Adam Lutton - Game Dev
Adam Lutton - Game Dev
  • 25
  • 11 028
Making Levels With Splines Is More Difficult Than I Thought | Cybersurfer June 2024 Update
Sometimes you try something and it works, but it's so horrible that you can't help but try it again.
Brackey's Video: ua-cam.com/video/lNyZ9K71Vhc/v-deo.html
Game Dev Guide Video: ua-cam.com/video/ZiHH_BvjoGk/v-deo.html
---
My blog: adamluttonblog.co.uk/
Itch.io: sgtadman.itch.io/
Twitch: www.twitch.tv/sgtadman
Ko-Fi: ko-fi.com/sgtadman
Переглядів: 745

Відео

Here's My Opinions Of Godot After Using It For A Month
Переглядів 4,7 тис.Місяць тому
I finally bothered learning the engine. And it's alright, but different. You don't wanna know how long it took me to make this video. Also, it's terrible. I'm sorry. The next video will be better. Birthday Sale: itch.io/s/123025/its-my-birthday-so-have-a-discount Pistol Asset: sgtadman.itch.io/9mm-czech-75 My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman ...
#GGJ2024 I Made A (Bad) Robot Wars Clone For Global Game Jam
Переглядів 254 місяці тому
Global Game Jam happened and I made a Robot Wars clone. Albeit, not a great one. GGJ Page: globalgamejam.org/games/2024/randoroborekt-2 Itch.io: sgtadman.itch.io/randoroborekt Twitch Collection: www.twitch.tv/collections/kf2COIDGrhcm0w My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
I Made My First VR Game! | 7DFPS 2023
Переглядів 4175 місяців тому
End Of The Line: sgtadman.itch.io/end-of-the-line 7DFPS 2023: itch.io/jam/7dfps Building Roads With Splines: ua-cam.com/video/ZiHH_BvjoGk/v-deo.html My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Grindable Rails In Unity Using The Spline Tool - Tutorial
Переглядів 1,5 тис.6 місяців тому
A tutorial explaining how I do grindable rails in Unity. GitHub page for project files: github.com/SGTADMAN/RailGrind My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
There's A Demo! Plus Some Other Things | CyberSurfer Nov 2023 Update
Переглядів 2057 місяців тому
Play the demo here: sgtadman.itch.io/cyber-surfer-prototype 0:00 Intro 0:15 Bezier curve rails 1:24 Demo 4:58 Rotaction Update 5:49 Where's the Alternatives to Unity video? 6:13 7DFPS 7:09 Outro Black Friday Sale: itch.io/s/105228/black-friday-sale Xmas Sale: itch.io/s/105230/xmas-sale My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgta...
I Rewrote Everything | Cybersurfer - October 2023 Update
Переглядів 1,2 тис.8 місяців тому
I redid a bunch of stuff and now the game is getting somewhere. My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Well, It Kinda Works.
Переглядів 369 місяців тому
Working on my rail grinding systems in my current project. New video coming just as soon as I get everything working right. My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
I Need Feedback - A First Look At My New Project, Cybersurfer
Переглядів 4511 місяців тому
I've started working on my next main project but I'm kinda struggling to figure out what I want it to be. Cybersurfer segment in DD51 stream: ua-cam.com/video/9hpvPa3cvR4/v-deo.html My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Sand Surfer Prototype - Demo Day 50 Build (May 2023)
Переглядів 318Рік тому
A few points about the state of Sand Surfer. If you want to check it out: sgtadman.itch.io/sand-surfer-prototype And if you want to check out the other game I mentioned: sgtadman.itch.io/sickhacksroot My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Basic Cyberspace Skybox - Blender Tutorial
Переглядів 61Рік тому
A very basic skybox. This video took WAY TOO LONG to make because I kept re-doing it over and over. My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
A Very Lazy Wireframe Look - Blender & Unity Tutorial
Переглядів 69Рік тому
Let me say this again, THIS IS NOT A WIREFRAME SHADER. My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Some Technical Details - SICKHACKS.root - #GGJ23
Переглядів 29Рік тому
This took too long to make. If there's anything you'd like me to cover in further detail, let me know. Hoverboard Tutorial vid: ua-cam.com/video/XF4HzViMSRk/v-deo.html GGJ Site: globalgamejam.org/2023/games/sickhackroot-3 Itch.io Page: sgtadman.itch.io/sickhacksroot 00:00 Intro 00:48 Prototype 01:46 Level 1 02:56 Hoverboard Waypoint Code 03:40 Prop placement issues 04:03 Collider woes 04:18 How...
"Feels Excellent" Followed By Obvious Bug
Переглядів 18Рік тому
A funny bug from my stream. Great timing on this one. This is a game I made for Global Game Jam, you can play it here: sgtadman.itch.io/sickhacksroot My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
#GGJ23 SICKHACKS.root - Global Game Jam 2023
Переглядів 34Рік тому
A game I made for Global Game Jam 2023. You can play the game at: globalgamejam.org/2023/games/sickhackroot-3 & sgtadman.itch.io/sickhacksroot My blog: adamluttonblog.co.uk/ Itch.io: sgtadman.itch.io/ Twitch: www.twitch.tv/sgtadman Ko-Fi: ko-fi.com/sgtadman
Hoverboard Test - Unity
Переглядів 725Рік тому
Hoverboard Test - Unity
#7DFPS - All I Need Is A Shotgun
Переглядів 11Рік тому
#7DFPS - All I Need Is A Shotgun
/agdg/ Asset Jam - I MUST CONSUME
Переглядів 51Рік тому
/agdg/ Asset Jam - I MUST CONSUME
Rotaction - Release Date Trailer
Переглядів 39Рік тому
Rotaction - Release Date Trailer
Rotaction - First Trailer
Переглядів 38Рік тому
Rotaction - First Trailer
Rotaction - Sound Demonstration (30/06/2022)
Переглядів 4Рік тому
Rotaction - Sound Demonstration (30/06/2022)
Making Digital Camo In Blender
Переглядів 7512 роки тому
Making Digital Camo In Blender
#GGJ2022 If Only The World Was So Black And White - Global Game Jam 2022
Переглядів 142 роки тому
#GGJ2022 If Only The World Was So Black And White - Global Game Jam 2022
#ThreeThingGame KEEP WARM - ThreeThingGame Autumn 2021 Entry
Переглядів 72 роки тому
#ThreeThingGame KEEP WARM - ThreeThingGame Autumn 2021 Entry
Bullet Hell Lane Shooter - Demo Day 23 Demo
Переглядів 52 роки тому
Bullet Hell Lane Shooter - Demo Day 23 Demo

КОМЕНТАРІ

  • @zebo280
    @zebo280 19 годин тому

    I think you should try using godot more, the problems you are encountering with godot right now could be caused by your approach, godot is very relaiant on classes, so i think you should try to solve problems in a way that better fits the engine, if you use the same approach you use in unity on godot the result's bound to be inferior. I suggest you give it another try under no time limit and with a clear objective so that you can better explore godot's functions and the way of thinking that they open

  • @scotmcpherson
    @scotmcpherson 7 днів тому

    the biggest problem with videos like this is you guys are not learning godot from scratch, you guys are all trying to use Godot like it was Unity or Unreal..

    • @adamlutton_gamedev
      @adamlutton_gamedev 6 днів тому

      I'm in the process of looking for a new engine to develop in. I've used Unity for years; it's going to be a point of comparison on points like ease of development, support, feature sets, and so on. The point is whether or not I want to switch to this engine over other alternatives that I'm also looking at. And I did follow the tutorials and reference the documentation during my time with it, along with just playing around with it and seeing what various things did. But I was under a time limit to get various things ready for Global Game Jam. I will use the engine again because I have an idea for something that would work well with it, but I still want to look at other engines as well.

    • @scotmcpherson
      @scotmcpherson 6 днів тому

      ​@@adamlutton_gamedev that's fine, but you need to spend time in the engine and two weeks just doesn't cut. If you have a time limit because of a game jam, then make a video about that, not about godot and whether it's worth your time or not.

  • @coppertones7093
    @coppertones7093 7 днів тому

    correct type loading makes sense. for your on-screen example at 11:08, you need to load it as a Node3D or something that inherits that, because those nodes have a position property you can set. this is more of an issue of godot docs preferring gdscript over c#

  • @jsonwakefield6284
    @jsonwakefield6284 9 днів тому

    Wouldn't say you are anywhere near amateur. Allot of people get caught in tutorial hell and this is well beyond. Looks good.

  • @archamondearchenwold8084
    @archamondearchenwold8084 14 днів тому

    This is so cool man.

  • @GlitchedCode
    @GlitchedCode 16 днів тому

    10:57 I was with you and your opinions coming from Unity up to this point. You can drag and drop scenes and even make an array of scenes in your inspector. When exporting you would cast them as a PackedScene, in C# this would look like either of the following [Export] PackedScene MyScene; [Export] PackedScene[] MyListOfScenes; Always enjoy seeing opinions from people coming from another engine and giving a fair opinionated view.

  • @hamooag4052
    @hamooag4052 18 днів тому

    88 subs 4k views wtf 😂 i will fix this by adding one sub

  • @rungeon83
    @rungeon83 21 день тому

    Really good video, I'm an ex Unity dev, I've used many gameengines from the ages of 14 to now 39 :(... and I think the issue with Godot for most Unity devs, is that it's soooo different, at first I'll admit I didn't even want to use it, but then I was having so many issues with Unity and it's bugs that I thought okay well I'll try Godot and it's open source so least I have a chance at fixing them... for the first 2 months I just felt like "urgh I'm not sure, I like some things but" then when it clicked, a lot of what you mention as bad, I also said the same lol! And then you stick with it and suddenly it's like "ohh actually this is great", I don't think Godot is explained well to people who have a back ground in Gamedev. Now I can easily say Godot is the only game engine I've tried where I didn't feel I was fighting the engine, or that I wasn't enjoying using it. My computer is very fast so it's not even that, and I don't really mind so much about open source now, or even the horrible companies... for me I just care about user experience, and for me right now at least Godot has that for me. I do GREATLY disagree with Unity UI being better, it's soooooo bad! There are lots of videos about how Unreal has the best and how Godot is trying to get close to it while mocking how bad Unity UI is, this might be a case of using a game engine longer...

  • @TheSunriseGames
    @TheSunriseGames 24 дні тому

    you have 85 subs, there's no even a single video about you making a game which would be considered AT LEAST CLOSED as OKAY, you're no one and I cant see your own games on the top of steam SO... do you really want someone to listen to you? do you really think your opinion matters? lmao

    • @_mustard_
      @_mustard_ 24 дні тому

      I think you are being a bit harsh on the guy, opinions are opinions after all 🤷‍♂️

    • @neohelios77
      @neohelios77 22 дні тому

      WOW... you really just put that out there? Just... BAM, blah blah blah? Can't make an omelette without breaking a few eggs? Your "contribution" to the conversation here sounds a bit personal. Maybe someone upset you this morning and you felt the need to project your frustration. One person on the internet sharing an opinion shouldn't have such a significant impact on your feelings. Perhaps it's worth taking a moment to reflect on why this bothers you so much.

    • @TheSunriseGames
      @TheSunriseGames 22 дні тому

      @@neohelios77 wow, and who are you? Who bothers about your “contribution”?

  • @justinmonroe8683
    @justinmonroe8683 26 днів тому

    So I agree having used both myself. Unlike you I stuck with Godot. The issues encountered, though legitimate, are easily circumvented, or already have solutions. Like the Nodes in Godot can be emptied/customized, the physics was never an issue for me, as I've used several APIs and all of them require tweeks, and supplication, especially dependent on the game, perspective, ect. As far as the layout, this too is customizable, however this particular point me and you differ, I found both bloated, and generally unintuitive, but not a huge task with but a few basic tutorials building UI, or simple game loop, and most of it is easily picked up. I mean professionals have work flow issues working on the same API their whole career, so I seriously doubt that's any different with Godot. It's a part of game development as far as I can tell, you hit walls, and run into issues. Even as simple as an update has ruined several people's progress. Program settings can avert this, hold your API in it's current state, and the other way I heard was a version control using some heafty code off of Github, and implementing it into your current Godot Version. Have seen this with the other two main APIs as well, Unreal Engine, and Unity. I've also used Game Maker way back when it first started, I'll nevrr use them again, talk about a headache, and just for 2D. When yes 2D has some challenging aspects, but they just murder your ambitions 😂

  • @L4Vo5
    @L4Vo5 27 днів тому

    iirc, godot's custom physics engine has been half abandoned ever since the guy in charge of it got hired by another company, which is why physics are in such a janky state for many use cases, and bug fixes come pretty slowly... unity's physics engine seems really robust in comparison would've liked to hear your thoughts on gdscript, have you tried it out?

    • @adamlutton_gamedev
      @adamlutton_gamedev 18 днів тому

      I can't say I'm a fan of GDScript. I learnt to code with C#, and know other languages like Java, C++, and JavaScript. So I'm more comfortable with that. I imagine if I learnt Python I'd probably like it more.

  • @gostan2718
    @gostan2718 29 днів тому

    My only problem with Godot is its community discourage criticism.

    • @MouseGoat
      @MouseGoat 20 днів тому

      I mean Godot is free and community driven, so what really is the use of complaning? If Godot cant do a thing, you should just make the thing youself or go and pay for a sold program. I think thats kinda the problem. Free and open source really also means: no one to complain to if shit aint working that's just on you.

  • @kaifungaming
    @kaifungaming Місяць тому

    you can add scenes to the inspector tab you just need to set the export variable type to `PackedScene` e.g: [Export] private PackedScene _scene1;

  • @cqrhqr3418
    @cqrhqr3418 Місяць тому

    godot?

    • @SGTADMAN
      @SGTADMAN Місяць тому

      No, this is Unity.

  • @MrGenie151
    @MrGenie151 Місяць тому

    Hi there, Godot not veteran but experienced guy here! One thing I want to point out is that Godot DOES have a built in scene management system. I'm using it for my major project, Marshmallow Land: Definitive Edition. It can be accessed using get_tree().change_scene(<path to scene>) and is what I organize my projects around. Also, remember autoloads exist. They can be useful if you need to use a function anywhere or to store data across scenes. Good video btw!

  • @nnNothing
    @nnNothing Місяць тому

    so, the conclusion is Godot is everything Manually Unity is everything Automatically Godot will so hard when building mega project game

    • @MrGenie151
      @MrGenie151 Місяць тому

      He overcomplicated some things, like apparently he doesn't know that get_tree().change_scene() exists

  • @amirosman8797
    @amirosman8797 Місяць тому

    Hey, your first impression on Godot is spot on, and comparing it with what Blender used to be in it's early days is quite accurate, I too a Unity developer who's messing around with Godot, and the feeling I get from using Godot after years of experience using Unity is the same feeling as when I first used Blender back then after Using 3DMax and Maya, Godot is no where near Unity at the moment but it’s doing just fine. Anyway, the problems you have with Godot's physics engine are common, Godot's physics engine is really really bad, specially when you compare it with Unity’s, fortunately there is another physics engine called Jolt that you can use instead of the built-in physics engine, it’s much better and open source, so if your game is physics based or physics is a major component of your game, you might want to use the Jolt physics engine, it's a plug-in and easy setup.

    • @adamlutton_gamedev
      @adamlutton_gamedev Місяць тому

      Thanks for the tip. I'll look into Jolt.

    • @DevilBlackDeath
      @DevilBlackDeath Місяць тому

      I've spent years with Unity and that's something I still don't get. I can get it for SOME projects, especially some big indies. But most people who say that about Godot often have small 1/2/3-person projects that don't go for photorealism and are likely to benefit from Godot size and speed at startup and included git compatibility. Sure it's not 100% there for modern AAA graphics, but : 1 - should it ? 2 - not much really is missing for this 3 - it actually is better in certain aspects than Unity, for example Godot has had a real time, no-precalculation solution for global illumination for a VERY long time now, meanwhile Unity still suffers from its feature creep (90% of it are unfinished and pointless bloat to the engine) And as far as everyday usage goes, Godot is insanely mature. Sure it's lacking a FEW things like web exports for C#, but that's because they'd sometimes rather wait on external upstream projects to have proper support for stuff than hack in stuff (which is what led to Unity having broken hacky stuff all over the engine that the team never got around to fixing). To me it's very very near, and what it lacks it probably can overcome in a matter of 5 years tops. When using the Blender I'd say we're basically like Blender 2.5 right now. Basically catching up super fast to industry standards and even overcoming some, but usability, UI and a few basic QOL feature are missing, but nothing that's a dealbreaker if you'd rather switch to something that's not reliant on a company with crappy decision-making and a product that's actually much more versatile and future-proof. At least that's my take !

    • @DevilBlackDeath
      @DevilBlackDeath Місяць тому

      @@adamlutton_gamedev Yeah Jolt is borderline mandatory if you want good performing physics, and its ease of use is almost ridiculous. The only drawback for now is its lack of soft body physics.

    • @amirosman8797
      @amirosman8797 Місяць тому

      @@DevilBlackDeath there is some truth to everything you just mentioned and I totally agree with most of it, however, I strongly disagree with “Godot is insanely mature” I mean it’s true Godot is been in the game for a while, it’s not a new game engine however the version that actually have the potential to compete with Unity is Godot 4, which is a complete rewrite and totally new, I wouldn’t call it mature yet, I don’t know how deep you ventured into Godot but it still have issues with rendering and optimization, not to mention a highly unreliable networking solution specially when building large scale multiplayer games, even Juan Linietsky mentioned this in GDC 2023, and according to him, Godot 4 might reach the level of maturity with version 4.5. Even though Godot is rapidly improving that doesn’t mean other engines are not, you might think Godot is catching up with Unity but Unity just went a few miles a head with the release of Unity 6, it brought an insane level of optimization solutions that never existed before, as of now, I wouldn’t compare Godot with Unity, but who knows maybe in the future things will change

  • @Oniichanh
    @Oniichanh Місяць тому

    I had a similar opinion of game objects vs nodes when I first switched as well, but I saw a video somewhere that explained to me that they aren't the same and I realized I was limiting myself by thinking that way Tldr; instead of treating nodes as gameobjects, you treat them as the components to a game object where the root of the scene is the actual game object So If i wanted to make an enemy in a 2d platform game, I could start with a Body as the root, add a custom child "WanderLeftRight" node which might make any body its parented to wander left and right ; then add another child which might be the "Stompable " node. This might give any parent the behavior to be stompped when it collides at the correct angle etc... Now I love the node way, but it did require me to give up my top down thinking Just a rando's 2cents 😬

    • @adamlutton_gamedev
      @adamlutton_gamedev Місяць тому

      I definitely agree with the treating nodes like components point. The ordering of stuff is probably the only sticking point, but I think with some planning beforehand I should be able to mitigate any issues with that. It does take some getting used to.

  • @AlanDarkworld
    @AlanDarkworld Місяць тому

    I can see that you'll find some usability aspects lacking in the beginning, and it does take some time to get used to. But when it "clicks" you'll never want to go back. Remember how long it took in unity to get nested prefabs? Well, with godot nodes, you get this out of the box, by design. Scene management is no big deal either, you just load in whatever PackedScene you need into your tree. If you don't like the editor UI, you can adapt color schemes and other things fairly easily (*cough* how much did unity charge for the dark mode again? *cough*). The real downside of godot is that it cannot support closed platforms such as game consoles, since it's an open-source project. But I'm sure even that will eventually be figured out (there's a spin-off company of the godot foundation called W4 games that specializes in these matters). Also, godot has amazing things that Unity outright doesn't have. Did you try SDFGI for lighting? I'm getting PTSD thinking back in my unity days when the whole scriptable render pipeline fiasco began and entire scenes turned pink for no damn reason. Remember enlighten, the GI solution unity brought in - and killed a few versions later, with no replacement? Urgh. Upgrading godot from one version to the next is usually also extremely smooth, which cannot be said about Unity.

  • @_jetori_
    @_jetori_ Місяць тому

    69 subs nice

  • @joshuamorris1851
    @joshuamorris1851 Місяць тому

    As someone who is pretty engine agnostic (Unity, Unreal, Godot, GameMaker), I think your opinions on Godot are valid and I shared a lot of them back when I started using Godot, but it's funny how little I notice a lot of these things now after using it for some time. Ultimately no matter what engine a person chooses, it's going to have it's quirks, and it really comes down to whether or not those quirks are something that meshes well with the way you think about game creation or not. Ultimately the best engine is the one you can finish your game in. Cheers for the vid!

    • @GodotNoContext
      @GodotNoContext Місяць тому

      Your observation is spot on. Many people who use Godot for a while get used to its limitations and even its bugs. This is unfortunate because normalizing these issues can make others think that the problems with Godot are just part of the norm.

  • @K4rmy
    @K4rmy Місяць тому

    You can use [Export] or @export to expose variable to the inspector, then you could export PackedScene which is equivalent to Unity's Prefab, or you could export Node2D or 3D or Node, to pick any node from the scene

  • @snarf8115
    @snarf8115 Місяць тому

    thanks for the info Adam.

  • @mrjshzk
    @mrjshzk Місяць тому

    About 10:57 - I'm pretty sure you can export an Array[PackedScene]

  • @amimirmimir512
    @amimirmimir512 Місяць тому

    tbh this is the best game engine for a 15 year old shitposter

  • @ZalupaDeez
    @ZalupaDeez Місяць тому

    thanks for the info Adam.

  • @derrorer
    @derrorer Місяць тому

    thanks for the info Adam.

  • @mj2068
    @mj2068 Місяць тому

    thanks for the info Adam.

  • @saltyyy5765
    @saltyyy5765 3 місяці тому

    Camera may be jittery in your part but if you add sparks behind the player it kinda looks good with the jitters

  • @chainiktm
    @chainiktm 3 місяці тому

    Can I somehow mix the camouflage with the fabric?

    • @adamlutton_gamedev
      @adamlutton_gamedev 3 місяці тому

      Depends on how you do it. Mix Colour and Mix Shader can mix it in with a fabric material you have. If you're adding fuzziness via the hair modifier, it should work fine with that also.

  • @echo7project904
    @echo7project904 4 місяці тому

    Definitely gonna take a look at this for my next project. Its arcady but it works for a idea i have. Thanks though ive been looking for some kind of tutorial on this.

  • @minimastudios_
    @minimastudios_ 4 місяці тому

    Thanks! Would donate but no donate button. Also, i originally had a physics checksphere for detecting rails, im not using chracter controller, any idea how to get specific rail info from that or am i forced to use ontriggerenter?

    • @minimastudios_
      @minimastudios_ 4 місяці тому

      Nevermind, man its late. im dumb for not just remembering i can use physics.spherecast

    • @adamlutton_gamedev
      @adamlutton_gamedev 4 місяці тому

      ​ @minimastudios_ That would work. I use the character controller collision method here, but would use OnCollisionEnter for a more generic type. But spherecasting will work as well. I actually use it in a game I'm working on for jumping between rails. Also, you can donate at the Ko-Fi link in the description. I very much appreciate it. Good luck with whatever you're working on.

    • @minimastudios_
      @minimastudios_ 4 місяці тому

      @@adamlutton_gamedev thanks! Got it all up and running. Changed the normalDIr to work off my orientation instead of the transform and added some lerp. It’s first person and it works smoothly! Had a hiccup since I’m using forces, jumping and turning off kinematic were too close together + switching right back to grinding immediately after jumping so when I call my version of getting off the rail I set the location of the player slightly above the rail. If you have a discord would be happy to share the results. I’ll check out the kofi too thanks

  • @llibertii
    @llibertii 5 місяців тому

    I've been looking for a tutorial like this for months, thank you very much!

  • @xRaybeesx
    @xRaybeesx 5 місяців тому

    I am having a problem getting the direction to work, I use as sphere with a rigidbody to control my player that handles the physics so I dont think Unity understands the playerForward, when I hit the rail I am going a random direction, and don't rotate to the rail. Would you have any idea how to fix this?

    • @xRaybeesx
      @xRaybeesx 5 місяців тому

      The transform.rotation lines during MovePlayerAlongRail() dont seem to be actually working I dont think it's possible to rotate rigidbodys like that

    • @adamlutton_gamedev
      @adamlutton_gamedev 5 місяців тому

      It's not easy for me to comment specifically what's wrong without seeing the code. But I will ask if you're making sure the rigidbody is kinematic when it hits the rail? Otherwise, the physics will cause issues.

    • @adamlutton_gamedev
      @adamlutton_gamedev 5 місяців тому

      Wait, I do mention in the video that I'm using a character controller rather than a standard rigidbody, and mention that you need to use OnCollisionEnter instead of the Character Collider specific function. Have you changed that part of the code? If not, that might be the issue.

  • @Watervr2341
    @Watervr2341 5 місяців тому

    What is your game called

    • @adamlutton_gamedev
      @adamlutton_gamedev 5 місяців тому

      "End Of The Line". There's a link to it in the description.

  • @polarstarcohhee
    @polarstarcohhee 6 місяців тому

    Excellent work! Can I take inspiration from your scripts here for me and my team's capstone project? I've been trying to make a mechanic similar to rail grinding, but been having trouble thinking around how it can work 😭

    • @adamlutton_gamedev
      @adamlutton_gamedev 6 місяців тому

      Go for it. There's a GitHub link to the project files in the description.

  • @rapid.reels0
    @rapid.reels0 6 місяців тому

    Hey Adam, I'm very attracted to game development, I'm just a college student but I like ML and Game Dev. I don't know what path to choose, I feel like I should do both and dive deep in both fields. I'm thinking to somehow join both fields. I am just confused what to do. Game development fascinates me by the thoughts of what my thoughts can create, ML fascinates with what we can do using math and programming. Confused.exe 😅

  • @freddymausyt
    @freddymausyt 7 місяців тому

    Beautiful 😄 Thabks for this easy understanding tutorial :)

  • @three_
    @three_ 7 місяців тому

    You should make a custom level builder so people can build and share their own levels.

  • @xorraks
    @xorraks 8 місяців тому

    i feel like i jus tlooked into a mirror with how accurate this was to what im currently working on, im using the splinemesh asset for my railgrinding, but also have started to completely rewrite my character controller in the same way for the same reason, i look forward to seeing how things progress its looking great

  • @GoodCharless
    @GoodCharless 8 місяців тому

    Unity =(

  • @Waffle4569
    @Waffle4569 8 місяців тому

    I'd encourage you to make something a little more complex than pong and in the style of the kind of project you'd usually make. For example, doing a 2D game is going to be painful in Unreal and more pleasant in Godot. But then making a high fidelity 3D game will be more pleasant in Unreal and painful in Godot. Test the experience you're actually going to get when using it seriously.

    • @adamlutton_gamedev
      @adamlutton_gamedev 8 місяців тому

      It's more of a "How quickly can I get something up and running" type of thing than a full-blown breakdown of the engine. Mostly just to see which ones I like using the most, and then I'll narrow it down as I start doing more complicated stuff. My experience with them will not end with Pong.

  • @muba_7306
    @muba_7306 8 місяців тому

    Add camera lag

  • @dgamer5405
    @dgamer5405 8 місяців тому

    If you can add some camera lag it would enhance the movement so much

  • @YOUR_BEENEVOLENT
    @YOUR_BEENEVOLENT 8 місяців тому

    you should try and make it so that the character sort of drifts around corners instead of just changing direction.

  • @Zharkan16
    @Zharkan16 8 місяців тому

    "Second Life" 2003 pinned game :P

  • @domovoi_0
    @domovoi_0 8 місяців тому

    Ayyyyyyy awesome. Love and blessings!

  • @DaveSucker
    @DaveSucker 11 місяців тому

    pls pls pls bro can you make a snowboarding physics because this howerboard physics seems to be hard and i think you can easily make a snowboarding game physics pls bro i really want that for my game but cant get that to work right

    • @adamlutton_gamedev
      @adamlutton_gamedev 11 місяців тому

      I am working on something like that, it's gonna be awhile before I make a video on it. But making a hoverboard has been much easier than a snowboard, at least for me. That said, this video might help you out a bit: ua-cam.com/video/ko0OznC8Lws/v-deo.html

    • @DaveSucker
      @DaveSucker 11 місяців тому

      @@adamlutton_gamedev thanx for answering but if you ever make a tutorial or give away a project of snowboarding pls tell me because i searched every where there is no good snowboarding asset there are like 1 or 2 and they are paid still they sucks and there is no tutorial about this to so i just wanna say if you ever make a tutorial on this or anything pls let me know thank you

  • @jackman00110101
    @jackman00110101 Рік тому

    This looks so good!

  • @NikConwell
    @NikConwell Рік тому

    Thanks for sharing; I checked out sickhaksroot, fun little game demo, nice music, good play. Thanks!