READ THIS: Hey folks, Guilherme here and after A WHILE, I decided that it's time to release a sneak peak of the next version of our engine. We've been calling it 0.91 internally, but it's more like 1.0 to be honest. 🟢 GOOD TO KNOW: 🟢 THIS is the version that we've been using for the past YEAR to make our next commercial Game "Pixel Nightfall" (Steam page coming next week!) so it's very very very stable PLUS probably a thousand commits ahead of the latest released version on itch (more than an year ago). This is still in VERY active development, so I decided to release it for my Patreon only for now. I appreciate the support. 🚨 IMPORTANT: 🚨 Notice that the Engine's ONBOARDING for new users/projects is not very smooth and friendly (to be honest, it's a bit too rough), meaning that some default settings for the "new project" are just wrong or not very nice and needs adjustments (as I do in the video). This is actually expected: we've been working hard in the engine for the past year due to our game, but as you can imagine, all the efforts wen to adding the "missing features" and polishing/rewriting the existing ones to suit our project, so creating new projects is definitely something that we don't do much in the middle of the development of our current one. Of course! :P So this doesn't mean that it is "bad" or "incomplete", it's just a little inconvenient that you currently have to deal with and probably one of the reasons I decided to make this introduction video. This will improve later, once I could finally focus solely on the engine itself, but for now, sorry but all our efforts are into making this shippable for "big" games! :D 🟢 EXTRA: 🟢 I also have a "JUMP CUT EDIT" of this same video that I was experimenting with. It saves you around 8 minutes of silent part (procedurally cut), but the result is also very frenetic so you may or may not like it. That's why I'm keeping both versions. If you want to give it a try, check this link: ua-cam.com/video/P8D3wLL1ulA/v-deo.html Timestamps: 0:00 Introduction and Overview 0:32 How to get Cave 0.91 and Plans for it 3:11 Creating a New Project 4:23 Basic Cave Project and Organization 5:05 Adding and Organizing Assets 5:34 Creating the Player Entity Template 6:12 Preparing and Exporting the Model from Blender 7:57 Importing the Model into Cave Engine 10:16 Configuring the Player Entity 12:55 Adding Physics and Collision to the Player 13:44 Adding a Camera to the Player 15:39 Preparing for Player Movement Logic 16:09 Creating the Player Script 18:08 Understanding the Cave Engine API 20:20 Writing Movement Code 24:24 Adding Jump Functionality 25:26 Syncing Player Armature with Movement 29:53 Playing the Animations for the Player 33:21 Final Result 33:55 Advanced Adjustments 35:03 Conclusion and Final Adjustments
READ THIS:
Hey folks, Guilherme here and after A WHILE, I decided that it's time to release a sneak peak of the next version of our engine. We've been calling it 0.91 internally, but it's more like 1.0 to be honest.
🟢 GOOD TO KNOW: 🟢
THIS is the version that we've been using for the past YEAR to make our next commercial Game "Pixel Nightfall" (Steam page coming next week!) so it's very very very stable PLUS probably a thousand commits ahead of the latest released version on itch (more than an year ago).
This is still in VERY active development, so I decided to release it for my Patreon only for now. I appreciate the support.
🚨 IMPORTANT: 🚨
Notice that the Engine's ONBOARDING for new users/projects is not very smooth and friendly (to be honest, it's a bit too rough), meaning that some default settings for the "new project" are just wrong or not very nice and needs adjustments (as I do in the video). This is actually expected: we've been working hard in the engine for the past year due to our game, but as you can imagine, all the efforts wen to adding the "missing features" and polishing/rewriting the existing ones to suit our project, so creating new projects is definitely something that we don't do much in the middle of the development of our current one. Of course! :P So this doesn't mean that it is "bad" or "incomplete", it's just a little inconvenient that you currently have to deal with and probably one of the reasons I decided to make this introduction video. This will improve later, once I could finally focus solely on the engine itself, but for now, sorry but all our efforts are into making this shippable for "big" games! :D
🟢 EXTRA: 🟢
I also have a "JUMP CUT EDIT" of this same video that I was experimenting with. It saves you around 8 minutes of silent part (procedurally cut), but the result is also very frenetic so you may or may not like it. That's why I'm keeping both versions. If you want to give it a try, check this link:
ua-cam.com/video/P8D3wLL1ulA/v-deo.html
Timestamps:
0:00 Introduction and Overview
0:32 How to get Cave 0.91 and Plans for it
3:11 Creating a New Project
4:23 Basic Cave Project and Organization
5:05 Adding and Organizing Assets
5:34 Creating the Player Entity Template
6:12 Preparing and Exporting the Model from Blender
7:57 Importing the Model into Cave Engine
10:16 Configuring the Player Entity
12:55 Adding Physics and Collision to the Player
13:44 Adding a Camera to the Player
15:39 Preparing for Player Movement Logic
16:09 Creating the Player Script
18:08 Understanding the Cave Engine API
20:20 Writing Movement Code
24:24 Adding Jump Functionality
25:26 Syncing Player Armature with Movement
29:53 Playing the Animations for the Player
33:21 Final Result
33:55 Advanced Adjustments
35:03 Conclusion and Final Adjustments
Here is a really nice documentation buddy! I can't wait to try out the Cave Engine myself.
Massive work done for the documentation! (If you want it to be more easy on the eyes use a serif font for the text.)
Thank you for this video! The documentation is awesome.
Thank you for being here and commenting too! Yeah, I think that it will help a lot to have that doc.
Can you make a tutorial on how to make a game with cars
Always good to hear from you Guilherme - you have great videos.
Thanks mate!
Ya
Is theere any full vids or docs about coding in cave engine?
Creating your own engine is really great achievement, I hope lots of user will use cave engine in future( use python scripts, big plus points).
does cave engine obfuscate code and assets or are they easily accessible to players?
It does obfuscate
will you ever release the source code of this engine?
i would really like to contribute to this engine!
Hey Teres I think You Should Make an Advance Tutorial where You show us more Advance & Complicated Stuff.
Like what kind of stuff?