Got it! But I felt compelled to finish Thomas Brush's 'Neversong' last night before jumping in. Looking forward to doing so later, if I survive the hell of Xmas food shopping first
bought it today, it has very clever level design! you should add that level editor like maybe integrate it with workshop it would be really cool. thanks for the perfect game
I'm about halfway through the game. It's been a little too easy so far, but it's definitely fun. And very well polished. I have very few complaints. This series has been a real joy to watch, and it's great to finally experience the end result. Congratulations!
These videos were always a welcome respite at the office as I contemplated whether I'd missed my calling in life. Until I tried to make a game and remembered why I majored in accounting and not computer science. I like to think I'm smarter than the average bear but game design is _hard_ and I gained a lot of respect for people who can do everything it takes to make a solo-dev project. Y'all must be wizards.
The part about resizing the magnets and such is basically and advert for Godot. Resizing a scene and altering stuff via export variables in the editor is dead easy.
I can't help but repeat what I commented in the original MVP video. This was not agile. At 59:10 you messed up creating a waterfall, deciding for 5 levels instead of only 1 or 2 to stat with. At 1:09:10 you doubled down in this error by increasing the scope instead of decreasing. 30 days was a huge investment to do before any feedback. Real MVP is that thing where you should not feel guilty of throwing away everything and starting from scratch. And well, so good to look back to that and see the project was a success after all! Congratulations on your work.
I hope, you do a video or tutorial on the design proccess sketching the idea on paper organizing the elements of your game, and the plamnning porccess specificallly
Hello there! Just out of curiosity, a lot of puzzle games (Baba Is You, Portal 2 etc.) have online level editors; do you ever plan on doing that for Mind over Magnet?
It’s funny that music is the only thing you can’t make myself because it’s the only thing I can make myself if I ever try to make a game. Programming? No idea. Art? Mediocre at best. I guess this is why a lot of games are made by teams
Steam offers an API (Application Programming Interface), which basically means you can read information about Steam, or trigger stuff in Steam, from an external app (in this case, your game). This way I can simply run some code in Unity and it will tell Steam to unlock the correct achievement. Valve takes care of the rest!
13:40 We only understand the gotchas and how hard something really is when we try to do it. There are lots of decisions we need to make that most people don't notice. When I implemented a Flappy Bird, I noticed it was a lot easier than the original one. There are some values that need to be tuned. I tried to implement a platformer. Sometimes the character was colliding when it should and stopped between two tiles of a wall. I needed to reduce the "hitbox". In a top-down view game, the diagonal movements were faster. I needed to apply the Pythagoras theorem. What should happen if you press LEFT, then press RIGHT, then release LEFT (but keep pressing RIGHT)? Something that seemed to be very simple has lots of conditions and variables I didn't know I'd need.
Diagonal movement is a fun glitch in the Unreal Engine as well, as anyone who's played Medieval Dynasty and used it as an exploit when over-encumbered knows.
Your money section should have broken down what your final profits were divided by the numbers of hours you spent on it. How much did your work end up being worth to you per hour?
I love just going to the start of each section, and listening to Mark- who is making a video game about Magnets- say, "Hi, I'm Mark, and I'm making a video game about Magnets"
I think him obsessing over this game is what drove me away from this channel. The analysis videos were really really fun, entertaining, educative, informative, and generally a blast to watch, but this just got in the way.
Just finished the first episode: this learning style mirrors how I was learning game dev using GameMaker back in 2011-13. I've picked up and put down engines over the years because. 1. I have ADHD and get frustrated by my own limits easily. 2. I watched tutorials instead of actually doing for myself. 3. I tried to make my own games rather than copying what works in my own way and learning along the way.
hey can you pls mae a video about how to make a good economy in a game my brother is making his first game and wants to have a complex economy but he doesn't really have a lot of experience
Mind Over Magnet is currently 15% off in the Steam Winter Sale! store.steampowered.com/app/2685900/Mind_Over_Magnet/
Got it! But I felt compelled to finish Thomas Brush's 'Neversong' last night before jumping in. Looking forward to doing so later, if I survive the hell of Xmas food shopping first
Putting sale at 20% on steam gives notifications and emails to users who have it on wishlist, in case you didnt know
bought it today, it has very clever level design! you should add that level editor like maybe integrate it with workshop it would be really cool. thanks for the perfect game
Can’t believe he developed this in 5 hours
Can't belive the same time I can spend on watching this video I can make a video game
I actually thought at first it was only 5 minutes and 4 seconds
Lol beat me to it
Game develop any% WR 5:07:04
The video is 5 hours but the game development take him years. This is a just a collection of videos
I'm about halfway through the game. It's been a little too easy so far, but it's definitely fun. And very well polished. I have very few complaints. This series has been a real joy to watch, and it's great to finally experience the end result. Congratulations!
1:24:31 *Masahiro Sakurai is excited*
That was a great first season of Developing. Can't wait for season two.
It'll come out when Silksong does.
I started learning Godot last night. Got squares to spawn, and move along a line. So proud of my progress so far. It’s the next AAA game.
Keep up the good work! 😅😁
Why not go for AAAA?
Just need some puzzles, quality writing and a narrator, you've got the next Thomas was Alone clone!
Already wishlisted on steam 😂 tho fr good luck with your progress!!
Looking forward to your science based 100% dragon MMO
Video games
I agree.
this is very inspiring thank you
Yes
beautiful
This really says it all. What a perfect top comment for a compilation video!
WE GET IT YOUR NAME IS MARK
(Jkjk, love that you've compiled all these)
New Yule Log came out just in time to share with the family!
These videos were always a welcome respite at the office as I contemplated whether I'd missed my calling in life.
Until I tried to make a game and remembered why I majored in accounting and not computer science. I like to think I'm smarter than the average bear but game design is _hard_ and I gained a lot of respect for people who can do everything it takes to make a solo-dev project. Y'all must be wizards.
This feels like a lot slower, more manageable version of Yahtzee's Dev Diary.
The part about resizing the magnets and such is basically and advert for Godot.
Resizing a scene and altering stuff via export variables in the editor is dead easy.
How do you make it so that text appears and is only outlined when it’s behind you but it’s filled in when it’s not? (Example: 1:20:11)
This guy is promoting this thing like its all his channel was made for
I can't help but repeat what I commented in the original MVP video. This was not agile. At 59:10 you messed up creating a waterfall, deciding for 5 levels instead of only 1 or 2 to stat with. At 1:09:10 you doubled down in this error by increasing the scope instead of decreasing. 30 days was a huge investment to do before any feedback.
Real MVP is that thing where you should not feel guilty of throwing away everything and starting from scratch. And well, so good to look back to that and see the project was a success after all! Congratulations on your work.
I hope, you do a video or tutorial on the design proccess sketching the idea on paper organizing the elements of your game, and the plamnning porccess specificallly
This video series has inspired me to come out of my rut and start making again
Cool beans, thanks!
This is so surreal, feels like the first episode came out only a few months ago
I love compilations like this and also Sakurai’s game dev videos
Hello there!
Just out of curiosity, a lot of puzzle games (Baba Is You, Portal 2 etc.) have online level editors; do you ever plan on doing that for Mind over Magnet?
❤❤❤❤❤❤❤❤❤❤❤❤❤
Mind over Magnet 2... when??
It’s funny that music is the only thing you can’t make myself because it’s the only thing I can make myself if I ever try to make a game. Programming? No idea. Art? Mediocre at best. I guess this is why a lot of games are made by teams
I actually wonder, how does a game dev set up Steam achievements? Like, how do they go in and say "If you do x, you gain y achievement."
Steam offers an API (Application Programming Interface), which basically means you can read information about Steam, or trigger stuff in Steam, from an external app (in this case, your game). This way I can simply run some code in Unity and it will tell Steam to unlock the correct achievement. Valve takes care of the rest!
I was planning on saving the playlist but this supercut is much better!
13:40 We only understand the gotchas and how hard something really is when we try to do it.
There are lots of decisions we need to make that most people don't notice.
When I implemented a Flappy Bird, I noticed it was a lot easier than the original one.
There are some values that need to be tuned.
I tried to implement a platformer. Sometimes the character was colliding when it should and stopped between two tiles of a wall. I needed to reduce the "hitbox".
In a top-down view game, the diagonal movements were faster. I needed to apply the Pythagoras theorem.
What should happen if you press LEFT, then press RIGHT, then release LEFT (but keep pressing RIGHT)?
Something that seemed to be very simple has lots of conditions and variables I didn't know I'd need.
Diagonal movement is a fun glitch in the Unreal Engine as well, as anyone who's played Medieval Dynasty and used it as an exploit when over-encumbered knows.
Legitimately perfect timing, huge fan of the series and was just going to rewatch as I develop my own!
this is a cool seminar.
Your money section should have broken down what your final profits were divided by the numbers of hours you spent on it. How much did your work end up being worth to you per hour?
Congrats on your game development journey! You did a great job 🎉
Captions?
I really wanted to see how the child break the game.^^
Amazing GJ man
I love just going to the start of each section, and listening to Mark- who is making a video game about Magnets- say, "Hi, I'm Mark, and I'm making a video game about Magnets"
Still waiting for that video about contracts Mark 👀
A favourite series of mine to rewatch in one place!
Loved this series and was in the process of giving it a rewatch so happy to have this uploaded all in one big video
We got the super cut, thank you so much Mark Brown! :D
I remember watching the Zelda dungeon design videos, it's incredible to see you make your own game that we can now dissect :)
cant wait to sit 5 hours at a youtube video - said noone ever
Fantastic to have all the episodes combined into one. The insight into the development process is so valuable, and such a great learning tool.
Neat.
I’ve seen most of these individually but definitely add this to watch later for the next long road trip I have
Woah 5 hours!
Thanks, but I'll wait for the Developing: Extended Edition (Directors Cut).
Have you played UFO 50? I got it a couple weeks ago and have been addicted. I feel it could be a good candidate for most innovative game of the year.
I think him obsessing over this game is what drove me away from this channel. The analysis videos were really really fun, entertaining, educative, informative, and generally a blast to watch, but this just got in the way.
wow, I cant believe you made this whole game in only 5 hours!
Time for the Game Maker to make a game
in iran it's 11:15 AM in the morning when this is published but when this was commented it was 11:29 AM in the morning
Why is mark posting at 2:45 AM?
Then again, why am I up on youtube at 2:45 AM?
Timezones
holy shid
Seems pretty video game to me
Image games
You should make a video on how to make strategy games.
mark theres a white pixel when youre on screen in your prototype video that gave me a heart attack. edit: same in ep3
Only 5 hours?! I mean… whose dumb voice are we are going to be subjected to in our sleeps for those other 3 hours?! ❤
Hell yah
...to sleep to
Most innovative game of 2024
Just finished the first episode: this learning style mirrors how I was learning game dev using GameMaker back in 2011-13.
I've picked up and put down engines over the years because.
1. I have ADHD and get frustrated by my own limits easily.
2. I watched tutorials instead of actually doing for myself.
3. I tried to make my own games rather than copying what works in my own way and learning along the way.
Where’s the most innovative video ?
hey can you pls mae a video about how to make a good economy in a game my brother is making his first game and wants to have a complex economy but he doesn't really have a lot of experience
That video exists. He called it "How Video Game Economies are Designed"
Five hours video ✅
why
3 views and 57 seconds ago is crazy
ask chatgpt to make it
You can try.
Sorry to say that 2024 magnet looks the most bland
Wow you're really milking this, huh? Could have just been a playlist.
4 years to make this shit? Jesus Christ... i feel like i played flash games that were better than this 15 years ago
ok now u make one