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Lurple
Приєднався 27 жов 2021
Hallo yes I type hallo like that.
I Added Crafting to My Under Megabyte Sandbox Game
Link to the discord server: discord.gg/nDDBFaKbFD
#javascript #gamedev #indiegame #gamedevelopment #indiedev
#javascript #gamedev #indiegame #gamedevelopment #indiedev
Переглядів: 2 654
Відео
Adding Your Suggestions to My Under Megabyte Sandbox Game
Переглядів 11 тис.21 день тому
I've collected total of 21 suggestions from the previous installment in this series, and tried my best to implement the most of them. Hope you guys enjoy the way I've implemented your ideas. Once more thank you all for your suggestions. One last thing I got a new mic, so I hope the audio is better compared to the last video, thanks for watching everyone. If you guys would like to join the disco...
Making a Sandbox Game That's Under 1 Megabyte
Переглядів 13 тис.Місяць тому
I decided to give myself a challenge of making a sandbox game, that doesn't exceed the storage amount of 1 Mbs. But even though, I've implemented some features, the actual goal of this video is to ask people for their suggestions and ideas, which they would like to be implemented into the game, to turn my project into this open source, group project hopefully. Make sure to comment some suggesti...
I Made a Game In 17 Hours (for my very first game jam)
Переглядів 5902 місяці тому
I took part in the "MashUp Game Jam 2024", and developed and submitted my entry "Movement recording.mp4", which is a game all about rewinding your player's movement, just like the character "tracer" in the Overwatch games.
I Almost Made A Game About Firebending
Переглядів 1243 місяці тому
Avatar The Last Airbender has always been my all-time favorite animated series. My favorite aspect of the show always being the four elements, and my most favorite element being fire, which is the whole reason why the idea, passion and development of Agni Kai actually took place. Link to the reddit post: www.reddit.com/r/TheLastAirbender/comments/we539z/im_making_an_avatar_based_game_called_agn...
I'm Inventing First Fictional Programming Language
Переглядів 2,5 тис.3 місяці тому
I'm working on a game where you code robots to mine for you in a fictional programming language I'm inventing called "sunshine".
I Made A Simple Sandbox Game In 2 Days In JavaScript
Переглядів 1709 місяців тому
Me making a sandbox style game like minecraft, terraria, etc. by using html, css and javascript.
11 games I abandoned in my game development journey
Переглядів 162Рік тому
I thought it could be fun to showcase all the games I wasn't able to develop fully in a form of a list which goes like this: 0:00 - Intro of the video 00:17 - 1. Unnamed gyroscape/accelerometer game; 01:11 - 2. Uno; 01:58 - 3. Home invasion; 02:53 - Epic Schlatt cameo 03: 03 - 4. Agni kai (my beloved); 06:20 - 5. Tombstone; 08:49 - 6. Robort; 09:52 - 7. Flolver; 10:44 - 8. Pixel art; 11:58 - Me...
Introduction to my sandbox game || devlog 1: Outbreak
Переглядів 109Рік тому
#indiegamedev #devlog #gamedev #gamedevelopment #indiedev #unity #unityengine #pixelart This is basically a time capsule I wanted to create to remind myself and hold myself forever accountable of making an actual good game.
How to make a good looking game with only 4 colors
Переглядів 722 роки тому
Unity tutorial where I showcase how it's possible to make a good looking game scene by only choosing few pleasing colors. Go here for the package - roguenoodle.itch.io/gbcamera-for-unity and here for color palettes - lospec.com/palette-list
How to record and rewind movement/rotation in unity
Переглядів 5712 роки тому
Check out my tutorial if you would like the player movement script from the beginning of the video here: ua-cam.com/video/hbhHy6Bmc_0/v-deo.html and thank you so much for watching.
Breaking bad but Its a multiplayer game
Переглядів 1 тис.2 роки тому
I've decided to develop my own breaking bad game because the show really has a special place in my heart and seeing that are zero content about breaking bad mixed with game development gave me this spark that I really needed which lead me into making this video. Downloading the game is possible from here - devlurple.itch.io/breaking-good
how to make player movement in unity 3D
Переглядів 3002 роки тому
how to make player movement in unity 3D
how to make a 3d multiplayer game in unity
Переглядів 982 роки тому
how to make a 3d multiplayer game in unity
Unity 2D how to create a grid movement script
Переглядів 8753 роки тому
Unity 2D how to create a grid movement script
Unity 2D - how to create a circular motion movement
Переглядів 6 тис.3 роки тому
Unity 2D - how to create a circular motion movement
Unity - how to create a bomb explosion mechanic
Переглядів 333 роки тому
Unity - how to create a bomb explosion mechanic
Unity - how to pick a random function from few selection of functions
Переглядів 693 роки тому
Unity - how to pick a random function from few selection of functions
Unity - how to make a POV changing camera like minecraft
Переглядів 1553 роки тому
Unity - how to make a POV changing camera like minecraft
Unity - how to make a player controller with gyroscope and accelerometer
Переглядів 7 тис.3 роки тому
Unity - how to make a player controller with gyroscope and accelerometer
You need a better microphone for sure and/or work on your accent/pronounciation. Uncomfortable to listen to. Sorry.
I actually bought a new mic, I'm sure you'll be able to notice that in the latest videos, and yeah I don't like my pronunciations as well, I'll try to work on them. Thanks for the comment.
Since you had to develop a new font anyway, you should have made glyphs that represent what they are in the game. Would have been an interesting touch, though I guess it would have been a lot more effort.
Your comment has aged pretty well, in the later videos, I did end up including sprites rather than only letters. Thanks for the comment.
@@lurple_ I had no idea there were newer videos :O I'll have to jump into this rabbit hole after work. It looks like a really cool project.
Hehe I'm happy you found the project cool, and best of luck at work. Also if you're curious there is a discord server as well for the game (there's currently 45 people, and the cool thing is 5 people deicded to remake the game in their own programming language/environment), if you'd like to join feel free to check out the post I made on the channel with a link to it. Thanks for the comment once more.
Suggestion: Buy(or emulate) a C64, write the same game in basic and use just some kilobyte. Should be very easy. Done things like this with 12 ;P
Sounds fun. Actually other viewers have taken up to themselves to remake the game in their chosen environment or language. So far there's 5: Thumby, C, MicroBit, Direct2D and Unity versions of the remakes.
I find your use of magic strings disturbing. Imagine if you need to change one of the tile letters. How many if statements with magic strings would you need to fix??? lol
You're definitely right, all the scripts that had code dealing with tile replacement was very bloated and repeated code, I was able to remove all the repeated lines in the code, which lowered the games storage by half. Thanks for the comment.
Damn, putting stuff on the ground was smart! saves a whole crafting menu <3
Atari are quaking in their boots rn
very interesting challenge for a devlog; love this!
the inventory numbers are extremely unsightreadable they should definitely be vertical instead of horizontal because then it wouldn't push the values next to it
i am so hyped for when this comes out
One of the most unique game devlogs.
Happy you think so. Thank you so much for the comment
Add more contrast to the game, making the grass and other static objects slightly darker than objects that are more important, like enemies, or other moving things. Making it easier to look and interpret things. (The caves already have a good contrast in my opinion)
Thanks for the suggestion and the comment, I appreciate it. I'm actually working on a menu which let's you use any color palette you want for any of the tiles.
You can decide if it is better to keep ground items darker and "walls" brighter and easier to look at because they have more importance in general.
hey dude nice idea, is the rule for the series to limit game's source or build to be less than a megabyte?
The whole game to be under 1 megabyte, all the scripts that make up the game. Thanks for the comment.
@@lurple_ Nice, good luck!
Thanks, appreciate it.
sugestion: you can have an inventory and place seeds that turns to trees etc. it would be really good. I am making an server on a raspberry pi zero 2 W thats running minecraft, I like the concept and if you can host it in servers and like, have smaller servers that hosts the game (the small servers player cap can be 2 16 or 32 but I suggest you to use 8 since its fun. its lightweight and it is really interesting)
Thanks for the suggestion, actually I've already implemented seeds that turn into trees in the next video, and also very interesting project you got going on, best of luck on it. And thank you so much for the comment, I appreciate you.
@@lurple_ Thanks for the comment, I hope this project becomes the next sandbox game (since the new ones are absalutely hot garbage)
Strike the earth!
Maintainability tip: use variable constants for colors and such. If you need to change them, this way you will only need to change a single value instead of using Find and replace each time. This reduces the opportunities for copypaste bugs to happen, and I know those happen the most of the times Also, I like that you describe each bug, it's extremely handy for beginner devs, since otherwise they need to figure out all of this by themselves
Thanks for the tip, I appreciate it. And ofc 90 percent of development is just resolving bugs, so I feel like it's an important thing to show in these videos, and plus I think it's interesting as well, you know how bugs are produced, what causes them, what it goes to break in other systems and how to solve them in a sensible way. Thanks for the comment.
make terrain with heights and water that can flow down hills
Can't wait to come back next year and find out you made Dwarf Fortress2
Around 3:33, you're making it way too complex. It's just + or - world_row. The current formula is basically "world_row + offset - offset" which is equivalent to just world_row. Not sure if you've fixed this by now since this is an earlier video but it immediately jumped out to me.
Additionally, for the WaterReaction code, if you abstract the player movement into its own function then you can just call it instead of essentially mirroring the code. For example, function playerMove( delta_x, delta_y ) or playerMove( direction ), whichever you prefer, and then the window keydown event can also call it. And instead of having a for loop replacing every tile (though I'm aware later on you use a similar loop to make the colors vary slightly), you can set the world children pIndex first, then update pIndex, and then set the new world children pIndex afterward. Even further, if you have several places changing both innerText and style color, you can probably move them to a dedicated function to set both at once, saving a bit of time writing.
Igloos and at times snow would be tranquil and nice for the idea. 이글루와 때때로 눈은 고요하고 아이디어에 좋습니다.
1:27 I thought there was a secret message in the strickthrough text (mine brayetet...) ?
Hehe not really, but now I wish I did hide a secret message there.
- Store each "chunk" of the world before entering a new one, that way, the game doesnt regenerate the chunk you were in a moment ago - Use a minify program to make your Javascript files smaller, so that you can add more things while still staying in the 1MB range. - Create save/load functionality. For loading, you could make like a box where you can input a sort of code which represents a certain world state. For saving, you could make a button which either copies the code which represents the world state to your clipboard or display it.
Very interesting ideas, thanks I appreciate them.
You should add things like: sleeping, settings (like map size), and (because why not) credits!
Having things made with the overworld instead of an actual UI is such a kool feature for a game like this also suggestion: maybe have the quantity amount be numbers starting below the item and if above 9 have the value continue below it, so for 123 items, you'd have 1, then 2 below that, and 3 below that.
Is it possible to make some sort of procedural generation where biomes blend together smoothly?
I'm pretty sure, I'll definitely look into it. Thanks for the comment.
Nice
Yooo, looks insane! Def i will buy if it's on steam
You won't have to, it'll be totally free. Thanks for the comment
Bro please activate windows its like 5 bucks😭
I refuse
really cool crafting mechanic! How about adding a little chair and table set?
I don't see why I shouldn't. Thanks for the suggestion and the comment.
here before the game reaches 100KB
Hehe we are pretty close to it, that'd make for a short visit, we're all gonna miss you my friend joona, don't go.
@@lurple_ i wont go anywhere just flexing a lil 🤣🤣
I love this concept of simplistic sandbox! It inspired me to make a similar concept for a small game
Love to hear that, feel free to share with us if you want to of course, in the discord server, or keep us updated in the comment sections, I'm sure we all would love to hear about your project. Thanks for the comment.
Please add cities / towns to your game where you could seek shelter, trade rarities, build allegiances, etc.
Literally subscribed to you just so increase my chances of getting any of my suggestions in
You could add a "defaultTile" variable that is set each time a biome is loaded so you can't summon grass each time a tile is emptied. Seems a bit jarring. Unrelatedly: I respect actually pasting the code for each item (makes them very readable), but I think it may be way more B theoretically used up by text. On the other hand, text compression should be doing something, and a refactor would be very boring.
You know you can make better games using Unity.. right?? Its much simpler and faster
That's definitely an option. I just happen to hate myself a lot hehe. Thanks for the comment magneto.
In a world where games are 100gbs plus, it’s nice seeing something that could run on a console from the 80s
Man, that’s super cool! Definitely gonna follow this game.
you should add lava lakes that spawn in the cave biome that turn wood and flammable things into more lava! great game by the way😀
Thanks for the suggestion, I quite like that idea actually wow nice, I'll definitely be adding some lava to the cave biome and make it also react to wood and other flammable objects. Thanks for the comment, appreciate it.
@lurple_ i also got another idea just now, how about snakes that are composed of lots of characters (one is the head and the others are the body that trails behind) it might be hard to code but its pretty cool
Man's full of bright ideas hehe, but yeah on a real note that's a great idea as well, actually I've been toying with the idea of things being multiple tiles long, it'll definitely be on the harder side of things to implement, but I'm sure it'll make for a cool feature. Thanks for the comment once again, appreciate twice as much.
Aww its in JS. I was hoping the game was made in C/C++ with a sub 1MB executable. Then it could've been a cool idea to get it running on a 386 or similarly old system with usually <4MB of RAM.
Sorry to disappoint. Thanks for the comment.
This one is complicated, but make the camera centered on the player.
I think Undecipherable suggestion No.1 actually means 2 features: 1. Natural weathering: Wood becomes rotten, rocks chip off and copper becomes verdigris. 2. The result of these processes is collectable as loot: Mushrooms (possibly poisonous) and worms can be collected from wood, loosened rock can be picked up and verdigris is a pigment.
if you have custom font then instead of 'G' just draw grass instead of 't' draw tree etc.
That's totally possible, you can use any font you like with the game, even ones that are entirely populated with sprites and not letters. I decided to use letters as a stylistic choice, I just thought it looked cool, and ofc I from time-to-time I bring in actual sprites (with the fish for example) as well, to spice up the game visually. But ofc, once I release them game it'll be fully open-source, so feel free to use a font that's completely made up of sprites if you like, thanks for the comment.
@@lurple_ Oh open source, that's nice thanks for response.
Make the max stack of items be 9, so that there's no overflow in the inventory lines. It would get confusing if you had 9999 wood, and had to guess that the following 0 is related to rocks above one of the 9s belonging to wood. There's many suggestions I thought of, but they're adding complexity where it doesn't need to be. I think the inventory limitation is quite fitting with the idea though. Alternatively, add a third line to count the amount of stacks of 9 you have and the max limit goes up to 81 per slot.
Make crystalized cave
I can elaborate on my idea, or simplify it. Simpler: make it so nothing is ever destroyed or created from nothing Elaborate: when something is created, like a tree that can be smashed into wood, the floor should be partially drained of the ressources needed by the trees to make that wood. After over-farming an area, these spots should be somewhat barren. By dropping dead enemies, wood scraps and so on, or letting things rot nearby, soil should be replenished. The most basic requirement for this kind of system, would be to keep track of all elements inside the game world, in some way. Not to follow them around, but to ensure that all changes are tracked in a way that makes sure there is no spot, aside from exploration, which may generate new map tiles, where any matter is created, nor destroyed by "despawning" the remnants of any actions or events, like fire or combat. When you chop a tree into a log, saw that log into planks and build a hut, then a campfire, all of the parts of that tree should still exist, in the form of sawdust, splinters, CO2, soot, planks and so on and so forth. Naturally, at a point this becomes computationally... problematic, but the idea is, that instead of merely "despawning", whatever small elements like sawdust or splinters or rotten logs or stumps will "rot" into map values, that either distribute according to where they should have been created, or mapwide random dropping of nutrients that can grow into more trees or other plants.
Oh I understand your idea much clearer now, thank you for elaborating, but I don't think I'll be able to make things so you know detailed at such small scale, I'll give it a try, but no promises. Thanks so much for the comment, and for explaining your idea to me, I'm sorry I couldn't understand it the first time, I'm a little dumb hehe, thanks once again for your comment.
@@lurple_ No problem, and of course these ideas are very advanced, definitely not the best for an excercise in low filesize. One thing I wanted to mention is, that the idea definitely has a low scale version, where instead of all the elements being accurate, they can instead be semi-procedural and interlinked. Like, wood debris being a part of what makes wood wood, which dissolves into preset parts of particulate, gaseous and seeping byproducts, which will cover surface, dissolve into the whole biome and flow into the ground. It could be as simple as linking elements, like with "doodle god" if you remember that one, but in reverse. Complex objects breaking down into base elements, to a point. Tiles could then include values for the presence of these elements in their array, with default states and so on. As for making it simpler/low scale, the elements could be based on simple alchemy, earth, wind, fire, water. Or similar placeholder elements, since the player will probably not be able to make an electron microscope.
remake Minecraft under 1 megabyte
Now that'd be epic. Thanks for the comment, appreciate you.
I don't know if its possible but can it be possible to make the green more transparent ? i never tested your game and its first time watching ! it seems a very cool game but the first thing i noticed was i couldn't find the "P" player o.o Was kinda wondering "wtf ?" But then realise the green was masking the player ... The puddle is amazing (i think its water right? and also fish?) Making the fish for example other shade of blue or maybe yellow as a living creature but non agressive for example
It's definitely possible to make the grass more transparent, but I don't know if it'll help with finding the player quicker, maybe it will. Anyways thanks for the comment and the suggestion, I appreciate it, thank you.
Step 5: 🎙️ improvement next time
I got a new mic between this video and the follow-up one, I think it's a major improvement. Thanks for the comment.
Add red berry bushes, that give you food every now and then. adding this also means hunger would need to exist, but im sure its going to be fine for you
i have two suggestions! you could add an arid wasteland - it would look similar to the original biome, but with sand like the desert where the grass normally is and dirt where the rivers and ponds would be. you could also add more animal diversity - from what i understand, there is only one animal (the wolf) and there could probably be more.
audio quality needs to be improved a LOT. other than that, good video
I'm happy you found the video good, I actually bought a new microphone between this video and the next installment. So your comment aged well hehe, thanks for the comment, I appreciate your words.