Hey, awesome video! :) I really like how you portray not only the technical details, issues and solutions but also the thought processes behind everything and what led to what. Also this is a really neat way to interact with your community, I really like how you approach that in a way that makes it feel interactive. :) And while we're at the topic of giving tips: To prevent the enemies from piling over top of each other you could theoretically allow them to collide with each other - that would make for some fun (and scary) clumps of enemies to run from and/or shoot at 😁
Thank you!! I'm really glad you're liking the video format--I've gotten a lot of great advice for how I could be doing things more efficiently, and so I wanted to include that. Also that's a good idea about the collision! Someone else even mentioned that as well, and it's something that I want to play around with more. My first attempt led to the enemies getting stuck on each other, but I think once I implement it correctly, it'll lead to some really cool gameplay. I appreciate the tip!! 🙏
For your chase code, you should look into flocking algorithms like Boids which would likely give a more realistic result than fuzzing the target point as the number of enemies increases.
Currently, there's no use for the money in the game, so I think it would be great to add items/upgrades that the player can buy, then hopefully use them to get more money for better upgrades. The idea is to keep it an arcade-like game to try and last as long as you can 👍
You know this enemy bug you have hits home for me. Debugging Realtime systems is incredibly hard, even though I did start programming by making games in 9th grade. To this day some bugs just make my head explode since there is no single point of failure, there is no button to press to break things and step through and logging can be too noisy This problem got even worse as I started learning graphics programming which is... Well its GPU. Although debugging single frame is actually better than cpu (debuggers can literally record whole frame so you can even debug backwards). Still, when you get one of these "continuous" bugs its always hard Should probably get used to these :)))) Just don't give up. But do take breaks, sometimes long ones.
Oh no, it sounds like there's going to be more to come, then? 😂 You're definitely right about those continuous bugs, I think that was the most difficult bug I had to try and figure out yet because of there being no clear point of failure, like you said. It took me a long time to figure out, which I couldn't show it all in the video, but it felt great when it was finally fixed. Hopefully I'll get more experienced with these types of bugs as time goes on, and I'll remember your advice if I can't figure something out. Thanks! 🙏
@@GreenLightDev honestly I'm no professional myself, just university student Regarding taking breaks btw, it is a bit complicated You don't want to quit too early but at the same time I had times wgere I would stay awake until 5AM only to fix bug after getting some sleep I guess best thing to do is just srt deadline where you quit no matter what. Dunno, its more highly likely you know better than me about such situations lol In any case wish you patience in your quest on conquering skill issues
That makes sense! I know that sometimes, I can reach a certain point if I've been staring at a problem for too long where I know I hit a wall where I'm not going to be able to make any progress on it. And sometimes after stepping away for a little while, I can come back to it and know exactly what I've been doing wrong. It's funny how that works!
hey, game dev here. i would recomend using _physics_process instead of _process for your use case. Physics process is consistent but process is based on framerate. using process could cause some weird things to occur when the framerate drops
You're probably right about that. I ran into certain bugs where it's entirely possible that it may be linked to me using the _process function instead of _physics_process 😅 I'll be sure to keep that in mind! Thanks for the tip! 🙏
The reason we think Game dev is easy after watching a You Tube vdo is just because in a vdo a guy just show how he mad a unique game with unique mechanics in just 5 days. But its just front end He does not show back end where he worked like a Dog to make that game work. Where he was annoyed where bugs popped up. And in a vdo you have power to hide the buggy area or show only specific aspects of the game. And us viewers get motivated and think Game Dev is easy but when we do and get tangled in the code logics we get frustrated. Its same for every engine or framework. I am happy to see, somebody is using Google Bard instead of GPT.
Good evening! Im fairly new to game dev myself. I have about 3 months of experience now where ive poured all my freetime into my game. I watched a few of your videos and have encountered so many issues you have. I was wondering if you would be interested in a discord chat sometime to maybe build off each other. But anyway keep up the good work! Thing are looking great and im excited to see where its going
Hey! That's good to know that I'm not the only one running into the problems that I am 😂 that's awesome that you're new to game dev as well! Sure! Feel free to add me on Discord: @greenlightdev. Always great to have people to bounce ideas off of!
try to make it stand out there and have a good atomsphere. like under the waves, it is so unique it made for one of the best gamimg experiences ever for me
Always awesome to see a new game dev channel! Cant wait to see your progress :)
Appreciate you!
Fantastic start to your game dev! Love to see what you've learnt and how you'll apply that to future games.
Thank you!! I appreciate the encouragement! 🙏
Hey, awesome video! :)
I really like how you portray not only the technical details, issues and solutions but also the thought processes behind everything and what led to what.
Also this is a really neat way to interact with your community, I really like how you approach that in a way that makes it feel interactive. :)
And while we're at the topic of giving tips: To prevent the enemies from piling over top of each other you could theoretically allow them to collide with each other - that would make for some fun (and scary) clumps of enemies to run from and/or shoot at 😁
Thank you!! I'm really glad you're liking the video format--I've gotten a lot of great advice for how I could be doing things more efficiently, and so I wanted to include that.
Also that's a good idea about the collision! Someone else even mentioned that as well, and it's something that I want to play around with more. My first attempt led to the enemies getting stuck on each other, but I think once I implement it correctly, it'll lead to some really cool gameplay. I appreciate the tip!! 🙏
These videos are great 🙏
Thanks man! 🙏
For your chase code, you should look into flocking algorithms like Boids which would likely give a more realistic result than fuzzing the target point as the number of enemies increases.
Ah I haven't heard of that, but it sounds interesting! Especially if it gives a nicer result in the end, I'm all for it. Thanks for the tip!
just kind of curious if you have anything in mind for the gameplay loop, great video as always!
Currently, there's no use for the money in the game, so I think it would be great to add items/upgrades that the player can buy, then hopefully use them to get more money for better upgrades. The idea is to keep it an arcade-like game to try and last as long as you can 👍
You know this enemy bug you have hits home for me. Debugging Realtime systems is incredibly hard, even though I did start programming by making games in 9th grade. To this day some bugs just make my head explode since there is no single point of failure, there is no button to press to break things and step through and logging can be too noisy
This problem got even worse as I started learning graphics programming which is... Well its GPU. Although debugging single frame is actually better than cpu (debuggers can literally record whole frame so you can even debug backwards). Still, when you get one of these "continuous" bugs its always hard
Should probably get used to these :))))
Just don't give up. But do take breaks, sometimes long ones.
Oh no, it sounds like there's going to be more to come, then? 😂 You're definitely right about those continuous bugs, I think that was the most difficult bug I had to try and figure out yet because of there being no clear point of failure, like you said. It took me a long time to figure out, which I couldn't show it all in the video, but it felt great when it was finally fixed. Hopefully I'll get more experienced with these types of bugs as time goes on, and I'll remember your advice if I can't figure something out. Thanks! 🙏
@@GreenLightDev honestly I'm no professional myself, just university student
Regarding taking breaks btw, it is a bit complicated
You don't want to quit too early but at the same time I had times wgere I would stay awake until 5AM only to fix bug after getting some sleep
I guess best thing to do is just srt deadline where you quit no matter what. Dunno, its more highly likely you know better than me about such situations lol
In any case wish you patience in your quest on conquering skill issues
That makes sense! I know that sometimes, I can reach a certain point if I've been staring at a problem for too long where I know I hit a wall where I'm not going to be able to make any progress on it. And sometimes after stepping away for a little while, I can come back to it and know exactly what I've been doing wrong. It's funny how that works!
Good job
Thank you!
hey, game dev here. i would recomend using _physics_process instead of _process for your use case. Physics process is consistent but process is based on framerate. using process could cause some weird things to occur when the framerate drops
You're probably right about that. I ran into certain bugs where it's entirely possible that it may be linked to me using the _process function instead of _physics_process 😅 I'll be sure to keep that in mind! Thanks for the tip! 🙏
@@GreenLightDev no problem mate
Les gooo
The reason we think Game dev is easy after watching a You Tube vdo is just because in a vdo a guy just show how he mad a unique game with unique mechanics in just 5 days.
But its just front end
He does not show back end where he worked like a Dog to make that game work. Where he was annoyed where bugs popped up.
And in a vdo you have power to hide the buggy area or show only specific aspects of the game.
And us viewers get motivated and think Game Dev is easy but when we do and get tangled in the code logics we get frustrated.
Its same for every engine or framework.
I am happy to see, somebody is using Google Bard instead of GPT.
That's true! There's a lot of work involved that you don't always see in videos, so you won't know about it until you experience it yourself!
My only advice is to not forget me when you blow up 🙏
Good evening! Im fairly new to game dev myself. I have about 3 months of experience now where ive poured all my freetime into my game. I watched a few of your videos and have encountered so many issues you have. I was wondering if you would be interested in a discord chat sometime to maybe build off each other. But anyway keep up the good work! Thing are looking great and im excited to see where its going
Hey! That's good to know that I'm not the only one running into the problems that I am 😂 that's awesome that you're new to game dev as well! Sure! Feel free to add me on Discord: @greenlightdev. Always great to have people to bounce ideas off of!
try to make it stand out there and have a good atomsphere. like under the waves, it is so unique it made for one of the best gamimg experiences ever for me