Puzzling Gamedev
Puzzling Gamedev
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Celebrating 100 episodes with some Godot GPUParticles3D! - Marcos' Mysterious Maze devlog #100
I celebrate the 100th episode with some fireworks, or perhaps I should say dustworks...
I also enhanced a bit the visual contrast between the normal walls and the "fog of war" walls.
0:00 per-level procedural walls
1:25 dust particles when "demolishing" the walls
2:05 a bit of particle configuration details
3:30 using particle signals to destroy them automatically
6:27 about the sorting of the demolition events
Project's playlist:
ua-cam.com/play/PLt-zTd82-luD6YBbnjPeziPsJX3OVEEEU.html
Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas.
If you like what I do, you can support me in several ways:
- Patreon: www.patreon.com/puzzlinggamedev
- Ko-fi: ko-fi.com/marcosd
- Visit my page on itch and try my free games, purchase my paid games and/or donate:
marcosd.itch.io/
- I also have some of those games on Steam:
store.steampowered.com/search/?developer=Marcos%20Donnantuoni
Переглядів: 66

Відео

Basic immediate mode UI for save/load using RayGUI - Infinite Game of Life using D + Raylib (part 4)
Переглядів 344 години тому
In this video I add the most basic GUI to ask for a filename when saving and loading. I use RayGUI, one of the modules of RayLib, which provides several functions to make immediate mode UI "widgets". Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can support me in several ways: - Patreon: www.patreon.com/...
Saving and loading the state in binary format - Infinite Game of Life using D + Raylib (part 3)
Переглядів 3979 годин тому
In this video I add basic save/load functionality using the rawWrite and rawRead functions in the D standard library. Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can support me in several ways: - Patreon: www.patreon.com/puzzlinggamedev - Ko-fi: ko-fi.com/marcosd - Visit my page on itch and try my free...
Godot timer + await = "coroutine" for gradual level reveal - Marcos' Mysterious Maze devlog #99
Переглядів 1449 годин тому
In this video I make a "gradual reveal" function to use when the player enters a new level, using Godot's await timer functionality. 0:00 intro 1:15 removing fog square by square 1:57 distributing removals through time 2:40 tuning the speed of removal 3:15 sorting squares by distance to the player 5:25 visual inspection and more tuning 6:35 using the effect for normal play Don't hesitate to com...
Adding "fog of war" reusing the procedural walls - Marcos' Mysterious Maze devlog #98
Переглядів 12012 годин тому
In this video I add a kind of fog-of-war to the game, reusing the procedural walls to occlude the inside of unexplored levels. Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can support me in several ways: - Patreon: www.patreon.com/puzzlinggamedev - Ko-fi: ko-fi.com/marcosd - Visit my page on itch and tr...
Reusing the level parser for the special initial level - Marcos' Mysterious Maze devlog #97
Переглядів 5414 годин тому
In this video I reverse-engineer my own level format in order to make a special initial level for the game. 0:00 intro 1:06 replacing the 3D "house" with text level data 4:09 connecting the house level with the initial level 8:11 using horizontal exit because of a bug Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what ...
Camera zoom, rotation and panning - Infinite Game of Life using D + Raylib (part 2)
Переглядів 7914 годин тому
In this video, I add zoom, rotation and panning for the Game of Life simulation, to take advantage of the unbounded space. 0:00 intro and recap 0:35 adding the camera 1:26 input for the zoom 2:48 adding CameraMode2D to the game loop 3:13 adapting the input of cells to the camera 4:00 about the weird NaN initializer feature of D 4:58 zoom working 5:16 adding rotation 6:03 adding panning 7:53 add...
There's a blue sky outside the dungeon! And a bit of floor - Marcos' Mysterious Maze devlog #96
Переглядів 78День тому
In this video I move the underground background so we can see the sky outside the world, and begin to make the exterior floor where the player will commence the adventure. 0:00 moving down the background 3:10 blue sky 5:15 a bit of floor Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can support me in sev...
Infinite Game of Life using D + Raylib (part 1)
Переглядів 26День тому
In this video, I begin a small recreational programming project: an unbounded game of life implementation. I'll be using Raylib bindings for the D language. 0:00 configuring the project 2:26 basic data structures 3:27 mouse input and drawing the board 9:39 internal data consistency 11:58 computing the rules of the game 13:58 a data corruption bug 15:03 bug fixed! Don't hesitate to comment askin...
Adding mine-shafts because Godot hates infinite loops - Marcos' Mysterious Maze devlog #95
Переглядів 182День тому
In this video, I talk about an infinite loop situation that happens with certain individual random seeds, caused by the positional restrictions I enforced. I solved it relaxing a bit those restrictions, and adding the concept of the initial mine-shaft in the process. 0:00 what caused the infinite loop 3:20 relaxing restrictions 4:35 adding the mine-shaft Don't hesitate to comment asking questio...
My experience with Godot so far (8 months into my new project)
Переглядів 1,5 тис.14 днів тому
I wanted to share my earnest opinions about Godot: the good things the engine offers, some of the worrying things I experienced, and also one "bad" thing, about the feature I miss the most after working with Unity for many years. 0:00 the good 7:23 the worrying 10:02 the bad 12:55 the verdict Don't hesitate to comment asking questions about the project, game design or programming, or suggesting...
Detecting when gravity ruins your solution - Marcos' Mysterious Maze devlog #94
Переглядів 5414 днів тому
In this video I talk about the situations where the player solves a shape but then the shape changes as the player moves to collect the sigil. It's an interesting situation to consider, and I believe I found the correct way to handle it. Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can support me in sev...
Rebound to Godot's RandomNumberGenerator & pre-splitting levels - Marcos' Mysterious Maze devlog #93
Переглядів 18014 днів тому
In this video I show two optimizations I added recently to the game; one involves returning to Godot's internal RNG instead of the custom GDscript one I made (it was rather slow) and another is about pre-splitting level data to speed up the loading time. Don't hesitate to comment asking questions about the project, game design or programming, or suggesting ideas. If you like what I do, you can ...
Changing corridor owners to enhance navigation - Marcos' Mysterious Maze devlog #92
Переглядів 2114 днів тому
In this video I change the way I manage corridors; previously, a corridor was "owned" by the level from which the player came; now, the corridors will be owned by the level that the player is entering instead. 0:00 intro 1:50 changing ownership of corridor walls 2:35 checking that it's not so simple 3:50 changing the entry point dictionary 4:27 not so simple part 2 5:48 changing the initial pla...
Ladders bug-fix & Godot's Engine.time_scale for animations - Marcos' Mysterious Maze devlog #91
Переглядів 2921 день тому
In this video I show a bug where some ladders are missing from the corridors (specifically at vertical exits or entrances), and then I simplify the movement speed's management when there are several pending queued moves, using the Godot's Engine.time_scale property. 0:00 ladders bug-fix 2:58 using Engine.time_scale Don't hesitate to comment asking questions about the project, game design or pro...
Hacking level generation to avoid initially hidden ladders - Marcos' Mysterious Maze devlog #90
Переглядів 1521 день тому
Hacking level generation to avoid initially hidden ladders - Marcos' Mysterious Maze devlog #90
Blocking sigils until connected - Marcos' Mysterious Maze devlog #89
Переглядів 2221 день тому
Blocking sigils until connected - Marcos' Mysterious Maze devlog #89
Quick bug-fix: misbehaving corridors - Marcos' Mysterious Maze devlog #88
Переглядів 5721 день тому
Quick bug-fix: misbehaving corridors - Marcos' Mysterious Maze devlog #88
Adding corridors to the iterative stitcher - Marcos' Mysterious Maze devlog #87
Переглядів 5828 днів тому
Adding corridors to the iterative stitcher - Marcos' Mysterious Maze devlog #87
Directional level bags + fake loading = nicer dungeon tree - Marcos' Mysterious Maze devlog #86
Переглядів 38Місяць тому
Directional level bags fake loading = nicer dungeon tree - Marcos' Mysterious Maze devlog #86
An interesting "race condition" bug - Marcos' Mysterious Maze devlog #85
Переглядів 32Місяць тому
An interesting "race condition" bug - Marcos' Mysterious Maze devlog #85
Falling vs moving down, unnecessary walls, and a new bug - Marcos' Mysterious Maze devlog #84
Переглядів 15Місяць тому
Falling vs moving down, unnecessary walls, and a new bug - Marcos' Mysterious Maze devlog #84
Continuous downward input, occluded ladders, stuck lose message - Marcos' Mysterious Maze devlog #83
Переглядів 44Місяць тому
Continuous downward input, occluded ladders, stuck lose message - Marcos' Mysterious Maze devlog #83
Generating ladders inside levels - Marcos' Mysterious Maze devlog #82
Переглядів 46Місяць тому
Generating ladders inside levels - Marcos' Mysterious Maze devlog #82
Bubble physics experiment with Dlang and Raylib
Переглядів 63Місяць тому
Bubble physics experiment with Dlang and Raylib
Contemplating ladders inside levels - Marcos' Mysterious Maze devlog #81
Переглядів 44Місяць тому
Contemplating ladders inside levels - Marcos' Mysterious Maze devlog #81
Iterative tree-like connection algorithm, attempt 1 - Marcos' Mysterious Maze devlog #80
Переглядів 35Місяць тому
Iterative tree-like connection algorithm, attempt 1 - Marcos' Mysterious Maze devlog #80
More path-finding refinements and tuning - Marcos' Mysterious Maze devlog #79
Переглядів 32Місяць тому
More path-finding refinements and tuning - Marcos' Mysterious Maze devlog #79
New pathfinding (instead of Godot AStarGrid2D) for more control - Marcos' Mysterious Maze devlog #78
Переглядів 346Місяць тому
New pathfinding (instead of Godot AStarGrid2D) for more control - Marcos' Mysterious Maze devlog #78
Fully-enclosing moats for the stitcher - Marcos' Mysterious Maze devlog #77
Переглядів 78Місяць тому
Fully-enclosing moats for the stitcher - Marcos' Mysterious Maze devlog #77

КОМЕНТАРІ

  • @alphabravo3481
    @alphabravo3481 5 годин тому

    As a hobbyist, I recently switched from Pygame to Godot and it's very impressive.

  • @alphabravo3481
    @alphabravo3481 5 годин тому

    I am curious why you chose 3D instead of 2D for this project? Interesting channel and game.

    • @puzzlinggamedev
      @puzzlinggamedev 2 години тому

      I'm still pondering the possibility to switch to pure 2D but for now it works :)

  • @MrTomyCJ
    @MrTomyCJ 3 дні тому

    How nice that I could notice the argentine english accent just 10 seconds into the video with no prior clue haha. Thanks for sharing the project!

    • @puzzlinggamedev
      @puzzlinggamedev 3 дні тому

      jajaja gracias a vos por mirar! hahaha Thanks to you for watching!

  • @noa_1104
    @noa_1104 5 днів тому

    The idea seems great, but the specific result surprised me, haha. From the thumbnail I thought it's the other way around: when you see the light brown, then surely that means you can look into the room, while otherwise there's darkness ... Maybe there's quite a few very different possible approaches to this, but either way it definitely sounds logical to also add fog to the corridors. Maybe you can do an actual fog like effect where everything else just fades out or is in shadow without modifying the geometry, I wonder

    • @puzzlinggamedev
      @puzzlinggamedev 5 днів тому

      I decided to use walls instead of fog because of the underground metaphor; I'm thinking about adding a "excavation" effect for the reveal of the levels instead of suddenly removing the fog-walls later, but I'm not sure about that yet. But what you say about the colors makes sense, I still have to tune many visual elements, including the color palettes :)

    • @noa_1104
      @noa_1104 5 днів тому

      @@puzzlinggamedev that sounds really good, especially animated … I would still find it odd if the surrounding area around levels didn’t also have foreground walls I suppose, even if those are a different color that might influence things a lot

  • @SRY295
    @SRY295 11 днів тому

    thank for sharing. 11:30 other workaround I can think of is make @tool script. this will make that script run in editor. then make the export checkbox that when you press, it's trigger function that generate level right in the editor. this can also help the performance when testing too, because you don't have to generate level every time the game run.

    • @puzzlinggamedev
      @puzzlinggamedev 11 днів тому

      Thanks for the tip! I still have to investigate the editor scripting tools; perhaps I'll make a video about that sometime! :)

    • @jacksonwaschura3549
      @jacksonwaschura3549 5 днів тому

      I've been investigating this option as well and I would love to hear your thoughts after you try it!

    • @americoperez810
      @americoperez810 4 дні тому

      My thoughts also went to creating a tool script. That's usually what people do when they need to be able to see the output of some code at in the scene view without having to run the game. These tool scripts help a lot to prototype quicker.

    • @jacksonwaschura3549
      @jacksonwaschura3549 4 дні тому

      Seems like turning everything into a tool script is a little annoying. Not sure if it's an issue or just the normal workflow, but all dependencies of a tool script must also be tool scripts, so it turns every procedural generation library / utility into a tool script.

    • @puzzlinggamedev
      @puzzlinggamedev 4 дні тому

      @@jacksonwaschura3549 Ah, sad but good to know! Thanks for the info :)

  • @Rikaisan
    @Rikaisan 11 днів тому

    I was about to say "but there is a scene view!" However, you are right, it's only for the hierarchy and not for the viewport:(

    • @puzzlinggamedev
      @puzzlinggamedev 11 днів тому

      Yes, it's a pity. I hope they add something like it at some point. But it's nothing deal-breaking for now :)

  • @purefoton
    @purefoton 13 днів тому

    Thanks for sharing your thoughts.

  • @noncom
    @noncom 14 днів тому

    This is really helpful. Thank you for making the video.

    • @puzzlinggamedev
      @puzzlinggamedev 14 днів тому

      I'm glad! I hope you can decide better if Godot is for you. Good luck!

  • @DiegoSLTS
    @DiegoSLTS Місяць тому

    So what's the solution??

    • @puzzlinggamedev
      @puzzlinggamedev Місяць тому

      I knew I forgot something! 😄The solution was very boring compared with the bug: I corrected the generator to not allow those race conditions to appear, adding more conditions to the possible positionings of the plates and bridges.

  • @noa_1104
    @noa_1104 Місяць тому

    Have you considered filling in the entire area around corridors and levels with walls in the foreground? visually they could still look different but maybe it makes sense if they are not holes!

    • @puzzlinggamedev
      @puzzlinggamedev Місяць тому

      Interesting, I'll think about it. Perhaps there are ways to "excavate" a texture or mesh to construct the space instead of adding walls to remove space...

  • @istanbulprivate
    @istanbulprivate Місяць тому

    Hi, I'm creating a painting program in Godot. I need users to paint within a specific shape (e.g., a letter "A" on a texture) and prevent them from moving to the next scene until the shape is fully painted. How can I ensure that painting only happens inside the shape and that users can't proceed without completing the painting? Thanks!

    • @puzzlinggamedev
      @puzzlinggamedev Місяць тому

      mmm, it sounds tricky... I suppose you could compare pixels from the reference image with those on the screen, using get_pixel() to retrieve the pixels of the reference image, and screen_get_pixel() to retrieve the pixels from the screen, and check if they all match.

    • @istanbulprivate
      @istanbulprivate Місяць тому

      @@puzzlinggamedev Thank you so much. I am going to try, hope I can do that.

    • @puzzlinggamedev
      @puzzlinggamedev Місяць тому

      ​@@istanbulprivateGood luck! let me know if it works.

    • @istanbulprivate
      @istanbulprivate Місяць тому

      @@puzzlinggamedev of course thank you so much for helping

  • @miteshkumar5434
    @miteshkumar5434 Місяць тому

    Which software is that for note taking?

  • @cicada_games
    @cicada_games Місяць тому

    Looks fun and interesting!

  • @JoePlaysPuzzleGames
    @JoePlaysPuzzleGames Місяць тому

    I feel like those natural edge cases like "bridge becomes solid while crate is in its position" have lots of potential for interesting mechanics. I personally would try to think of something cool that could happen. Like the simple possible interactions are that the bridge could break the block or the block could break the bridge, both of which I could imagine having interesting puzzles. For example, if the bridge breaks the block, it would give the player a way of splitting blocks that they have stuck together. That could be a cool aha moment. But I'm sure there are also other interesting possibilities. Like in Sokobrawn, Steven made it so that the "doors" are hollow boxes, and so can contain a crate. That's also interesting. Or to get a bit more abstract, maybe the bridge and block could fuse somehow. Or maybe the bridge could poke a hole in the block (i don't know what that would mean mechanically, just imagining weird possible interactions). Or in some other way, the bridge and/or block changes the other thing's properties. I feel like making the blocks fall in a particular order will just feel unnatural. Also, a thought more related to the animation issue you were showing at the start: what about a situation where the player presses a button, which makes a bridge non-solid, which drops a crate onto another button, which makes another bridge non-solid, which drops another crate, etc. I feel like you are going to need the equivalent of PuzzleScript's 'again' turns.

    • @puzzlinggamedev
      @puzzlinggamedev Місяць тому

      Very interesting ideas, thanks! I doubt that I'll have more than one plate/bridge pair, though :)

  • @PrismFave
    @PrismFave 2 місяці тому

    the todo list is smart, nice vid

  • @pytebyte
    @pytebyte 2 місяці тому

    Very helpful

    • @puzzlinggamedev
      @puzzlinggamedev 2 місяці тому

      Glad to know! If you do something with this, please let me know!

  • @woodsmanthepeasant
    @woodsmanthepeasant 3 місяці тому

    nice! good to see gamedev stuff

  • @gabrielward7289
    @gabrielward7289 3 місяці тому

    cool game

  • @Patashu
    @Patashu 3 місяці тому

    I wish Godot was actually this laser focused on old systems compatibility, but it's fair, they only have so much development resources and they've chosen their focuses

  • @patrickgh3
    @patrickgh3 3 місяці тому

    Hahaha, you got me!

  • @c_o_m_e_t_
    @c_o_m_e_t_ 3 місяці тому

    The fact I bought this wholesale is a testament to godot lol

  • @JoePlaysPuzzleGames
    @JoePlaysPuzzleGames 3 місяці тому

    Omg, you totally fooled me. 🤦‍♂️

  • @ollllj
    @ollllj 3 місяці тому

    When you have a lot of if() conditions (escpecially nested ones), there is an important paradigm, that makes debugging MUCH more efficient: - make more subroutines! - generally not use if() conditions as if(true){if(true){...}} trees (those are WAY too buggy and WAY too inflexible), but more as if(false or error or haltCondition){ return error code or do nothing GATE-FUNCTION } . - Each subroutine focuses on the constrains of its own activation or effect, that comes last within the subroutine. effects come AFTER the subroutine performs all if(false){return error code} "tests" that must be passed first. Include all tests/conditions In ANY context that it is possibly called in any future, the subroutine always has its own safe-guards. A lot of them may just result in returning "error codes" or "break" or just "return 0". - For geometry objects/properties for example, each geometric-subroutine has its own "bounding volume" and "collision-constrains" and "hit-boxes", and those may be their own subroutines or "inherit"s (if you hate data oriented programming for no good reason, in favor of OOP, that is slowly getting obsolete) - a subroutine itself ideally STARTS with all the fast-to-calculated miss/abort/break conditions, that return "halt/stop/break/nothing" or that prevent "division by 0" or that return "collision would happen so do not move this object", or "the ray/projectile mises the (bounding box) of this object (no nee to do root-solving for intersections, which is often slow code, if it already misses a simple shell-intersection test) , so a hit--event (that reduces hit-points) does not happen. - Pretty much all possible error-or-skip cases of a subroutine are caught FIRST within the subroutine. The more likely and faster-to-calculate ones are to be done first. - halt--or-error-case-checking (the start of subroutines) is always checking for math errors "division by zero, or low precision asymptotes" errors (where ever you divide by variables, check if those are too close to 0), but also physical glitches and game logic boundaries, that you seem to spend a lot of time on. NASA follows this (and others like "no recursion an no heap" to a teeth, for ALL remote-operated space vessels/probes, ever since apollo11 landing computer ran out of memory while in VERY low moon-orbit, causing it to miss its intended landing spot by a short distance.

  • @ollllj
    @ollllj 3 місяці тому

    looks like the REAL puzzle game is all the debugging.

  • @JoePlaysPuzzleGames
    @JoePlaysPuzzleGames 3 місяці тому

    I'm impressed by how consistently you've been putting these videos out!

    • @puzzlinggamedev
      @puzzlinggamedev 3 місяці тому

      Thanks! well, some days I'm a bit too tired to make one... but I try to add the issues or bugs or ideas I find along the way to the TODO list to add motivation for the next day :)

  • @10aded
    @10aded 4 місяці тому

    Happy to see someone else streaming their game dev! Looking forward to checking out many of your other videos.

    • @puzzlinggamedev
      @puzzlinggamedev 4 місяці тому

      Thanks! I'm a bit under the weather these days, but I'll resume development soon!

  • @rdg4333
    @rdg4333 4 місяці тому

    Very nice to watch your a* implementation!!!

    • @puzzlinggamedev
      @puzzlinggamedev 4 місяці тому

      technically I used the internal implementation embedded in Godot, adding post-processing :)

  • @puzzlinggamedev
    @puzzlinggamedev 4 місяці тому

    Update: today I added entrances on the floor also, because why not :)

  • @Portponky
    @Portponky 4 місяці тому

    That makes a big difference to how nice it looks. Great job!

    • @puzzlinggamedev
      @puzzlinggamedev 4 місяці тому

      Thanks! I'll make something similar for the lava. In theory I could use the same mesh with two materials... but if not, I'll make another procWall for the lava.

  • @natering5215
    @natering5215 4 місяці тому

    audio is nearly silent.

    • @puzzlinggamedev
      @puzzlinggamedev 4 місяці тому

      yes, I will try to get a better mic and adjust the recording settings. I'm still learning to balance noise/volume/etc

  • @JoePlaysPuzzleGames
    @JoePlaysPuzzleGames 5 місяців тому

    I'm terrified of the 95 moves required to reach that ore. 😱

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      Hahaha don't worry, I'll try to make the final selection of the treasure more lenient than the Pontibus one. that was too brutal sometimes...

  • @mvandevander
    @mvandevander 5 місяців тому

    Considering I've been doing a lot of optimization work at my day job, this type of thing is always interesting to me. With that said, I don't know too much about the profiling tools that you're using here, or the D language particularly. One thing that I definitely wonder about is if the ticks recorded in the profiler for AddCrateToThingsPushed() would include the ticks for Find() or if that gets excluded. It's also interesting that the Point + operator is your next most ticked function below those two. At least apparently from the CPU usage, a straightforward way to make the generator much faster is to just multithread it. (in so far as threading is ever straightforward)

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      In the profiling table, "Tree time" is the time spent executing the function including functions called, and "Func time" is the time spent executing the function excluding functions called. I spent some time yesterday optimizing the "Find" thing (making a proper bidimensional array for the space-versus-wall map) and I achieved some more performance. Perhaps I'll show that in some video but it was not very glamorous hehe... The operator+ is next in line :) And yes, multi-thread could be useful, but I run several parallel instances of the generator anyway so I don't care about that (yet).

    • @mvandevander
      @mvandevander 5 місяців тому

      @@puzzlinggamedevAh yeah, sometimes multi-process is fine enough. I hadn't really considered that approach. I remember years ago I multi-threaded an image resizing script and it ended up being slower than just spawning a bunch of copies of it due to the thread pool having so much overhead.

  • @chapliboy
    @chapliboy 5 місяців тому

    Thanks Marcos, I found this really interesting =)

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      Thanks! I thought about more optimizations, so perhaps I'll make another video like this later.

  • @mvandevander
    @mvandevander 5 місяців тому

    Yeah, I have learned this lesson many times the hard way. It's basically impossible to just guess where the bottleneck in your code is. I'm thinking of a recent optimization I did where there was a large hitch when spawning a bunch of puzzles. My intuition said that the hitch must be caused by trying to calculate valid positions for all of these auto-generated puzzles. But after profiling, it turned out that most of the cost was actually after a valid position had already been found, and when moving the puzzle elements into their final position. This is because the engine was just defaulting to doing swept physics tests when the objects were moved, because they had not had physics disabled.

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      yes! profiling is the best option when thinking about these things. Perhaps I'll make a video about profiling...

  • @mabojaka
    @mabojaka 5 місяців тому

    Nice devlog!

  • @Kapendev
    @Kapendev 5 місяців тому

    Looks good!

  • @den1sk0v30
    @den1sk0v30 5 місяців тому

    what is your setup? what linux/desk env u use in this one?

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      In this particular video, I'm using Ubuntu, with the Plasma desktop environment. But sometimes I feel like using other desktop environments like Openbox or IceWM. I also use Windows often, depending on what tools I'm using that day. I use dual booting.

  • @LlamaBG
    @LlamaBG 5 місяців тому

    Are you maybe continuing developement? I'd love to see a playthrough My bad, just saw that you are, awesome

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      Not for this project in particular, at least for now. I'm making another game currently. You can check out and share the recent devlogs :)

  • @JoePlaysPuzzleGames
    @JoePlaysPuzzleGames 5 місяців тому

    Nice video, Marcos! Love it when you update some stickiness code and all the blocks start falling through each other. Classic gamedev things!

    • @puzzlinggamedev
      @puzzlinggamedev 5 місяців тому

      Thanks! yes, bugs are fun to show (and hopefully to solve haha)

    • @majik989s
      @majik989s 5 місяців тому

      Brilliant, Marcos! Love the game concept and watching you work through bringing it to life.

  • @LlamaBG
    @LlamaBG Рік тому

    this looks super sick

  • @Notester82
    @Notester82 3 роки тому

    That looks pretty fun(ny), the way he's just tumbling around and whatnot! ;u;

  • @Portponky
    @Portponky 4 роки тому

    Has puzzle script gone too far?

  • @Portponky
    @Portponky 5 років тому

    Why is a robber installing safes?! That doesn't seem right.

  • @DanZaidan
    @DanZaidan 5 років тому

    Maybe a "pull" character has to steal the safe? :D

    • @puzzlinggamedev
      @puzzlinggamedev 5 років тому

      A good possibility! After one character installs it, the other one steals it. Thanks!

  • @DanZaidan
    @DanZaidan 5 років тому

    This looks fun!

  • @bluesnakeOVER9000
    @bluesnakeOVER9000 5 років тому

    Are you testing different engines or have you decided to use Unreal now?

    • @puzzlinggamedev
      @puzzlinggamedev 5 років тому

      I'ts complicated... I'll explain in time.

  • @antonklinger
    @antonklinger 5 років тому

    *Katamari Damacy music starts playing in the distance*

  • @bluesnakeOVER9000
    @bluesnakeOVER9000 5 років тому

    Exciting! Such a lovely idea, would be great to see some kind of state change or indicator of something being collected/magnetised. The robber character is very funny!

    • @puzzlinggamedev
      @puzzlinggamedev 5 років тому

      I plan to add sound and particle effects for the stickiness :)

  • @bluesnakeOVER9000
    @bluesnakeOVER9000 5 років тому

    Ooooh!