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mz_eth
United States
Приєднався 8 лис 2013
I do pixel art and game dev!
Restarting ALL My Enemies from Scratch | Godot Devlog
The first 500 people to use my link skl.sh/mzeth11241 will get a 1 month free trial of Skillshare premium!
➤ My Patreon! www.patreon.com/mz_eth
➤ Discord Server! discord.gg/KKPfqV6HTq
This video was sponsored by Skillshare
➤ My Patreon! www.patreon.com/mz_eth
➤ Discord Server! discord.gg/KKPfqV6HTq
This video was sponsored by Skillshare
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Відео
Restarting My Dream Game | Godot Game Devlog
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The first 500 people to use my link skl.sh/mzeth10241 will get a 1 month free trial of Skillshare premium! ➤ My Patreon! www.patreon.com/mz_eth ➤ Discord Server! discord.gg/KKPfqV6HTq This video was sponsored by Skillshare
Making A Liminal Game in 48 Hours | Godot Devlog
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To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/mz/ . You’ll also get 20% off an annual premium subscription. ➤ My Patreon! www.patreon.com/mz_eth ➤ Play This Game! mz-eth.itch.io/smash-burglar ➤ Overscoped Game Jam Episode ua-cam.com/video/8Gne89LWBUw/v-deo.html ➤ Discord Server! discord.gg/KKPfqV6HTq This video was sponsored by Brilliant
I Made YOUR Strangest Guns | Godot Devlog
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To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/mz . You’ll also get 20% off an annual premium subscription. Far Gone Frontier devlog ➤ My Patreon! www.patreon.com/mz_eth ➤ Overscoped Podcast! www.youtube.com/@TheOverscopedPodcast ➤ Discord Server! discord.gg/KKPfqV6HTq This video was sponsored by Brilliant
Forcing My Players Into Tough Decisions | Godot Devlog
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To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/mz . You’ll also get 20% off an annual premium subscription. Far Gone Frontier devlog ➤ Overscoped Podcast! www.youtube.com/@TheOverscopedPodcast ➤ Discord Server! discord.gg/KKPfqV6HTq ➤ My Patreon! www.patreon.com/mz_eth This video was sponsored by Brilliant
My First Year Learning Coding and Game Dev | GODOT DEVLOG
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My First Year Learning Coding and Game Dev | GODOT DEVLOG
I Made a DEPRESSING Job Simulator in a Week | GODOT GAME JAM DEVLOG
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I Made a DEPRESSING Job Simulator in a Week | GODOT GAME JAM DEVLOG
Winning My First Ever Game Jam? | Godot Devlog
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Winning My First Ever Game Jam? | Godot Devlog
My First Team Game Jam Making a Rhythm Game | Godot Game Jam DEVLOG
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My First Team Game Jam Making a Rhythm Game | Godot Game Jam DEVLOG
I Made A Celeste Inspired Game in A Week | GODOT GAME JAM DEVLOG
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I Made A Celeste Inspired Game in A Week | GODOT GAME JAM DEVLOG
Adding CRAZY Weapons To My Roguelike Game | GODOT DEVLOG
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Adding CRAZY Weapons To My Roguelike Game | GODOT DEVLOG
I made A Platformer In 48 Hours With NO Jumping | GODOT GAME JAM DEVLOG
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I made A Platformer In 48 Hours With NO Jumping | GODOT GAME JAM DEVLOG
I Made A Top Down Platformer In 7 Days - GODOT GAME JAM DEVLOG
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I Made A Top Down Platformer In 7 Days - GODOT GAME JAM DEVLOG
DRASTICALLY reworking my game! Dev Update
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DRASTICALLY reworking my game! Dev Update
3 Years Learning Pixel Art | GODOT DEVLOG
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3 Years Learning Pixel Art | GODOT DEVLOG
Making a Pacifist Bullet Hell Indie Game in 1 Week with Godot 3.5 - DEVLOG #devlog #gamejam
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Making a Pacifist Bullet Hell Indie Game in 1 Week with Godot 3.5 - DEVLOG #devlog #gamejam
I made a stealth game in godot in 1 week for a game jam! #devlog #pixelart #gamedev
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I made a stealth game in godot in 1 week for a game jam! #devlog #pixelart #gamedev
Nice video, maybe the best… Anyway, I congratulate you on the game. Sorry if my English is bad, I’m Italian. I hope your game is a success, it looks very cool!
can you make a video about how you make your pixel art and what are the tips you can give or do you have a rule you follow when making pixel art. I honestly love your pixel art style and would love to know more!!
Bleed status: 3:01 Deals damage depending on movement and could be used for weapons that pushes them. Just a idea for bleed status
Make a bomb status effect, where after a period of time, the enemy explodes, kind of like a sticky bomb
Love your animations .. Can you make a video on how you create these?
so your saying we just get art we made before and use it again
Awesome mz! I've really loved watching your journey. Keep it up!
Add the frontier justice from tf2, it could give you a dmg up when you get hit
Someone should organize a game jam that focuses on expanding on a game from a previous game jam.
You do such engaging but still natural voiceovers :))
Please tell us how you got your lighting/shaders to look this good in godot, the game looks beautiful
Great devlog! I really like the new TNT design. Having to cook it is a nice risk vs reward loop
This bomb gimmick was the first thing that made me think your game isnt just gungeon, I think you should invest in it more Considering the popularity of survivors clones, and that of survivors itself, one could argue that what people love the most IS destroying a huge crowd of monsters. You saw people using the bomb too much and didnt want them to play like that, so you made it more difficult to use to punish them which is a design philosophy im not a big fan of to be honest ("the players should play it as I want, not the way that it's fun" kinda vibe, always makes me think of yandev of all people). The two previous sentences are connected in that I think you should unite your nerf with what people want/is fun. I'm just spitballing and maybe it'll give you an idea, but how I'd approach this is: 1)The gun barely damages enemies, so even if youre really patient, your dps wont be able to keep up with the spawning, so you have to use bombs. The normal gun could be used to stun& knockback enemies & explode the bomb, while the subweapons also can pushback enemies, but instead of igniting a bomb, they give your bombs properties that go off when they explode. (the micromanagement might be a bit of a hassle? I imagine it as right click to make it go boom left click to enchant, so it doesnt sound terrible, but who knows). 2)Bombs have statuses and your subguns can increase them (choosing what bombs to use + what enchanting guns to equip can be an approach; the bombs could also spawn with the enemies and the player sees what type of bomb is available and chooses what guns to use with it [Bombs would then probably have multipliers with affinities, like "x5 poison x2 fire", so a poison gun would make the bomb stronger than a fire gun would. if one really wanted to go crazy thered be elemental resonance like in genshin, and every gun element x every bomb element can generate a different chain reaction; gas and fire is an easy one, ice and lightning also comes to mind, as water and lightning does. fire and wind expands the range, water on a plant bomb {imagine a bomb that spreads roots on 8 directions} makes it stronger, stuff like that]). 3)Bombs can trigger other bombs, (maybe there are also explosive enemies to serve as a missing link when the distance isnt enough) so you can try to get a chain of bombs going and the more enemies you explode with it bigger your reward (be it exp, be it money, be it a score; anything to give the player an incentive to chain explode. maybe a higher score gets more bombs on the next wave, or stronger bombs, to keep the flow going. 4)later you do get to choice to find a gun (or guns) that deal damage to enemies but doesnt have an element to increase the power of bombs, so it becomes a different gameplay style (and this gun can use the add-ons you once designed, so while normally you're changing guns on the battlefield to buff your bombs, with this gun you're just making it gradually stronger. average gun is replaceable but this one should be special to the player)
W vid, your thumbnail is perfect, how did y make it
@@afishperson oh I’m super curious which one you see, it’s currently testing 3 different ones. Is it the one with the text remaking enemies and a variety of different enemies in front? If so I made it in godot and took a screen shot lmao
@ yeah, it’s the one with the text that says remaking enemies with the enemies in the front, great work on it
I don’t know if this would be more for the enemies naturally having it but maybe a thorns effect where if you do melee damage to something that has it then the player takes a fixed amount of damage? Or just something that’s not a “negative” status effect that instead it’s a “good” status effect that may benefit the enemies and change the players play style
Hey i got a question: At 1:42 the _effect() and _effect_resolve() methods are doing recursive calls to make the effects. How are you avoiding a stack overflow though since there seems to be no check to stop the recursive calls? Also really grateful because I did not know about the "." to ensure that same method gets called.
Get source version control software! Then if you ever delete code you can get it back off the cloud if you need it in the future!
If it's as heavy as you're describing, playing a video will be lighter and ensure good frames on lower-end hardware. Having said that it can be a bit tricky if you're supporting multiple screen resolutions to provide multiple video files without bloating out the game's file size. Feel free to ask more specific questions if you want, I've been working professionally on games for 10+ years and did do a stint on optimisation (for VR games).
Looking good 👏😎
You could always give the bleed an effect that builds up so once filled it deals a large chunk of damage similar to how eldin ring bleed damage works.
A cool status effect could be conveyer which makes the enemy constantly move in a straight line at a constant speed also pls keep the cactus enemy its so cute
great idea with the tnt - very cool to see the multi-freeze on those enemies
What about a status effect that makes the enemies tiny?
Love a good refactor
I love watching your devlogs on this game! It looks like it’s coming along nicely and I can’t wait to see your final project!
Hi Mz, I'm kind of considering getting into game dev, but a big barrier for me is not knowing what to buy in the computer department. Could you talk to me at all about your specs?
Intro got me curious, do you usually put your devlogs in the "gaming" category, then? Have you experimented with that at all? I've done some similar stuff and always a pickle
Hmm I think it automatically places me in gaming? I don’t check every video though honestly
Ur my favourite game dev keep it up can’t wait for far gone frontier
Fear: enemy sprints away for a couple seconds Confused: enemy picks random nearby target (including itself) and attacks. X3 Slightly more likely to attack the player
I really love the tnt system you've made! I'm a big fan those unique and multipurpose interactions - like how your tnt can be moved with player bullets and how it can apply aoe effects to enemies. I think that's something you could def lean into more in future, such as enemies, guns or bullets with other multipurpose effects. Cool stuff so far, excited for the next videos!
You could make a status effect with holy damage, the interval between damage would be long, like 10-15 seconds, but every time the enemy gets damaged by it, they'd get stunned and stop moving for a bit. You could also make it spread, enemies near the one afflicted by holy damage would get stunned for a few seconds, but not damaged.
Igniting and giving the tnt status effects with your gun is genius!!! I wonder if there are other ways to implement similar mechanics throughout the game!
As soon as I get a pc for Christmas I’m gonna learn Godot
U can learn from your android mobile
Or even start learn the (gd script) fundamentals
Yes, Godot is a very good game engine, I think it’s even better than unity (I used unity for a few years before switching to Godot)
Nvm my parents can’t afford one
@@newo1322 ):
how do you make the lighting system so good?
Les go laser stick guy is back
Real
Maybe you shoud do make a electricuted effect?
You motivate me to make long form game dev videos, it's so interesting to watch you. I just subbed!
@@Devlorra do it! You got this dude!
@mz_eth I think I will join the next godot wild jam and make a video out of it. I actually started today but only with a short xD. Planning on switching to long form and who knows, maybe we might Collab soon😂
please teach us about how you make your game look so stunning, this post processing is amazing, it looks like a unity game, I don't have any idea on how to do that in godot
Congrats on the sponsor! You deserve it. Hope it helps you.
Watch out Enter the Gungeon!!! You have heavy competition on the way
Yippee zeth upload
It's pretty unusual for indie devs to have their own style/feel like you do. Not just the atmospheric lighting, but also the asethetic and themes of your characters are very unique and recognizable and I think you'll be very successful one day.
WOOOOO
Okay yeah shooting the tnt is such a cool change! Nice work zeth! As far as status effects You could also have a damage multiplayer or armor shred status effect that's a common one. Or maybe a sort of heath Regen/life steal on as well
Awesome work, as usual, man.
What about a status effect which makes the entities drop more coins upon getting damaged or death?
I really like the new tnt idea, but i think it would function better and be more fun if it was a specific 'TNT gun' with a long reload and more limited ammo. Unless this is what you meant and i misunderstood lol
Status idea - explosive - enemy dies with explosive they cause light aoe to other mobs in the surrounding area, if the explosion kills a mob it auto applies explosive to them
🔥
Can there be a Goose enemy, The Goose Hydra, it has nine heads