resources to create big...
Gamedev Struggles Overcome with AI? [Feradeus Devlog 1]
Переглядів 2,4 тис.Рік тому
This is my first devlog! If you're interested in participating in the Feradeus development, you can join our discord: discord.gg/KS5v4reVAT There is also a website (that will continuously be updated) with more information on the game: sites.google.com/view/feradeus-game/about Instagram: feradeus
Backstage+ EP5
Переглядів 41Рік тому
check out EthrA on steam: store.steampowered.com/app/2177510/EthrA/
Using replay to make cool splatoon videos
Переглядів 512 роки тому
Using replay to make cool splatoon videos
The story behind Myth Caller [Backstage+ EP4]
Переглядів 532 роки тому
The story behind Myth Caller [Backstage EP4]
Backstage+ EP3: Behind the scenes of Dono's Tale [Unedited]
Переглядів 162 роки тому
Backstage EP3: Behind the scenes of Dono's Tale [Unedited]
From Hollywood VFX to Independent Game Developer Feat. Pedro Casavecchia
Переглядів 1552 роки тому
From Hollywood VFX to Independent Game Developer Feat. Pedro Casavecchia
BACKSTAGE+ Behind the scenes of KINDRED FATES [Episode 1]
Переглядів 2252 роки тому
BACKSTAGE Behind the scenes of KINDRED FATES [Episode 1]
Noone wanted to believe him [WARNING: VERY EMOTIONAL]
Переглядів 384 роки тому
Noone wanted to believe him [WARNING: VERY EMOTIONAL]
0:52 SD + pixelart
Good work
nice
That water is immaculate. Boat would be proud.
godotshaders.com/shader/wind-waker-water-no-textures-needed/ This was the shader I used for the water, for those who want to know.
pretty cool you're still working on it !
ah, no I just never published the video. It was unlisted until now
Do you have a full screen pixelation shader and just have it ignore sprites / ui elements?
There's probably better ways to do this, but the 3D gameobjects are split up into 3 layers. The first is the 3D models themselves, the second is the 3D sprites and the third is for an invisible rectangle that is on the character sprite. There are three camera and viewports. The first camera only picks up the 3D elements and the background. This one is the first one that gets rendered and it has a reduced resolution. The other two viewports are used to display the characters. The one that captures the character itself has a normal resolution. The second one has the same resolution as the 3D, this one captures the 3D elements without the background as well as the coloured rectangle. A shader is applied to it to remove everything except the colour of the rectangle. When the rectangle gets covered by a 3D object that will be removed by the shader as well. The result of this is then used as a clipping mask for the camera that picks up the sprites. That's how I got the sprites to render at a different resolution than the rest. At the very end the UI is added on top of all of this and then finally a post processing shader is added to make everything look like it's from an older TV. There is one more shader that is applied to the 3D to add the outlines, but otherwise it's all done "manually"
2:53 ”OooOo gamer moment“ 🗣️🔥🔥
The subtitles say fight against evil youtube alligator rotterdam which is a great name for a villain tbh
Best way to learn a engine make pong ,you’ll find in most engine it will take hours in gamemaker it takes minutes 😂
wth was that "HIIIGHER" at 5:26???
[Bookmark] 2:46 Lack of ability to change the name of an object without having to change the entire code...
You get ai to make the monsters and that'd be easier to pixelate. 'Draw big green slime end boss', 'Draw side view', 'Draw critical moment of slime attacking with a sword'. Also that blob placeholder comment sounds like a great idea.
It's always interesting to see others opinions on engines! I started with gamemaker in HS but have since used other engines like Unity, Godot and a bit of Unreal and I recently went back to gamemaker for a short project and... yeah I don't really like it anymore haha. I find it really restrictive now and doing UI is a nightmare. Glad they went back to the one time payment (excluding consoles)
funny how you said you dont like the game maker workspace. That's probably one of my favourite features. :)
great devlog :) I completely agree with your point about sticking with a Game Engine you know, it makes it much easier to actually make progress on the game. I think one other key point to point out is that, specific engines and languages offer potentially more benefits beyond indie game development, like C# + Unity, because it's so heavily used within Games industry would be beneficial to learn because it's a skillset that offers more job opportunities as well.
Try working with Godot first before saying you think you will like it better than GM. I didn't find it intuitive at all. I found it to be very convoluted, and if you don't know your way around it or its GDscript, ChatGPT isn't going to help you as much as you think.
Hi im seth and i need help with my dream game its a smash bros game from scratch in game maker im not going to used platform engine because i dont know what im doing
Have you tried GDevelop
I tried it is a good free engine but its miles behind GM
@@vorrdegard2176 in what way and how?
@@Shadowthevampire you can not menuplate Tile objects like in GM
@@vorrdegard2176is GM good for web games ? Like how big is projects size of an Empty one. Is dynamic loading available etc etc
@@Volt-Eye. What does that function do?
Use shift+ctrl+f to change a variable in all your code so changing an object name is two step : change the name and then change all the call in the code. And missing semicolor will in some cases make the game crash in more advanced gml coding, especialy when using yyc (C++ compiler) but at first I didn't even know about them and my code worked without them but as my code got more and more advanced and in depth, missing semicolon caused more and more crashes so I now put them everywhere. But increadible video, I really liked it, I agree with you all along
I simply like working with GM. I tried Godot and really wanted to like it but making very simple things like collision or movement or shooting seem to be super convoluted, and I absolutely hate the compartmentalize system it has. You have to work with signals and what not to simply make the instances interact with each other. So much hassle. so I switched back to GM. It's not perfect by any means but I can work with it. With Godot I'm constantly frustrated.
Iv used Gamemaker in the past (7 years ago) and I'm just getting back into game dev. I messed around with Godot and while I like GDscript, GLM is more straight forward Like Godot is if Input.is_action_pressed("ui_left"): # Your code here While GML is if keyboard_check(vk_left) { // Your code here } In this case, it's not that big an issue but some things take way too much typing out Godots amazing animation player has me in a chokehold hold though. And Gamemakers game UI is a burden. Ugh I need the two companies to just work together to make a super engine lol
@@gleefuluv so true. Same for setting up Y-sort in Gamemaker it's a nightmare compared to other engines. Gamemaker could be perfect if they make these few tweaks
bro can u make a rpg tutorial serices please
what game engine are you using?
This was made in gamemaker studio!
how did you get your game files on the right hand side to look like that? edit.. NM I figured it out Also, I do not like depth = -y because that is based on the origin of the sprite. I like to use depth = -bbox_bottom; because now I can use the Origin where ever I want with out loosing the sorting effect
That's really smart!
I loved gms1.4, but just downloaded gms2 and...wth? I hate the new UI and how stuff is displayed. I can't find anything and it feels so obtuse. For a 2d game, the older version felt so much more intuitive.
I really like working with GameMaker because i used this engine for years and im still learning so much new things!
Looks great so far ! I wonder if you can change the map to make ot look like grass or rocks... Might add diversity
I've kinda grown onto the blue aesthetic honestly lol. It reminds me of the digital aesthetic from the past. Tho there's most likely ways we could make it look less empty. Just not sure how
@@icecubemaker1478 then make blue grass lol
@@fl0837 I'm thinking in future versions, maybe one would be able to change the theme, however blue would still remain the default. I really wanna do a rainbow one lol
The absolutely worse thing about GM is no UI system in it yet, although it is on the roadmap. Drawing UI with the draw event is utterly terrible. The 2nd worse thing is no inbuilt tile collisions and autotile at runtime.
Oh and don't forget about the extremely bad text formatting in GM. No BBcode, although it is coming eventually.
Yeah creating the UI is the least fun part about making a game in gamemaker unfortunatly
So true. Gamemakers horrible game UI is what keeps me crawling back to Godot 😢
The video seems really interesting but the sounds is too low
His head isn't THAT shiny.
How about some common predators? If you want the theme of a hunter society then I suppose having wolves, bears or boars would fit. And also to keep tension, you could have some sort of way to have the player control the action. Minecraft allows you to skip the hastle of monsters simply by sleeping. The players that build houses, farm, or do more settling down have the option of no combat. While the adventurous player seeks out dark caves and things that they will know bring danger. So perhaps there could be a rival hunter guild/tribe that may attack you if you provoke them, per say like how pillaged raids work. You raid thier base for loot, then you go back to your base and have that wave based action there that your friend suggested. Of course, you can always scale it back and replace the rival guild/tribe with say a wolf den, solving both problems without extra work.
Why not make a monster normal size, but scale it up with code
Usually it doesn't look particularly good when you have sprites that are at different sizes in your game
@@icecubemaker1478 Then how would you make giant monsters in the first place?
@@williammally4304 If you take a sprite at a 32x32 resolution and scale it up through code to be 5 times the size it won't fit with the resolution of the rest of the game
@@icecubemaker1478 Ohhh, okay. Thank you!
the solution outsourcing the lack of skill to another person who has the skill
Idk if it is a good idea, but you can use macros to save the object name, so instead of calling the object, you call the macro, wich contains the object name, so whenever you want to change the object name, you not need to worry for changing it in the entire code as you're using the macro. Thats one option, the other is using ctrl+shift+F and find the old name and change with the new one
Yep I found out about this later. It makes things way easier!
I do think for 2D pixel games GameMaker is the best game engine for the job.
it's certainly good, but due to limitations, he he mentioned and some he didn't, Godot is probably the better option
@@tughloksiddiquee1714 the number of releases from both engines tell a very different story though. And that story is that Unity is king, and by lot, followed in releases by Unreal and Gamemaker.
@@tughloksiddiquee1714What are the biggest limitations to you?
Fascinated by your game art, but as a programmer I would recommend not writing words in your images otherwise you are stuck with english. And in most game engines the support for localisation is pretty easy to do.
Yes I am aware of that 👍 As for the art. A lot of the pixel art (but not all) is done by volunteers who are helping me with the project, so I can't take the credit for that
meant as constructive criticism* although your hart seems to be in the right place. It feels a lot like your asking ppl to build your game for you. same with the AI. Collaboration is not a bad thing, and there are 'open source' licences that requires participants to give the project back to the original creator after every change. However, if you are having projects sent back to you, you should have a great understanding of programming, to avoid bugs and structures of code that could create problems later. I obviously don't know much about your situation, knowledge or intent. But if you don't have a huge amount of programming knowledge it might be helpful to run the project with someone who is a programmer. this way you would have less pressure on yourself as well as someone just as dedicated to go through your design with. If this is the case I'd suggest going to some kind of meet up, putting something on githud to see who it attracts and if you could work with them, talk to other game devs that regularly submit their work to things such as game jams and collaborate with them on small projects to see if you can work together. Its likely you will need to go and and find the ppl you need, rather than them finding you. you will need to stretch FAR. *This is just feedback and suggestions. Please do not feel you 'have' to follow it. Its simply something to consider, and may not even be relevant to your situation.
Hi! Thanks for the constructive criticism. Tho I'm also not sure I entirely understood what you were trying to say, so I'm not sure what I'm saying is a good response. I really wouldn't say I'm asking people to make the game for me. The reason I opened Feradeus for participators is because a lot of people are interested in participating in the development of the games that they are passionate about and it's something I personally wished more developers would do. It's also beneficial to me as the developer to have other people participate. So it's a win-win. I'm still doing the very large majority of the development myself. As for the use of AI. Yes in theory I can program without AI, but it's just so much more efficient. It's not that I can't program, it's just that I don't particularly enjoy it. What I like about gamedev is the design aspect, and using AI means I can program faster, so I can spend more time on the design. It also means I can develope the same amount of features and fix the same amount of bugs in half the time. Using AI originally started out as just a small challange to see what the capabilities of ChatGPT. My previous project was an opensource team project. I did not have ownership over the project. So I wasn't really asking other people to make "my game", as everyone was allowed to bring ideas and if they didn't like the ideas we went with they aren't forced to stay in the team (equally, Feradeus volunteers aren't in any way forced to participate). The purpose of Horadeus was to lower the barriers to entry in gamedevelopment by cooperating as a team, so everyone could work on the things they are good at. My role was to gather and coordinate that group of people.
@@icecubemaker1478 Sounds like you understand the code and are happy to edit it, which was my main concern. the last few of your vids seemed to downplay your skill level :( I wasn't sure if you were looking for help elsewhere in that area, which is why I suggested meet ups. Every bit of code is made with collaboration, :D we stand on the shoulders of giants :D but being the soul designer and project engineer sounds like it could become exponentially burdensome as the project grows and more ppl get involved. Just don't let yourself get worked to the bone :D
@@Mel-mu8ox Right, well it would be hard for me to do anything with the code that the AI writes if I didn't understand the code, since you still need to do changes to it to implement it. I guess I do downplay it a little bit. It's just that I don't see myself as much of a programmer, because it's not the part that I enjoy. And also yes, the previous projects server grew to 300 members (tbf like 90% were inactive but STILL) it did become incredibly hard to manage and I have learned a lot more on how to manage teammembers or volunteers. I actually have a video scheduled about that exact topic.
@@icecubemaker1478 XD will look forward to the vid :D could use some pointers in that area :P
Im sorry, but open source does not = good...
Yeah it does
@@KingUsyk Prove it
@@error17_ Godot is open source and isn't too bad. It's nice for 2D games and it's 3D is getting better. Not a linux user but from my understanding that stuff is all open source which is pretty crazy when you think about it. Of course open source does not automatically mean good, but there are plenty of open source projects that are good especially considering it's literally free a lot of the time. Lots of really nice open source plugins for godot too. Affine isn't bad and neither is Obsidian, both of which I think is like half open source? Like some of the code is hidden but I think the important part is available.