I'm really digging your artstyle, the game is very nice looking so far! Also, If you're looking for games that use Godot you can find a lot on the indie side of things. The most popular one that I know of is probably Cruelty Squad.
finally someone else treating godot like an actual game dev engine the only games that i have seen being made with it in the past 7 years is dome keeper so im extremely glad that this exists and i hope you can keep working on it and have fun with it
erm...do you actually follow the engine at all? look at Miziziziz for instance, he made Wrought Flesh and Endoparasitic. Toadile is developing Quack-Out which is a full fledged multiplayer arena shooter in Godot (you can already play a demo of it, and it's pretty sick). there's plenty of ppl out there making stuff, you just need to look a little further than established game studios lmao
This game looks pretty neat! My only criticism is that if you have a lot of enemies near eachother you're constantly zooming in and out to shoot them which can be disorienting. I think you could either have it be possible to shoot without zooming in and you can zoom in for better aim if you need it, or if that makes the game too much of a third person shooter you can have a different way to defeat enemies and save the shooting mechanic for something else with the game.
Came down to comment the same lol. I think the zooming is great but with the constant zooming one gets dizzy after a while. the ability to shoot without aiming first would be great, and just aim if the player wants to be precise. Either that or less enemies so the aiming isnt annoying because it wouldnt be a constant thing that way. Like, less enemies but that can dodge so you gotta aim... but, oh well, that just got very complicated real quick didnt it? haha
You can probably fix the sky sphere issue by using a cube instead of a UV sphere. Make a cube, subdivide (simple mode, not Catmull-Clark), then use To Sphere in edit mode (either in F3 menu, or if I remember correctly Shift+Alt+S). This should prevent the pinching at the top and bottom, as the sphere uses quads instead of tris (which you are seeing freak out at the top). Hope that fixes the issue!
Personally, I think there needs to be a transition between aim mode and not aim mode. Perhaps the camera can zoom in when going into aim mode, and then quickly zoom out once the shot is fired?
This was hilarious to watch. lol Your sense of humor and describing how long it took you to figure things out gives me hope as a complete beginner to coding and game development that being utterly and totally lost in my process is to be expected. Wonderful video.
Wow, didn't except to learn anything here, but thanks! I won't fall into StateMachineAnimationTree trap too. Hopefully more people develop games on Godot, because it's actually good. Personally prefer Godot 3.5 because of the compatibility with old machines. (Tho I heard 4.1 will have that too) Talking about your game, the only stuff off is how quickly camera goes into shoot mode and maybe the lack of any particle effects when diving. Besides that it looks really neat.
state machine tree is pretty easy to handle if you have 2 strings one with current and one with previous animation the way you use it is that you first give previos to current and then check the chnages in current after all simply check if the current != previous in which the previous animation must stop final step is to always ste current to true not rocket sience man :/
The one part of the video with modelling stuff innit, the one thing I was actually hoping he’d show us about making a 3D game, just has to be blocked. Thanks a lot.
The camera feels kind of abrupt when exiting throwing-mode. Almost feels like I'll get whiplash. But I'm interessed to see what direction you take this game in.
I've been watching a bunch of Zelda BotW gameplay recently, and aiming and firing bows works similar to Pino's projectile shooting, with a few key differences: 1. When you aim a bow, the zoom in starts quickly then decelerates in the span of a few seconds, and when you stop aiming, the camera zooms out at a constant speed. This mimics focusing and unfocusing in real life. 2. In this, the camera moves to the side so that the player can see where they're aiming, but in BotW, Link himself moves out of the way slightly*, and the camera only moves forward. Both methods successfully show the player where they're aiming, but the BotW method makes it seem like you're firing moreso from Link's perspective, and again reinforces the idea that you're focusing on something. 3. I'm not sure, but it looks like after you fire a shot in this game you stop aiming and need to aim again to fire another, whereas in BotW, nothing stops you from aiming except from you choosing to or getting walloped in the face hard enough to ragdoll. Not even running out of arrows, because you don't need arrows to focus on an object. I think applying something similar here would greatly benefit the game, as long as Nintendo lawyers don't find out about it. *Link does not move out of the way when using a very accurate bow, as those zoom in so far that you're shooting in first person.
best of luck, man!!!! can't wait to see how your series expands and the final product!!! the fact there's so much quality in this video convinces me you're dedicated enough to make a great game!!!!
awesome! one thing though: the dive and the shooting are just...sort of at odds with each other the way they are right now? dives in games are usually another tool for the player to move at higher speeds, while shooting (especially with a moving projectile instead of, like something that moves instantly) asks for precision, which is sort of hard to do at high speeds i know the dive doesn't move too fast right now, but the whole point of it is to move faster than normal and make jumps you normally can't so making it slower to compensate for the shooting would just make the dive more redundant sure you can just stop moving to aim more precisely but that stops most momentum in its tracks also the dive is usually not interesting on its own; in mario oddesy for example, it can be used to bounce on cappy again midair. in fall guys it can either help you get ahead or help you get in range to grab somebody also the camera shift, while likely more helpful for aimming, can be kinda jarring or maybe disorienting when it's instaneous EDIT: okay on like fourth thought the camera zoom isn't all too jarring right now. might prove to be troublesome later on if you put the player in a situation where they have to constantly rapidly switch between dodging and aiming (i.e surrounded by projectile shooting enemies) but that's just a guess, and maybe that scenario might not personally vibe with your concept of your game. maybe it's perfectly fine actually and i am just going crazy
i do think it's less jarring while you're controlling it but even so i'm working on making a transition between the aiming and the normal state of the camera to make it less jarring. also thanks for the feedback i think i should work a bit more on the main mechanics a bit.
I think that from a game design perspective the shooting mechanic can be expanded upon in a lot of very cool ways (Alternate weapons or grapples and stuff).
This game looks so interesting. I feel like the camera could ease a little bit when zooming to shoot but other than that I think this would be a cool game B)
Pretty late to this, but if by some insane bad luck you didn't get the stuff in 7:24 fixed. It's because Blender's default sphere has two vertices that connect too many edges together, which messes with the normal (The cause of the issue.) of the model. A simple fix would be to use a quad sphere, which can be made in blender by the following steps: 1. Add a cube. 2. Add a subdivision modifier with level 3 or 4 and then apply it. The new model will still have some bumps on four points. To fix those, we use a cast modifier. 3. Add a cast modifier and set its factor to 1.0 and then apply it. You might not even be using the sphere by now, but I figured that I'd put this here anyway. In case someone else is having a similar issue.
There have been some amazing games made in Godot recently, some of my new favorites. Cruelty Squad, Cassette Beasts, and Brotato are the best Godot games I've played.
what if the shoot was a punch that could act as a movement mechanic and fling you into the sky, as well as attack enemies? or something along those lines
The game looks really good but the animations don’t blend with each other like something in Mario, you run left you still have the running animation but your head tilts to the direction, or when you stop in a fast was it does a tire like stop with dust particles, also when i mean blending i mean that the animations just look like there changing and not smoothly going to one another.
I’ve already read 3 comments saying this but: the zoom in mechanism is really cool but zooming in and out quickly may make the game hard to read and lead to problems later on with game design. How I would personally fix it is by making it that quickly tapping the button sends it without zooming, and holding the button after like half a second zooms in. (Not an instant zoom in but a transition into the camera angle). which would allow quick tapping and slow tapping respectfully without making it something toggle-able. Overall I really like the design, art and gameplay, I think it would be cool to have some portal/portal2-like puzzles!!!
This is hilarious. It's been a long time since I saw a devlog that's not 3 episodes for a guy to implement basic top down shooting. I imagine you were going to do this eventually but you should probably smooth the transition between the aiming camera and the regular one, or just keep the aiming camera forever. I took severe psychic damage from 5:15 onwards. Also, you can get the StateMachinePlayback or smth like that from the animation tree and use the travel() function to transition between states.
I think you should go more into the shader that you used for the main character and enemies and make it look like a comic book since that would make the game really unique
less of a game design thing but I think it might be beneficial to have a little iddling during the falling anim for the dive, it's really static and doesn't look super great? that's just me though.
You can define transition lengths between animations with the animationplayer in code with set_blend_time, by the way. Best of both worlds. Granular control without the visual clusterfuck of a node tree nor the unnessecary complexity of generalized states.
The camera switching can be hard on the eyes so i would suggest keeping it one camera node and smoothly transitioning it's position using something like Lerp
This is really cool!! I’m planning to start working on a game in Godot soon and seeing a devlog done with it is great to see :) As for things bugging me, if you could make the transition in and out of aim mode any smoother that would be really nice, rn it’s hard to follow
Great game! One thing I think would be great is adding when the player holds left click a slow zoom in and not just a jump cut. You would still be able to shoot with the zoom in though
Era un dia normal.
Are you his brother
justo iba a decir que tiene acento español
yo en una expo de ingles
@@troso4881 lo que hicimos ayer 🍆🍑🥵🥵🥵
I didn't expected spanish... but i know portuguese.
Ok, isso é bem inesperado...
"Like unity but better, fight me!" an opinion that aged into gold in only a few months.
Yep
Nope
I think Godot is better than unity. It ran at least.
@@thegooberator*The unity runtime fee entered the chat
Ong
Dude you're so underrated this is sick
Yes, but also no: this is literally the very first video that appears on the top when you serch for "devlog" on UA-cam (that's how I found it)
@@DamPlays96the attention and love put into the videos are just incredible
I'm really digging your artstyle, the game is very nice looking so far! Also, If you're looking for games that use Godot you can find a lot on the indie side of things. The most popular one that I know of is probably Cruelty Squad.
YOOOO LAZYALARM I LOVE YOUR VIDEOS WHAT?!??!!
Hello LazyAlarm i just saw you comment on my vid saw this vid and your here already hello (:
@@PinoPrime that’s not how you pronounce godot, you sussy baka
Ye
Lazy alarm i watch your vids also what do think of my n64 inspired game beeders big adventure ill make a playlist
finally someone else treating godot like an actual game dev engine the only games that i have seen being made with it in the past 7 years is dome keeper so im extremely glad that this exists and i hope you can keep working on it and have fun with it
there's also downhill to infinity (pretty recent game on newgrounds)
erm...do you actually follow the engine at all? look at Miziziziz for instance, he made Wrought Flesh and Endoparasitic. Toadile is developing Quack-Out which is a full fledged multiplayer arena shooter in Godot (you can already play a demo of it, and it's pretty sick). there's plenty of ppl out there making stuff, you just need to look a little further than established game studios lmao
dude cruelty squad bruh
dewdrop dynasty is also in godot
@@Samiho Really? I thought that was in unity or GMS2?
This game looks pretty neat! My only criticism is that if you have a lot of enemies near eachother you're constantly zooming in and out to shoot them which can be disorienting. I think you could either have it be possible to shoot without zooming in and you can zoom in for better aim if you need it, or if that makes the game too much of a third person shooter you can have a different way to defeat enemies and save the shooting mechanic for something else with the game.
Came down to comment the same lol. I think the zooming is great but with the constant zooming one gets dizzy after a while. the ability to shoot without aiming first would be great, and just aim if the player wants to be precise. Either that or less enemies so the aiming isnt annoying because it wouldnt be a constant thing that way. Like, less enemies but that can dodge so you gotta aim... but, oh well, that just got very complicated real quick didnt it? haha
I can't wait to see more of this. I feel your struggle as someone who has made a game for the first time lol
6:04 even with all the distractions I focused on the modeling process
You can probably fix the sky sphere issue by using a cube instead of a UV sphere. Make a cube, subdivide (simple mode, not Catmull-Clark), then use To Sphere in edit mode (either in F3 menu, or if I remember correctly Shift+Alt+S). This should prevent the pinching at the top and bottom, as the sphere uses quads instead of tris (which you are seeing freak out at the top). Hope that fixes the issue!
After all, it's not called a skyBOX for no reason.
I love your channel, it is so high quality and deserves so much more attention
Personally, I think there needs to be a transition between aim mode and not aim mode. Perhaps the camera can zoom in when going into aim mode, and then quickly zoom out once the shot is fired?
Yeah, like this it feels as if the camera had clipped onto something
As someone who also fully intends to do game making with Godot, I say good job and keep at it!
PS: the Balan jumpscare earned a sub outta me.
This was hilarious to watch. lol Your sense of humor and describing how long it took you to figure things out gives me hope as a complete beginner to coding and game development that being utterly and totally lost in my process is to be expected. Wonderful video.
Wow, didn't except to learn anything here, but thanks! I won't fall into StateMachineAnimationTree trap too.
Hopefully more people develop games on Godot, because it's actually good.
Personally prefer Godot 3.5 because of the compatibility with old machines. (Tho I heard 4.1 will have that too)
Talking about your game, the only stuff off
is how quickly camera goes into shoot mode and maybe the lack of any particle effects when diving.
Besides that it looks really neat.
state machine tree is pretty easy to handle if you have 2 strings one with current and one with previous animation
the way you use it is that you first give previos to current and then check the chnages in current
after all simply check if the current != previous in which the previous animation must stop
final step is to always ste current to true
not rocket sience man :/
Hello aret
When is the update coming? (4.1)
Wait nvm it came out already
this is channel is a gem !!!! finally my dose of devlog fun since dani doesn't do anything anymore
This is single-handedly the best devlog i have ever watched, the production value is amazing
Cassette Beasts is a game that game out using Godot recently! It's beautiful and plays great so I'm really glad on how far the engine has come.
Cassette Beasts is absolutely goated, too bad barely anyone knows about it.
Gotta love the editing and humor. also cool new watermelon!
dawg you are insanley funny and your grasp on internet culture is phonemnal. i see you becoming massive in the future, keep it up bro
Best pino to date
I love how this game looks so far, it’s a great art style
0:41 geometry dash would like to know your location
Wow this is a really great game devlog! Love the animated avatar and all the funny bits. Hope you blow up soon!! :D
fell in love with your video style in first seconds💛💙
The level of style in the presentation here is fantastic. The Ronaldino Soccer gag was ridiculous.
My new favorite game dev. Also you should add a wall jump feature!
The one part of the video with modelling stuff innit, the one thing I was actually hoping he’d show us about making a 3D game, just has to be blocked. Thanks a lot.
Ala no manches, eres una inspiracion bato de verdad, el video quedo con ganas!
this gives so much dani vibes and I love it! I miss this vibe so much
The camera feels kind of abrupt when exiting throwing-mode. Almost feels like I'll get whiplash. But I'm interessed to see what direction you take this game in.
I've been watching a bunch of Zelda BotW gameplay recently, and aiming and firing bows works similar to Pino's projectile shooting, with a few key differences:
1. When you aim a bow, the zoom in starts quickly then decelerates in the span of a few seconds, and when you stop aiming, the camera zooms out at a constant speed. This mimics focusing and unfocusing in real life.
2. In this, the camera moves to the side so that the player can see where they're aiming, but in BotW, Link himself moves out of the way slightly*, and the camera only moves forward. Both methods successfully show the player where they're aiming, but the BotW method makes it seem like you're firing moreso from Link's perspective, and again reinforces the idea that you're focusing on something.
3. I'm not sure, but it looks like after you fire a shot in this game you stop aiming and need to aim again to fire another, whereas in BotW, nothing stops you from aiming except from you choosing to or getting walloped in the face hard enough to ragdoll. Not even running out of arrows, because you don't need arrows to focus on an object.
I think applying something similar here would greatly benefit the game, as long as Nintendo lawyers don't find out about it.
*Link does not move out of the way when using a very accurate bow, as those zoom in so far that you're shooting in first person.
You have a good eye for detail. Never in my 300+ hrs of playing BotW did i notice any of that.
Your games r so cool bro SO UNDERATTED (you should get 2M atleast)
yooo, game look amazing and videos really good, nice work!
0:05 anything is better than unity- but Godot is the BEST ENGINE-
Uh no? Godot,unity,unreal are basically the main engines
best of luck, man!!!! can't wait to see how your series expands and the final product!!! the fact there's so much quality in this video convinces me you're dedicated enough to make a great game!!!!
This is actually insane Ive been watching for a while. Amazing job!
2:22 BRAZIL MENTIONED MOMENT
awesome! one thing though: the dive and the shooting are just...sort of at odds with each other the way they are right now?
dives in games are usually another tool for the player to move at higher speeds, while shooting (especially with a moving projectile instead of, like something that moves instantly) asks for precision, which is sort of hard to do at high speeds
i know the dive doesn't move too fast right now, but the whole point of it is to move faster than normal and make jumps you normally can't so making it slower to compensate for the shooting would just make the dive more redundant
sure you can just stop moving to aim more precisely but that stops most momentum in its tracks
also the dive is usually not interesting on its own; in mario oddesy for example, it can be used to bounce on cappy again midair. in fall guys it can either help you get ahead or help you get in range to grab somebody
also the camera shift, while likely more helpful for aimming, can be kinda jarring or maybe disorienting when it's instaneous
EDIT: okay on like fourth thought the camera zoom isn't all too jarring right now. might prove to be troublesome later on if you put the player in a situation where they have to constantly rapidly switch between dodging and aiming (i.e surrounded by projectile shooting enemies) but that's just a guess, and maybe that scenario might not personally vibe with your concept of your game. maybe it's perfectly fine actually and i am just going crazy
i do think it's less jarring while you're controlling it but even so i'm working on making a transition between the aiming and the normal state of the camera to make it less jarring. also thanks for the feedback i think i should work a bit more on the main mechanics a bit.
i really really like your video style, it's so unique!
I think that from a game design perspective the shooting mechanic can be expanded upon in a lot of very cool ways (Alternate weapons or grapples and stuff).
This game looks so interesting. I feel like the camera could ease a little bit when zooming to shoot but other than that I think this would be a cool game B)
I loved the yellow eyes so much. Please bring it back
wow... so much work went into this video. definitely going to be watching more
Pretty late to this, but if by some insane bad luck you didn't get the stuff in 7:24 fixed.
It's because Blender's default sphere has two vertices that connect too many edges together, which messes with the normal (The cause of the issue.) of the model.
A simple fix would be to use a quad sphere, which can be made in blender by the following steps:
1. Add a cube.
2. Add a subdivision modifier with level 3 or 4 and then apply it.
The new model will still have some bumps on four points. To fix those, we use a cast modifier.
3. Add a cast modifier and set its factor to 1.0 and then apply it.
You might not even be using the sphere by now, but I figured that I'd put this here anyway. In case someone else is having a similar issue.
That was one of the funniest videos I’ve ever watched
this was one of the funniest devlogs ever. your sense of humor is really great okay
This game looks really promising. I just wish the zooming when you're aiming was smoother.
Amazing video as always
There have been some amazing games made in Godot recently, some of my new favorites. Cruelty Squad, Cassette Beasts, and Brotato are the best Godot games I've played.
I loved it when you described the modeling process of the crab. I paid so much attention.
I love your editing style. You are very fun to watch!
To get rid of the sky bug, add a loopcut at the top and bottom of the sphere. If its a cube with a un applied subd select the face and ctrl i
Looking foward to ep 2. Pretty much good videos dude!
what if the shoot was a punch that could act as a movement mechanic and fling you into the sky, as well as attack enemies? or something along those lines
very hyped for this looks great love ur artstyle and ut/dr
"unity but better"
REAL
The game looks really good but the animations don’t blend with each other like something in Mario, you run left you still have the running animation but your head tilts to the direction, or when you stop in a fast was it does a tire like stop with dust particles, also when i mean blending i mean that the animations just look like there changing and not smoothly going to one another.
this was one of the most entertaining devlogs ive watched in a while
Especially the stumble guys gameplay
Bro this is sick so far. Not only does the game look good so far but your commentary and editing is hilarious. Can't wait for Devlog 2!
0:43 That’s not entirely true. The REMAKE of Sonic Colours was made in Godot, but the original was entirely in-house
I really like your artstyle, also the game is looking good so far. Keep up the good work!
This is actually stupid funny. Great job with the editing!
I'm definitely subscribing, this is quality content right here
I’ve already read 3 comments saying this but:
the zoom in mechanism is really cool but zooming in and out quickly may make the game hard to read and lead to problems later on with game design.
How I would personally fix it is by making it that quickly tapping the button sends it without zooming, and holding the button after like half a second zooms in. (Not an instant zoom in but a transition into the camera angle).
which would allow quick tapping and slow tapping respectfully without making it something toggle-able.
Overall I really like the design, art and gameplay, I think it would be cool to have some portal/portal2-like puzzles!!!
This is hilarious. It's been a long time since I saw a devlog that's not 3 episodes for a guy to implement basic top down shooting.
I imagine you were going to do this eventually but you should probably smooth the transition between the aiming camera and the regular one, or just keep the aiming camera forever. I took severe psychic damage from 5:15 onwards.
Also, you can get the StateMachinePlayback or smth like that from the animation tree and use the travel() function to transition between states.
Love how the game looks so far, but I feel like the movement feels a little floaty rn.
sofia the first reference a minute and a half into the devlog i'm fucking sold
i love your art style
Awesome work ❤
OH! I wish I knew that earlier... (the animation player blend thing). As a fellow Godot user I feel your pain. :)
I have no clue what I’m doing with Godot, but I love your video. The art style is very very cool.
UNDERRATED CHANNEL 🔥🔥🔥
1:28 love how his lips are perfectly animated when saying fungus among us
I am so glad for you! I am making mine too! Just started. I have been using Godot for a while.
insane video, can’t wait for more!
Your dive looks like it needs more horizontal oomph. At the moment it feels like it’s just falling flat
I think you should go more into the shader that you used for the main character and enemies and make it look like a comic book since that would make the game really unique
doing the same thing, i'm loving how godot is formatted too so far :)
less of a game design thing but I think it might be beneficial to have a little iddling during the falling anim for the dive, it's really static and doesn't look super great? that's just me though.
like him moving around just slightly instead of just staying in place whilst falling, gives him a little more energy lol
I really like the pace and comedy of your video, keep it up. + You could make the character blink
You can define transition lengths between animations with the animationplayer in code with set_blend_time, by the way. Best of both worlds. Granular control without the visual clusterfuck of a node tree nor the unnessecary complexity of generalized states.
Awesome video. Impressive work and hilarious personality. Subscribed!
Game looks great, quick suggestion though: for the shooting mechanic, I think it would look better if he shot apple seeds, since he is an apple.
one of the most funny game devs
👍
I’m still having trouble rigging models in blender lol, But I like the crab you modeled, the game looks pretty nice
Unity developer here -- That was a really great devlog! Well done :) Looking forward to seeing how far you go
THIS IS SO COOL! Hope the game releases some day! (Also i love the apol guy)
Awesome devlog ! I don't know why but It has a refreshing style. Subbed :)
I think a good alternative to the main character shotting random projectiles is for him to shoot worms out of his head.
0:30 bro has never played your only move is hustle fr fr?
Great video! I love everything about it!
also pinos prime from ultrakill
OMG BRO I CAN'T WAIT FOR MORE MAN! THIS IS AMAZING !!!
Funny video man. Subscribed, thanks!
The camera switching can be hard on the eyes so i would suggest keeping it one camera node and smoothly transitioning it's position using something like Lerp
This is really cool!! I’m planning to start working on a game in Godot soon and seeing a devlog done with it is great to see :)
As for things bugging me, if you could make the transition in and out of aim mode any smoother that would be really nice, rn it’s hard to follow
I have to say, showing your watermelony face and animation adds a lot to the devlogs
this is amazing I love the art style in shading
Just to think only 7 months ago I was scared of trying to learn godot and now I'm working on my first game with it.
hey good job man, looking forward for the next devlogs :)
Great game! One thing I think would be great is adding when the player holds left click a slow zoom in and not just a jump cut. You would still be able to shoot with the zoom in though
“Oh hey I’m an apple guy”
Pino Prime 2023
Should’ve put that as my year book quote ngl