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CHAOS DRIVE
Приєднався 10 лют 2023
Indie Game Developer
Adding Dialogue to My Indie Game! | Devlog #6
Thanks for watching! Stay tuned for the next video :)
Contact me: chaosdriveofficial@gmail.com
Contact me: chaosdriveofficial@gmail.com
Переглядів: 341
Відео
I... Switched Game Engines | Devlog #5
Переглядів 2,6 тис.День тому
Thanks for watching! Stay tuned for the next video :) THIS VIDEO IS NOT SPONSORED IN ANY WAY. I still love GameMaker and I definitely see myself using it again on future projects! Contact me: chaosdriveofficial@gmail.com
Keybinding System Tutorial in Gamemaker (Part 2/2)
Переглядів 1925 місяців тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com
Keybinding System Tutorial in Gamemaker (Part 1/2)
Переглядів 3065 місяців тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com Gamemaker's manual on structs and constructors: manual.gamemaker.io/beta/en/GameMaker_Language/GML_Overview/Structs.htm#:~:text=A struct is created by,and don't have events.
Adding Enemies! | Devlog #4
Переглядів 11110 місяців тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com Pixel FX Designer: codemanu.itch.io/particle-fx-designer #cyberpunk #metroidvania #platformer #platformergames #synthwave #gaming #games #indiegame #gamedev #gamedevelopment #indiegamedev #devlog #music #art #animation #futuristic #rain #neon #neonrain #chaosdrive #chaos #drive #developer #pixelart #p...
Adding SFX & MUSIC to My Indie Game | Devlog #3
Переглядів 7010 місяців тому
Thanks for watching! Stay tuned for the next video :) Peyton Burnham's Sound Tutorial: ua-cam.com/video/Tovh3LwZS9w/v-deo.html Zapsplat (free sounds): www.zapsplat.com/sound-effect-categories/ Contact me: chaosdriveofficial@gmail.com #cyberpunk #metroidvania #platformer #platformergames #synthwave #gaming #games #indiegame #gamedev #gamedevelopment #indiegamedev #devlog #music #art #animation #...
Guns, Level Design, and More!!! | Devlog #2
Переглядів 8710 місяців тому
Thanks for watching! Stay tuned for the next video :) Go check out these amazing resources: Shaun Spalding's Video on Platformer Water: ua-cam.com/video/gMR3fypXHiY/v-deo.html Juju Adam's Bulb Lighting Engine: github.com/JujuAdams/Bulb Peyton Burnham's Advanced Dialogue System: ua-cam.com/video/rEYSi0ahC5Q/v-deo.html Contact me: chaosdriveofficial@gmail.com #cyberpunk #metroidvania #platformer ...
What happened to Neon Rain? | Devlog #1
Переглядів 147Рік тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com #cyberpunk #metroidvania #platformer #platformergames #synthwave #gaming #games #indiegame #gamedev #gamedevelopment #indiegamedev #devlog #music #art #animation #futuristic #rain #neon #neonrain #chaosdrive #chaos #drive #developer #pixelart #pixel #gamemaker #gamemakerstudio2 #gamemakerstudio #aesth...
Creating a 2D Open World RPG - Athora Devlog #0
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Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com
Pixel Art Timelapse! "Futuristic Bedroom"
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Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com
How to Make a Character Customization System | GameMaker Studio 2
Переглядів 8 тис.Рік тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com
Guns! Neon Rain Devlog #5
Переглядів 169Рік тому
Thanks for watching! Stay tuned for the next video :) Peyton Burnham's Dialogue System: ua-cam.com/video/rEYSi0ahC5Q/v-deo.html Contact me: chaosdriveofficial@gmail.com
Character Customization! Neon Rain Devlog #4
Переглядів 305Рік тому
Thanks for watching! Stay tuned for the next video :) Contact me: chaosdriveofficial@gmail.com
Environment and More! Neon Rain Devlog #3
Переглядів 321Рік тому
Thanks to everyone for watching! #cyberpunk #metroidvania #platformer #games #indiegame #gamedev #gamedevelopment #indiegamedev #indiegamedevlog #devlog #synthwave #music #art #animation #futuristic #rain #neon #neonrain #chaosdrive #developer #pixelart #pixel
Pixel Art Timelapse! Neon Rain Devlog #2.5
Переглядів 169Рік тому
Thanks for watching and stay tuned for devlog #3! #cyberpunk #synthwave #producer #music #vibes #aesthetic #techno #futuristic #synth #ai #chaosdrive #ambient #distorted #distortion #independent #videogames #retro #edm #electric #bladerunner #devlog #indiegame #indiegamedev #indiegamedevlog #videogames #metroidvania #platformer #art #pixelart #timelapse
amazing work, looks you have all your ideas stablished, i'll be looking forwards for new vlogs
Glad you like it! More to come soon!
I discoverd you with the Godot switching video. You are making amazing videos and your game looks fantastic. The only thing that could be changed is the lenght of the video cuz i want more of those 🤩
Welcome to the channel! Haha, well don’t worry I already have a couple of more devlogs in the works so stay tuned ;)
Thanks for sharing! Your game looks pretty similar in style to what I am currently developing and it is really motivating to see you work on it 🤗 looking forward to the next update
Thanks for the kind words! Would love to see your game sometime as well :)
here to stable if u want to not struggle to create anything u want is tap engine is lightweight and trivia not only tap engine or Godot engine every languages code ar Lua
Not sure what you’re trying to say, is there something called Tap Engine?
@chaosdriveofficial yes
Me too king. A while back though, in Godot 3. :P
Your video quality is insanely good! What camera and mic do you use?
@Barrys-Development-Hell Thanks for the kind words! I just use my iPhone 13 on cinema video mode for the video and I use a standard condenser microphone :) I’m glad you like the vid
This is so cool ! Keep up the good work 👍
amazing, did you coded the shaders from scratch or used templates as a base ?
Thanks! Yes the shaders were all coded from scratch after watching severs videos on coding shaders :)
Awesome video! The game is looking really good with the lighting system and the shaders you made. Really am liking the idea of your game. Like you I too switched to Godot some months back. In my opinion it is a really good idea to switch to GDScript for coding. I really like the language especially the duck typing that it offers. Looking forward to your next devlog. Keep it up! :)
I think there was shader using the visual nodes blocks. It depend on user choice.
yo make the music a little louder pls
And loop a bit shorter
Noice
4:15 you can do bloom without a shader using the godot environment node
@@RenderingUser Thanks for the info! I’ll look into that :)
If I had a penny for every time a game maker user switched to godot for the lighting, I'd have two. That's interesting
Hey it's that other cube pfp guy.
@@Alex_Wilman other?
hey your game looks really beautiful, I also got to learn few things from the way you explained shaders. Im using GameMaker and I feel write shaders is my way, but I tottally agree for preview I need to build the game every time to see the shader. But the reason I love gameMaker is cause of JavaScript and GM's event driver programming, also Allows me to use Pure function unlike Godot where the python like syntax doest not even has what Python offers plug I hate languages with no line ends. (Curtly braces) I switched from Godot to Gamemaker in the same year as my gamedev started this year itself
ahh, I see. Yes GameMaker’s event system makes for a nice programming flow and I’m definitely excited to see some of the new updates GameMaker has in store in the near future!
I also switched from GameMaker to Godot and I have zero regrets! Your game’s visuals look so good so keep it up!
Glad to hear you’re enjoying Godot, it’s a great engine!
Intended use of Godot is creating C++ extensions, compiling them into dll's and adding to your project. Then after you created 100 dll's you just fork Godot, rewrite extensions to engine modules and wait for recompilation. 😁 Anyhow, good video dude. Good luck with your development.
That is not in any way intended. That's fully optional. And for more advanced users
isn't there a way to remove the gdscript part of godot and keep the engine just with c++? I kinda thought of forking Godot and try this, but seems like a lot of work.
@@LuisCassih you can just ignore gdscript to make a game if you want, with both GDExtension and C++ modules. I'm not sure about removing gdscript itself from the editor, why bother.
@@LuisCassih why remove the most important part of godot for most people?
@@RenderingUser I'm talking on a fork to use for my self, I don't care what most people use.
Looks good! I also switched from game maker to godot (back in 2016) and ive never looked back
Super cool breakdown, keep it up.
Appreciate the feedback! More devlogs to come!
I really liked this devlog. More in this style please.
Not my type of game, but i respect another dev hard at work. Keep it up brother!
i also want to display the current keybind, but i cant "convert" the keybind as a number to string. how did you do that?
Most of the keyboard keybinds are easily convertible to string because they are just letters, but for the keybinds that aren’t convertible (spacebar, escape, shift) I just use a simple switch statement that checks for these and returns a string depending on which one it is :) Hope this helps!
@@chaosdriveofficial thank you!
@@chaosdriveofficial sorry to bother you again, but how did you do the controller axis to string? for the buttons it works fine but for the axis it crashes.
@ In my own game, I didn’t allow the player to bind the axis, but if you want you can just take a horizontal and vertical axis values to check where the axis is at, using: gp_axis_lh() or gp_axis_lv() and then based one where the axis is at, i display the string as either “Left Stick Left” “Left Stick Up” etc.
@@chaosdriveofficial Thank you again! I think I will just have a setting where you can bind it to the left or right stick and the just choose up and down or left and right
are you text to speech or is this your actual voice?
@@jasonbrav2387 this particular vid was an experiment kinda? i wanted to see if anybody would notice the ai text to speech done in my voice. my other vids are all natural though
This video is just amazing, I started using GameMaker Studio 2 a month ago and i've been trying to make a keybinding system for very long, your video really helped me with my problem and I hope you get more views.👍 (Sorry for my english, i'm French)
@@Perlescent_Ham Merci beaucoup pour ces mots gentils!
Hello, and thanks again for part 2 of your video! I have some ideas of how I can put this into practice... e.g., making an object for each function (obj_key_left, obj_key_right, obj_key_up, obj_key_down, etc.), create them as part of the menu system, then destroy them when the menu is closed...or something :) I'm aware of "ini" functions, and believe that I'll need to create a .ini file to save the game's settings so that custom key binds don't have to be remapped every time the game loads, but will research this as I've never used them done that before. I don't know if you take requests, but I'd love to see a 'Part 3' that included a suggestion on how to create the UI portion, and how to save the settings to a .ini file. In any case, thank you again for putting this together!
Question: I'm trying to write out the name of the binding in my draw event. I understand that GML outputs the unicode value of whatever button you input, and if it's an ordinary character (e.g., A-Z, 0-9), you can convert it to a string containing the character using the chr() function. This doesn't work for virtual keys (vk_*), mouse buttons or gamepad buttons, so I figured I could write use a switch statement in the draw event to write out a string based on the input received. Something like this: switch (obj_input.keybinds[1].key) { // Keyboard Arrow Keys case vk_left: draw_text(x,y, string("Left Arrow")); break; case vk_right: draw_text(x,y, string("Right Arrow")); break; case vk_up: draw_text(x,y, string("Up Arrow")); break; case vk_down: draw_text(x,y, string("Down Arrow")); break; // Gamepad D-Pad Directions case gp_padl: draw_text(x,y, string("D-Pad Left")); break; case gp_padr: draw_text(x,y, string("D-Pad Right")); break; case gp_padu: draw_text(x,y, string("D-Pad Up")); break; case gp_padd: draw_text(x,y, string("D-Pad Down")); break; // Ordinary characters A-Z, 0-9 default: draw_text(x,y, string(chr((obj_input.keybinds[1].key)))); break; } I'm using position 1 in the array because it happens this object is associated with that specific control (in this case, 'Move Right'). This works great for everything except Mouse Wheel and Gamepad Axis. Any guidance/suggestions you can offer?
Hi, thanks for the question! In fleshed out implementations I’ve created, I typically make a different keybind string case depending on what type of keybind it is. This can be done inside the individual constructors on creation or wherever you want, but I found that it was the most simple solution to just get the display string differently for each type of keybind. The method you have come up with here is perfect for the keyboard and game pad buttons and is pretty similar to what i’ve done myself!
Also as far as saving goes, I think it would be much better for you to save and load to json files instead of ini, since gamemaker’s functions make it really easy to load structs from jsons. I believe the gamemaker youtube channel actually has a good video on how to save and load structs from json
@@chaosdriveofficial Thank you, I appreciate your advice! Now if I could just find a guide that put it all together from start to finish ;) I can certainly follow the bits you covered, but am lost with respect to how to incorporate it into a simple UI, and am still experimenting with saving to file, be it .ini or .json.
Great video! While I was able to follow along and adapt what you've provided to my own project, I don't fully understand how it all works. I first picked up GameMaker Studio in December of 2016, and learned the basics of programming in GML from the GameMaker Game Programming Course (GPC) by John Janetka. Those lessons predated the new script format in v2.3.0 and Structs/Constructors, and while I have a vague idea of what it's doing (at least well enough to adapt it to the custom keybinds I need support), I can't quite follow the why's and where-for's enough to do it over again on my own. I realize I'm probably not your target audience, but sincerely appreciate you taking the time to make this video and share your code! Thank you, and now on to part 2!
@@vtoadgames Thank you for the kind words! I’m glad you got something out of the vid :) I’d be happy to answer any questions or confusions you have!
@@chaosdriveofficial Thanks again for your videos! I found that i could follow along and get a project to the same state you did, but could not work out how to handle the UI. I'd worked out how to display a friendly name for virtual keys and buttons, but not how to display mouse wheel and gamepad axis choices. I would love to see a simple part 3 with a demonstration of how you'd code a UI that could display saved choices for all three input types (keyboard and mouse, mouse wheel direction, gamepad buttons, and analog sticks). While experienced GML coders can work out how to use your system to do this on their own, I think having a quick UI tutorial would be a big help to n00bs like me who are struggling to figure this stuff out on our own :).
Bruh what? only 202 subs??? I was Expecting something more like 50k, Until I noticed it Sounds a Bit Like an AI Voice so sorry NO SUB from me
haha, this vid was a fun experiment because i wanted to see if anyone would notice the AI voice. You’re the first one to notice lol, just so you know all my vids besides this are my real, genuine voice
@@chaosdriveofficial honestly I think people knew, just didn't say anything, also I Just Subscribed
this video alone earned you my sub, this is a great video and I hope it continues to help people!😄
How did you make the water in game maker?
Hi! If you go to my channel to the devlog before this one, I talk about the platform water there, thanks for the question :)
💪
love you😘
Wow I'm the first like lol
This is great. Not 100% sure but how does this operate if your character should have shading such as around the arms below the chin etc, will those color shades be applied or is that more complex ?
If you want individual parts to be lighter or darker, instead of just making the whole original sprite pure white, vary the shade of it to slightly darker grays etc and then when you manipulate the hue in the engine it will still have that shading applied.
Yep! @exa1ted372 is exactly right here! When using image blend, the darker the gray, the darker the final color will be on the colored image. So for shaded areas you will want to use different shades of gray instead of just white :)
Movement looks nice and smooth. Like the ambiance.
How can i add a sound effect for when one case is clicked? edit: I just remembered i did this exact thing on this other game of mine, gonna check that out. Your video is amazing btw! very clear and straight to point, and simple :D
the text gets blurry when i shrink it, anything i can do to solve this problem?
Very cool. When i get the chance I'm going to try this with arrow keys and enter key. I'm focusing on hairstyles and skin color primarily
real
How many enemy types are u planning to make
That’s a great question! There are gonna be many different enemies; however, I don’t think I will be implementing specific types because I want all the enemies to be very unique and different from one another. Thanks for asking :)
Damn those anímations are slick! looking great dude! keep it up :D
If its no problem for u, is it fine if u were to send me the project files of neon rain....i would like to use it as a template for my own game
I cant believe how much this has progressed! This looks awesome
If its no problem for u, is it fine if u were to send me the project files of neon rain....i would like to use it as a template for my own game
what pixel art program do you use? is it aseprite?
yes it is!
this is actually fire 🔥
CHAOSDRIVE
The new Platformer looks Great, loving it 👍
This was super helpful! Thank you! One question though, how do we tell gamemaker to set our drawn sprite as the player object?
if you just want to set your drawn sprite to the player, i think a good method would be to create a script that has the variables skin color, hair, etc. as parameters. And put all the draw code that we wrote in the script, this way you can draw the sprite whenever you want with just one line of code calling the script.
I liked noen rain
What happend to neon rain
Really nice! Looks like Stardew Valley! The stats you'll add are quite interesting. I wait to see how you'll use them.
i have a question is this gamr would make to mobile cause this look very cool🤩🤩