13:44 I cannot stress how important this is, especially as a solo dev or very small team. Learning all the different things that go into a game makes it easier to prototype and create placeholder assets, but it also makes it easier to communicate what exactly you're after to those who can do the job well, and better understand how difficult something might be to create/implement. I used to think creating 3D assets is really hard (and it is), but now I'm at the point where I prefer it from a developer standpoint because it takes me way less time to just make a few decent enough animations for my player model than it does for me to make rough 2d sprite animations.
Don't forget to "add table example" at 7:41 is the only thing I could think about 😭 But incredible video! Just made me want to go back to gamedev again!
Amazing video! One of the tips about scope really resonates with me because just a few weeks ago, I participated in a game jam and found myself fixing things just two hours before the Jam ended. Many of the ideas I had seemed easier to implement in my mind
"100% science based dragon mmo" ahh i love the references and sense of humour you guys have. for anyone that doesn't know, that was an actual kickstarted project, as ridiculous as it sounds. EDIT: Also this video is practical advice gold.
I absolutely love you two... not only all the useful information you give out, but also how you make me smile and laugh while I learn some stuff... I wish you guys the best of success... and ummm please keep the content coming :D Oh and to add to the comment in the video about... " you can never forsee players"... this is why I use my 11 yr old daughter to test my games... she fantastic at breaking things in ways I would never have even thought of... even if it does hurt my "coding ego" a bit LOL
I love this video! So many useful tips. It shows that you have gone a long way in this journey :) May I ask, what websites do you recommend for uploading the web demos of our games? Aside from the one shown in your video. Thank you for being so awesome!
Thank you very much! There are a suprising amount of sites that filled the gap flash games left. Not all of them are well suited for demos and i have not played around with too many. Itch.io: No restrictions, traffic can be hit or miss, people can comment. Newgrounds: No restrictions, traffic seems comparable to itch but more consistent, people can comment. Crazygames: Nice traffic, you get a share of ad revenue. Players cant comment. Poki: Even more traffic, mobile centric, might pay you a few hundred dollers but does not allow external links. Players cant comment.
Cheerful, whimsical, and most importantly insightful. Thank you for the tips. I think every developer but especially Godot developers will benefit from this.
@@PlayWithFurcifer oh wow! this well polished game will boost the engine's popularity and will greatly influence the community's thoughts on what's possible to make in it
Hey Furcifer! I was wondering how one rotates sprites in Godot 4, my pixels always distort when rotating sprites. Is the only way really to add a shader? Love your content :)
What's wrong with using Jsons for storing assets? I have seen Vintage Story use it with great success especially when it comes to moddablility. I can not think of any other game that used it to the same extend Vintage Story does though.
@@PlayWithFurcifer The game I am talking about almost exclusively relies on hand written json files. I think it even migrated from a table like structure for its assets to using json in its early days. I would even go as far as saying the json modelling system in conjunction with the unique patching system to enable very powerful modding without relying on actual code is the most fascinating aspect of it to me.
@@gerste1326 I never said it's impossible to do so. I'm not gonna stop you if you want to use it. It's obviously much more to type, but if it works for you it works for you. But it's not like what you describe is uniquely possible with JSON and nothing else
@@gerste1326 they probably needed nesting structures or similar that could be harder to capture with csv? But honestly they could have likely just used simple objects in their scripting language, yaml or a domain specific language to achieve the same goal with less effort. Many frameworks have easy export to JSON, if there's some need to use it at runtime (e.g. a webservice call etc). It all just depends on your needs.
@@PlayWithFurcifer Thanks for the love :D I am indeed still working on the game. Guess, I don't need to tell you how development with rpg2k looks like and why it takes so long. Plus, I'm always giving me new technical challenges to implement, which also does not help :'D But from time to time, there's progress, yay! And once the game is done, can't wait to start a new project with Godot, your videos def inspired me a lot :)
We tried out how it would be to sync stuff to the beat, mostly to make timing cooldown easier. It honstly was quite fun and something we will keep in mind, just not for this game. So enemies moved in beat, every 8 beats or so a round finished and your spells refreshed. There were a few other things we synced as well.
But you do know switches for if 1 if 2 if 3, right? The more you try to create a rpg without an understanding what rpgs are or what a stat is, the more all atk/def and status buff/debuff interactions will be unknown to you. If the game knows but you don't, then there is something wrong. What is hostile code? xD When did I turn into a fire fighter? OH... my pc!
What a cool video but I gotta say I do not understand why you say "jit" for "git" but you also say "gitlab" and "github" but not "jitlab" and "jithub" lol
When you talk about using existing functionality, I have to agree - but bringing up some npm package for something as simple as an "is even" check is a dev smell IMO - that kinda thing reeks of technical debt just waiting to explode in your face.
Ha yes... Unity death loading window... I sufered from it so much while going throught my master degree... one time it took me 30 minutes just to load the project. I know i'm not working with the most beefy laptop, but againit would take less than a minute with Godot. I've tested both after all
I think you are holding the mic in the wrong way. You should talk into the tail, so the mouth can amplify your sound. Now, you get that classic talk-back effect, because you both are speaking towards each other, which makes the mic afraid. At least, that's how I learned it at sound school.
@@PlayWithFurcifer Fine. I see part where you recommend make a simple game for first time. For first time i decided to make a retro shooter. Better if I make 2d game.
Wishlist Furcifer's Fungeon: store.steampowered.com/app/1700930/Furcifers_Fungeon/
Thank you :)
Maybe cross-wishlist: Mine is "Journey of the Forgotten".
Btw: The backpack is everywhere, even vtubers. Gl with the release!
I love how you are increasing the share of lighthearted commentary / bloopers in your videos! It makes it feel very alive :)
13:44 I cannot stress how important this is, especially as a solo dev or very small team. Learning all the different things that go into a game makes it easier to prototype and create placeholder assets, but it also makes it easier to communicate what exactly you're after to those who can do the job well, and better understand how difficult something might be to create/implement. I used to think creating 3D assets is really hard (and it is), but now I'm at the point where I prefer it from a developer standpoint because it takes me way less time to just make a few decent enough animations for my player model than it does for me to make rough 2d sprite animations.
Best gamedev channel EVER. Love your humor. SUBBED AF 🎉
high level of memes is enjoyable, and shoutout to sakurai too
Glad you like it! :D
Thanks for this. Ive been using premade assets to my games. Now I think I'm gonna try doing it myself to get better.
Don't forget to "add table example" at 7:41 is the only thing I could think about 😭
But incredible video! Just made me want to go back to gamedev again!
You know this moment when you highlight a text so much that it completely vanishes from your perception? :D (it's intentional haha)
Thank you!
Very nice Video ^^
Amazing content as always!
Thanks
this video and channel are so wonderful I wish I could wishlist your game twice (I did it the maximum of once though) thank you!
Amazing video! One of the tips about scope really resonates with me because just a few weeks ago, I participated in a game jam and found myself fixing things just two hours before the Jam ended. Many of the ideas I had seemed easier to implement in my mind
Good luck with the game!
Thank you
"100% science based dragon mmo" ahh i love the references and sense of humour you guys have. for anyone that doesn't know, that was an actual kickstarted project, as ridiculous as it sounds.
EDIT: Also this video is practical advice gold.
Amazing tips, keep up the good work!
Thank you :)
I absolutely love you two... not only all the useful information you give out, but also how you make me smile and laugh while I learn some stuff... I wish you guys the best of success... and ummm please keep the content coming :D
Oh and to add to the comment in the video about... " you can never forsee players"... this is why I use my 11 yr old daughter to test my games... she fantastic at breaking things in ways I would never have even thought of... even if it does hurt my "coding ego" a bit LOL
I love this video! So many useful tips. It shows that you have gone a long way in this journey :)
May I ask, what websites do you recommend for uploading the web demos of our games? Aside from the one shown in your video.
Thank you for being so awesome!
Same question here.
Thank you very much!
There are a suprising amount of sites that filled the gap flash games left. Not all of them are well suited for demos and i have not played around with too many.
Itch.io: No restrictions, traffic can be hit or miss, people can comment.
Newgrounds: No restrictions, traffic seems comparable to itch but more consistent, people can comment.
Crazygames: Nice traffic, you get a share of ad revenue. Players cant comment.
Poki: Even more traffic, mobile centric, might pay you a few hundred dollers but does not allow external links. Players cant comment.
@@PlayWithFurcifer grest I didn't know 3 of the 4. Thank you. I'm interested in the ones that pay you, like Crazygames and Poki.
@@PlayWithFurcifer Thank you very much for the detailed answer! :D
This was super useful, thank you!
thanks for sharing
Thanx for the tips!
:)
Cheerful, whimsical, and most importantly insightful. Thank you for the tips. I think every developer but especially Godot developers will benefit from this.
Ihr seid Großartig :)
"One does not simply understand Git", best use.
Best use, I say.
As everytime really really good video :) And are you guys german?
Thank you! Yes we are :)
Nothing really to say, but I enjoyed this video. Thanks for making and sharing it.
Cool video, very helpful tips :)
Thank you :D
amazing video, was Furcifer's Fungeon developed in godot ?
Thank you! Yes it was :)
@@PlayWithFurcifer oh wow! this well polished game will boost the engine's popularity and will greatly influence the community's thoughts on what's possible to make in it
10:08 Cruelty Squad slander ;_;
For real though, this is a good list! There's so much to learn with the right google and giving it a shot.
Hey Furcifer!
I was wondering how one rotates sprites in Godot 4, my pixels always distort when rotating sprites.
Is the only way really to add a shader?
Love your content :)
Nevermind, I just needed to change the stretch-mode to "canvas" rather than "viewport" :P
What's wrong with using Jsons for storing assets? I have seen Vintage Story use it with great success especially when it comes to moddablility. I can not think of any other game that used it to the same extend Vintage Story does though.
It's good as an interchange format but nothing you want to edit by hand usually.
@@PlayWithFurcifer The game I am talking about almost exclusively relies on hand written json files. I think it even migrated from a table like structure for its assets to using json in its early days.
I would even go as far as saying the json modelling system in conjunction with the unique patching system to enable very powerful modding without relying on actual code is the most fascinating aspect of it to me.
@@gerste1326 I never said it's impossible to do so. I'm not gonna stop you if you want to use it. It's obviously much more to type, but if it works for you it works for you. But it's not like what you describe is uniquely possible with JSON and nothing else
@@gerste1326 they probably needed nesting structures or similar that could be harder to capture with csv? But honestly they could have likely just used simple objects in their scripting language, yaml or a domain specific language to achieve the same goal with less effort. Many frameworks have easy export to JSON, if there's some need to use it at runtime (e.g. a webservice call etc).
It all just depends on your needs.
7:03 As a fellow companion, it always makes me happy, when RPGMaker (2k(3)!) gets some love from you :)
I just love this tool so much :D
By the way, i followed the Macht devlogs years ago and was really impressed.
Are you still working on games?
@@PlayWithFurcifer Thanks for the love :D I am indeed still working on the game. Guess, I don't need to tell you how development with rpg2k looks like and why it takes so long. Plus, I'm always giving me new technical challenges to implement, which also does not help :'D But from time to time, there's progress, yay! And once the game is done, can't wait to start a new project with Godot, your videos def inspired me a lot :)
i really enjoyed the demo. i cant wait for more content
Glad to hear that, we are on it :D
4:04 brazil mentioned :o
Thanks for the tips! Also, I have to ask why and how Furcifer's Fungeon was at any point a rhythm game.
We tried out how it would be to sync stuff to the beat, mostly to make timing cooldown easier. It honstly was quite fun and something we will keep in mind, just not for this game.
So enemies moved in beat, every 8 beats or so a round finished and your spells refreshed. There were a few other things we synced as well.
"People tend to play finished games" (10:38) Unfortunately that's becoming less and less the case in the games industry...
there is the new not ugly robot by GDQuest
keep going
ok
But you do know switches for if 1 if 2 if 3, right?
The more you try to create a rpg without an understanding what rpgs are or what a stat is, the more all atk/def and status buff/debuff interactions will be unknown to you.
If the game knows but you don't, then there is something wrong.
What is hostile code? xD
When did I turn into a fire fighter? OH... my pc!
What a cool video but I gotta say I do not understand why you say "jit" for "git" but you also say "gitlab" and "github" but not "jitlab" and "jithub" lol
Ok, so let me explain this:
People say words differently, especially when they are from different countries.
Hope i could clear that up
nice
Thanks!
When you talk about using existing functionality, I have to agree - but bringing up some npm package for something as simple as an "is even" check is a dev smell IMO - that kinda thing reeks of technical debt just waiting to explode in your face.
It's very interesting experience)
Ha yes... Unity death loading window... I sufered from it so much while going throught my master degree... one time it took me 30 minutes just to load the project. I know i'm not working with the most beefy laptop, but againit would take less than a minute with Godot. I've tested both after all
I think you are holding the mic in the wrong way. You should talk into the tail, so the mouth can amplify your sound.
Now, you get that classic talk-back effect, because you both are speaking towards each other, which makes the mic afraid.
At least, that's how I learned it at sound school.
Vow on time
Yeah
JIT? :D
Last😅
This was true for 2 minutes!
Uber Cringe as they say.
Yeah man, ubers business practices are terrible!
hello
Hi, how are you?
@@PlayWithFurcifer Fine. I see part where you recommend make a simple game for first time. For first time i decided to make a retro shooter. Better if I make 2d game.