Your content has been a huge inspiration for me. After completing your courses I have been tuning in to your livestream VODs and they have been making me enjoy working on my own game even more and taking some of your tips and learnings and applying them to my own game.
It’s been very fun and inspiring to follow your journey. I hope you have a great year and that everything goes well for you to continue in this Game Dev career!
Discovering your channel has been a huge inspiration for my latest project. I absolutely love how your game is coming together, and I can completely relate to the challenges you're facing along the way.
I've really enjoyed the live streams! Thanks for all of the amazing knowledge I have gained thus far. I wish you the best on your journey to releasing GunForged!
Very glad I found your channel via your live streams, they're very chill and enjoyable. You're so right about inspiration not being something you can force. I also really needed the reminder about discipline vs motivation as I'm currently battling some UI/GUI issues that I've been stuck with for about 13 hours. Looking forward to more content and playing Gunforged when it releases!
As a AAA and indie dev your advice holds so much truth for both paths for me personally. Love the take on inspiration and length of work. Discipline too!
Nice to see a glimpse behind the scenes, as it were! Your comments about motivation vs. discipline are right on the money. When I don't feel like tackling something, I'll just try to force myself to tinker with the UI for a little bit or refactor some code that already works. Anything to try and get me in the mood to do *something* at least :)
Hey Firebelley, I started learning Godot engine 2.5 years ago and your channel has been very inspirational. I wish you best of luck, keep up the good work brother
Thanks for sharing. Although, it might be more fluid for you to pre-record yourself working on the animation (or any other part of your game) as filler footage while you talk over it about your gamedev journey. The back and forth was a bit tedious. Alternatively, talking through how you solved a problem (e.g. such as animating the pigman) is fine as long as its own segment as opposed of a break from your main topic. Just my 2 cents from watching dozens of other devlogs :D On a side note, loved hearing about your journey, the whole safety net before full dive part really hit home as that's what I've been working towards myself. Looking forward to more content from you!
Ran to the comments to say the same thing! Hat should fly off on ground impact, There should be a little extra lean back at the start to really emphasize the lean forward, and the pickaxe should hold a bit longer at the beginning of the swing and make the actual swing much faster (slow at the ends of the animation with a split second swing instead of a linear speed animation, to make it punchier). (Source: am an animator)
Sir, I have a question. I realized you are using separate png files for the same character's body parts. Does Godot somehow pack all these different parts into a texture atlas at compilation or are they still treated as separate textures? Does using separate textures have a major impact on VRAM usage and rendering performance? I'm pretty sure for a 2D pixel art game the impact would be minimal bu I still wonder how these things work.
I don't think VRAM usage is a concern, I think all the sprites in my game combined are probably under 5 MB. As far as rendering performance, I don't know how Godot handles it. I assume there's some optimization happening but I really don't know. Performance hasn't been anywhere close to a concern on this project.
Your channel is great firebelley, I bought your C# udemy course as well. I wanted to know, do any of your videos or guides explain how you implement machine states (or alternative if you're not using them), since it's one of the topics I have the most trouble with to implement correctly. If not, would you consider making a tutorial for it?
Try to work 5 minutes when not motivated, that's a really useful tip. BTW, the animation in your game looks awesome, how about making a Udemy cource on animation & pixel art?
Damn didn't know you had a C# course, I have your GDScript course and it's great, was actually thinking of redoing it and manually converting it to C# instead since I find refactoring in pure GDScript hell. Might have to pick up your C# one today. Does it mix GDScript at all? Curious how referencing a GDScript file from C# is. never tried it.
Hello! Glad to hear you enjoyed the GDScript course! The C# course does not cover C# GDScript communication at all but that is a good idea for a future video perhaps?
Why are you not making a course on godot ? We already have a Thomas Brush. I would like to see you release the game and be successful so I can measure the climate. Not to order you around or something I I am a big procrastinator myself anyways good luck to you.
Your content has been a huge inspiration for me. After completing your courses I have been tuning in to your livestream VODs and they have been making me enjoy working on my own game even more and taking some of your tips and learnings and applying them to my own game.
Inspiring, great insight to your journey. Looking forward to playing Gunforged!
It’s been very fun and inspiring to follow your journey. I hope you have a great year and that everything goes well for you to continue in this Game Dev career!
Discovering your channel has been a huge inspiration for my latest project. I absolutely love how your game is coming together, and I can completely relate to the challenges you're facing along the way.
¡Gracias!
I've really enjoyed the live streams! Thanks for all of the amazing knowledge I have gained thus far. I wish you the best on your journey to releasing GunForged!
Very glad I found your channel via your live streams, they're very chill and enjoyable.
You're so right about inspiration not being something you can force.
I also really needed the reminder about discipline vs motivation as I'm currently battling some UI/GUI issues that I've been stuck with for about 13 hours.
Looking forward to more content and playing Gunforged when it releases!
As a AAA and indie dev your advice holds so much truth for both paths for me personally. Love the take on inspiration and length of work. Discipline too!
Nice to see a glimpse behind the scenes, as it were! Your comments about motivation vs. discipline are right on the money. When I don't feel like tackling something, I'll just try to force myself to tinker with the UI for a little bit or refactor some code that already works. Anything to try and get me in the mood to do *something* at least :)
Hey Firebelley, I started learning Godot engine 2.5 years ago and your channel has been very inspirational. I wish you best of luck, keep up the good work brother
Thanks for sharing. Although, it might be more fluid for you to pre-record yourself working on the animation (or any other part of your game) as filler footage while you talk over it about your gamedev journey. The back and forth was a bit tedious. Alternatively, talking through how you solved a problem (e.g. such as animating the pigman) is fine as long as its own segment as opposed of a break from your main topic. Just my 2 cents from watching dozens of other devlogs :D
On a side note, loved hearing about your journey, the whole safety net before full dive part really hit home as that's what I've been working towards myself. Looking forward to more content from you!
Do you create your own pixel art and animate it? If so what tools are you using for creation and animation?
Yes I did! I use Aseprite for the art and I animate everything in the Godot engine
The hat should fly off when the pickaxe hits the ground. I think that would emphasize the strength of the hit.
Ran to the comments to say the same thing! Hat should fly off on ground impact, There should be a little extra lean back at the start to really emphasize the lean forward, and the pickaxe should hold a bit longer at the beginning of the swing and make the actual swing much faster (slow at the ends of the animation with a split second swing instead of a linear speed animation, to make it punchier).
(Source: am an animator)
Sir, I have a question. I realized you are using separate png files for the same character's body parts. Does Godot somehow pack all these different parts into a texture atlas at compilation or are they still treated as separate textures? Does using separate textures have a major impact on VRAM usage and rendering performance? I'm pretty sure for a 2D pixel art game the impact would be minimal bu I still wonder how these things work.
I don't think VRAM usage is a concern, I think all the sprites in my game combined are probably under 5 MB. As far as rendering performance, I don't know how Godot handles it. I assume there's some optimization happening but I really don't know. Performance hasn't been anywhere close to a concern on this project.
Your channel is great firebelley, I bought your C# udemy course as well. I wanted to know, do any of your videos or guides explain how you implement machine states (or alternative if you're not using them), since it's one of the topics I have the most trouble with to implement correctly. If not, would you consider making a tutorial for it?
Yes making a state machine tutorial is on my todo list!
I do enjoy this video format
What Name software Editor please?
so nice video 💜💜
question? do you have etf's for a safety net, because im thinking on doing some investments myself
Yep, S&P500 and others for the easy diversification
Try to work 5 minutes when not motivated, that's a really useful tip.
BTW, the animation in your game looks awesome, how about making a Udemy cource on animation & pixel art?
Nice, thanks for the tips.
Damn didn't know you had a C# course, I have your GDScript course and it's great, was actually thinking of redoing it and manually converting it to C# instead since I find refactoring in pure GDScript hell. Might have to pick up your C# one today. Does it mix GDScript at all? Curious how referencing a GDScript file from C# is. never tried it.
The C# course is a puzzle game, it shows the entire step-by-step using C#. I recomend it!
Hello! Glad to hear you enjoyed the GDScript course! The C# course does not cover C# GDScript communication at all but that is a good idea for a future video perhaps?
Did you ever share your number of wishlists publicly for gunforged? Your art style is great btw
No I haven't, I am planning to do a video post-mortem on Gunforged where I could potentially share that info.
it was useful info. When i work on my project i feel empty even when I get things done. So, I need lots of breaks.
Hello Firebelley Games,
Could you give me a chance to ask a question regarding your udemy course?
Great !!!
With indie dev, don't you just try to make a game and hope is sells? I don't understand how you make money stably with that
Why are you not making a course on godot ? We already have a Thomas Brush. I would like to see you release the game and be successful so I can measure the climate. Not to order you around or something I I am a big procrastinator myself anyways good luck to you.
I did all the udemy courses from him. They teach also a lot about godot.
He has 2 Godot courses already, they're in this video's description. One for GDScript and one for C#
I am always refactoring godot assets and git hub projects and break everything because they are noobs and I know better that's how I like to learn.