@@KotatsuStudioDubsV1?!?! WAS THAT AN ULTRARICO[BIG SHOT] JUST NOW!? WOW!! IM SO [Proud] OF YOU, I COULD [Destroyed] YOU! [Hell], are you WATCHING? ITS TIME TO HAVE A VERY [Specil] FIGHT... *Epic breakcore version of "BIG SHOT" start playing*
@@InserirNomeDeUsuario *V1 *V1 *V1 *I NEED YOU. *I NEED [[YOU]] TO BE [[ULTRA]] WITH ME *[[ULTRA]] [[ULTRA]] BIG !! *SO BIG WE'RE GONNA [[Slam Storage + Extended Rocket Ride + Core Nuke +Overpump + Rocket Grapple Explosion]] SO TALL WE SEE PAST THE DARK
It takes a true genius like PITR to un-spaghettify code in such a streamlined manner. The truest of chads are the humble people that work behind the scenes to make things easier for all of us. You're a real one!
I don't have programming skills and English isn't my first language, so I understood no more than my cat would understand but thanks PITR for what you do, whatever it is
it's more a programming issue than English I'd imagine, but I'll break it down the way I understand it in videogames, a simple attack can have multiple components: 1. animations that control how a model visually moves, like waving its hand or exploding for example 2. sounds that play to make things feel more convincing (a silent gun will feel weaker and less real than a loud one after all) 3. collision/hurt/hit boxes, which are all 3d shapes placed around a model that check for if another shape enters or is trying to enter it, with the effects varying based on type collision boxes make things feel solid, as an example, they can prevent the player from phasing through enemies or props or whatever you need them to make them feel solid to a player hurt boxes check if something is touching/inside them to figure out if its owner needs to get damaged, like to break a crate or kill an enemy hit boxes interact with hurt boxes to tell the hurt boxes if they need to hurt something (because they just hit them) in the video pitr explains that ultrakill used to have really bad an inefficient way of controlling all of this, making it hard to work with, but now it's all controlled by listing out when these get applied to an enemy on a timeline. an example would be telling the filth enemy (shown here) to lunge at the player for a second, use the lunge attack sound while it does to sound believable, and place hit boxes to harm the player with at the mouth starting half a second into the attack and ending that half a second later (because the enemy hit the ground in the animation) this was all how I understood it but if anything is still confusing feel free to tell me
@@adamsvrzic809 most likely a system a lot of other game programmers would use, at least as amateurs: a bunch of scripts for each enemy, with usually some sort of "base" script that sets the concept of an enemy. this lets them have one simple system they can use for every enemy.
incredible stuff, pitr and heckteck!! again, thanks so much for giving us all a peek into what goes on with the developer side of things. as a game dev myself, i always love seeing the behind the scenes of my favorite games, and you always deliver with that stuff with ultrakill! happy to see that development is coming along smoothly!! :D
this is unreal. just insane. literally ULTRA edit: as a unity game dev myself i can say that this is not something that you would just make. it's hard to do and takes a long time. i'd even say that this is maybe overkill for what ultrakill is. PITR, hecktech and whoever else worked on this system definetly did a really good job
Idk that this would be overkill. We don't know what's going to be added in act 3 or ukmd difficulty. Also for the modding community, this is insanely useful. And since they are overhauling all the old levels, this is much neater than whatever they had before
@@rhysbaker2595not sure how the modding community will benefit from this, if at all. Editor tools like this don't work in built games. Of course modders will be able to manually do the same things the tool does, but they won't be able to use the convenient timeline view.
@@absolutewisp unless it gets released to us of course. Actually it might get released for Tundra users since they have access to a ULTRAKILL project to build custom levels in Unity
@@ZedDevStuff oh, if modders have access to the actual Unity project then a) Hakita is even more based than I thought b) using editor tools suddenly becomes possible and makes me very excited for the future
@@absolutewisp I have friends with access to Tundra, it is the entire game apparently, or at least most of the code and all the assets. Iirc Waffle told me you could compile the game from that if you wanted to
I think it's really funny that this is being done now, with only 1 layer's worth of enemies left to add, instead of earlier when it would have helped a lot with programming Ahh gamedev... so brilliant
I don't know how you do it PITR, I'm sitting here struggling to make a goblin climb walls in a platformer I'm working on and you're out here working on overhauling enemy behaviors to tidy things up. I've got nothing but respect for you and Heckteck, and the rest of the team if I'm being honest. Just goes to show I have way more to learn about making games and in a way that's super encouraging.
Animation events that span frames are one of those features I really wish Unity had by default because they're super good for any sort of action game. Unreal has Notify states which are just that and they're super nice to work with
I do not know a thing about programming so I'll just say "i like your funny words magic man" and aprecciate the effort into making such a fun and top tier game
I recently watched a video where someone was trying to yank the gun code of ultrakill into their own school project but after seeing the code, they decided to rather code the gun themselves I guess the code rework would be useful for modders
Even as someone with minimal programming knowledge, i can tell this is super intuitive and practical to use! 😮 Out of curiosity, does this mean you'll redo all of the enemies' animations? 🤔
Interesting. So you've reinvented the animation clip editor? I'm failing to see what can this do that the animation editor can't. I guess the one thing is doing things without playing an animation, but even that can be hacked in by using a clip with no bone transformations and putting events over it and using that on a non-primary animation layer. It does look sleek as hell though.
There is a typo in the video. I apologize greatly 🥺
I do not forgive you..
All is forgiven❤️
it's ok we forgive you
Unforgivable, sentenced to 1 ranked match of League
Dont worry pitr your crimes against humanity have been forgotten
After 5 long years, ULTRAKILL will officially have enemies. Great job everyone!
after 5 years in development, hopefully it will have been worth the wait
There will be game video games in the video games video video game video video
@@randomidkreal hopefully we dont get random crits
@@randomidkreal The wait of-
Wait of the-
wait of-
Wait of the world????
@@adamixziober tf2 random crits are very fair and balanced.
I've always wondered what hell devs go through to create games
i think even devs don't know. they just go through the hell and thats it
just imagine tenebre rosso sangue playing while someone looks in dispair into a laptop screen, then you will get a simple picture
I'm guessing Dante's Inferno
it’s much more convoluted than this
The kind of hell that bites you back in the ass in the future, baby!
PITR is so powerful at this point they just be creating timelines from thin air
LOL
LOL
LOL
LOL
LOL
PITR really just said "fuck it, we ball" and fixed Hakitas spaghetti codes
He really didnt touch the code though..
reddit is down the hall and to the left
@@randomcatdudesuch a stupid response these days
@@randomcatdudetrump talking to the home alone kid
@@Therealjimpter Kevin McCallister for president 💯
Full Act 3 release is gonna be a whole new Ultrakill at this rate
ultrakill of theseus
Ultrakill is slowly turning into a game engine
Thats fucking good lmao@@r4inbowsugar
Still no yellow arm tho
Ultrakill evolves into Gigakill
Pitr’s voice is so beautiful… I didn’t know they could sing like that 😪😪🥺
As a novice programmer I never would have thought of using a timeline like this. Then again, that's why PITR makes the big bucks and I don't
Making systems that allow you to automate/simplify the tasks you're gonna be doing a lot is usually a great idea
PITR makes the ULTRABUCKS
You need programmer socks and become bottom, if you want to go big like Pitr
@@subject_reever46 Can confirm
@@drfranklive2222Pitr has the FISTFUL OF DOLLAR
Pitr I swear every single person who makes custom levels loves you
Uh oh! Cleanup on aisle: ULTRAKILL!!
SOMEONE LEFT [[There]] [[filth]], [[Lyeing Around]]…
*after hours starts playing in the background*
@@crunchyfreeze A {[[RIDE AROUND HELL]] ON MY [[Specil]] ROCKET LAUNCHER
@@KotatsuStudioDubsV1?!?! WAS THAT AN ULTRARICO[BIG SHOT] JUST NOW!?
WOW!! IM SO [Proud] OF YOU, I COULD [Destroyed] YOU!
[Hell], are you WATCHING?
ITS TIME TO HAVE A VERY [Specil] FIGHT...
*Epic breakcore version of "BIG SHOT" start playing*
@@InserirNomeDeUsuario
*V1
*V1
*V1
*I NEED YOU.
*I NEED [[YOU]] TO BE [[ULTRA]] WITH ME
*[[ULTRA]] [[ULTRA]] BIG !!
*SO BIG WE'RE GONNA [[Slam Storage + Extended Rocket Ride + Core Nuke +Overpump + Rocket Grapple Explosion]] SO TALL WE SEE PAST THE DARK
It takes a true genius like PITR to un-spaghettify code in such a streamlined manner.
The truest of chads are the humble people that work behind the scenes to make things easier for all of us.
You're a real one!
Hell if it had Adobe🤯
Hi generic username
So just normal Adobe
@@GenericUsernamedHi generic username🤑
even after the death of humanity Adobe would STILL somehow scam hell
@@GenericUsernamedHi generic username
Kitr jumpscare 4:43
I don't have programming skills and English isn't my first language, so I understood no more than my cat would understand but thanks PITR for what you do, whatever it is
Exactly my case
Average ultrakill player not understanding anything but still praising the devs for every breath they take
@@Azertyyyswe
@@Azertyyysultrakill devs are cool because they make cool video game we do not care wtf their funny magic words mean
it's more a programming issue than English I'd imagine, but I'll break it down the way I understand it
in videogames, a simple attack can have multiple components:
1. animations that control how a model visually moves, like waving its hand or exploding for example
2. sounds that play to make things feel more convincing (a silent gun will feel weaker and less real than a loud one after all)
3. collision/hurt/hit boxes, which are all 3d shapes placed around a model that check for if another shape enters or is trying to enter it, with the effects varying based on type
collision boxes make things feel solid, as an example, they can prevent the player from phasing through enemies or props or whatever you need them to make them feel solid to a player
hurt boxes check if something is touching/inside them to figure out if its owner needs to get damaged, like to break a crate or kill an enemy
hit boxes interact with hurt boxes to tell the hurt boxes if they need to hurt something (because they just hit them)
in the video pitr explains that ultrakill used to have really bad an inefficient way of controlling all of this, making it hard to work with, but now it's all controlled by listing out when these get applied to an enemy on a timeline. an example would be telling the filth enemy (shown here) to lunge at the player for a second, use the lunge attack sound while it does to sound believable, and place hit boxes to harm the player with at the mouth starting half a second into the attack and ending that half a second later (because the enemy hit the ground in the animation)
this was all how I understood it but if anything is still confusing feel free to tell me
I take that this will make enemy creation easier. I like it.
Idk anything about programing or what even is this, but if it's good, then I am all aboard
Basically, the game itself stays the same, but this system should simplify the process of creating new enemy animations for the devs and modders
@@aeolianthecomposer thanks for explaining
@aeolianthecomposer i'm not familiar with Unity, how did they do it before, then?
Just curious.
@@adamsvrzic809 most likely a system a lot of other game programmers would use, at least as amateurs: a bunch of scripts for each enemy, with usually some sort of "base" script that sets the concept of an enemy.
this lets them have one simple system they can use for every enemy.
never doubted
not for a second
jesse pinkman approved
are you the jesse madddy accidentally banned
@@serhiiko7141 yes
I can’t believe it
my name is skylar white, yo
I can't believe it's actually Jesse Pinkman
As someone who's interested in game development, seeing the whole process like this is really insightful! Thanks for sharing! ❤
'' Thanks PITR ! '' We all say in unison
THANKS PITR !!!
Wow, now that you've done it it seems to be a feature that should be already added to unity lmao, really impressive job dude !
incredible stuff, pitr and heckteck!! again, thanks so much for giving us all a peek into what goes on with the developer side of things. as a game dev myself, i always love seeing the behind the scenes of my favorite games, and you always deliver with that stuff with ultrakill! happy to see that development is coming along smoothly!! :D
This is literally Godot's animation player
SO TRUE!! GODOT BROS REPRESENT!!
@@tipx2master788GODOT ON TOP
coffee
@@Dr.Freeman...ah, hello Gordon Freeman! it's good to see you.
milk.. outside a milk... inisde a bag.. out..
this is unreal. just insane. literally ULTRA
edit: as a unity game dev myself i can say that this is not something that you would just make. it's hard to do and takes a long time. i'd even say that this is maybe overkill for what ultrakill is. PITR, hecktech and whoever else worked on this system definetly did a really good job
Idk that this would be overkill. We don't know what's going to be added in act 3 or ukmd difficulty.
Also for the modding community, this is insanely useful.
And since they are overhauling all the old levels, this is much neater than whatever they had before
@@rhysbaker2595not sure how the modding community will benefit from this, if at all. Editor tools like this don't work in built games. Of course modders will be able to manually do the same things the tool does, but they won't be able to use the convenient timeline view.
@@absolutewisp unless it gets released to us of course. Actually it might get released for Tundra users since they have access to a ULTRAKILL project to build custom levels in Unity
@@ZedDevStuff oh, if modders have access to the actual Unity project then
a) Hakita is even more based than I thought
b) using editor tools suddenly becomes possible and makes me very excited for the future
@@absolutewisp I have friends with access to Tundra, it is the entire game apparently, or at least most of the code and all the assets. Iirc Waffle told me you could compile the game from that if you wanted to
I am so excited, I can't wait to get my hands on this
hello robi, also same here
the kitr frame at the end though. Loved it.
Knowing Unity, this is very impressive and useful. Amazing work!!! This'll make things much easier
Seeing the polish youve put into this game is fucking awesome. Thank you for posting these behind the scene videos
Thank you PITR, very cool
I think it's really funny that this is being done now, with only 1 layer's worth of enemies left to add, instead of earlier when it would have helped a lot with programming
Ahh gamedev... so brilliant
I have NO idea what is going on but i love it. Keep it up.
I love watching this game slowly improve through your videos
this is definetly a pitr thing to code
So basically a mini game engine inside of a game engine, bonkers!
So basically geometry dash
That's nowhere near to a mini game engine inside of a game engine dude 😭😭😭😭😭😭
wait until he finds out what level editors are
well, now someone NEEDS to make a rewind-based enemy in ULTRAKILL
This looks really cool! I hope reworking the enemies to utilize this new feature is gonna be a quick and painless process.
I don't know how you do it PITR, I'm sitting here struggling to make a goblin climb walls in a platformer I'm working on and you're out here working on overhauling enemy behaviors to tidy things up. I've got nothing but respect for you and Heckteck, and the rest of the team if I'm being honest. Just goes to show I have way more to learn about making games and in a way that's super encouraging.
What a ultrakilling code i see
there is more of a blessing when pitr uploads a devlog
Animation events that span frames are one of those features I really wish Unity had by default because they're super good for any sort of action game. Unreal has Notify states which are just that and they're super nice to work with
i really love seeing pitr make progress in cleaning out hakita's old code as if watching one of those room organizing asmr's but slowed down 100 times
It's really cool to see how one of my favorite games is built from the inside. I would like more videos directly from Unity
More UK from PITR :D
United kingdom
Ukraine
@@dumbvillage9253 Elizabeth Prime
@@silverius678 This lead coffin, to hold me!?
@thebaseandtriflingcreature174 the kingdom of England has long since forgotten my name, and i am EAGER to make them remember
I do not know a thing about programming so I'll just say "i like your funny words magic man" and aprecciate the effort into making such a fun and top tier game
Good jobs guys, keep up good work
Mans teased new cheats for the new update oh lawd
well at least one is already in the current ver, just through the console
also the "altar" enemy apparently
I got to the part about marker and clip tracks before my brain shut down
idk why but the filth just sitting there in the endless void while PITR teaches abt coding is really funny to me
I think it's nice that the dictionary definition of a bottom found another dictionary definition of a bottom to code with.
As a unity developer myself, I find this very fascinating. I didn't know that so much could be done with the timeline.
Thank you for all your hard work PITR.
So excited to decompile and see how it works
After months of hard work, ultrakill development have finally learned to unravel 1(one) strand of spaghetti code
Thanks for taking your time
I recently watched a video where someone was trying to yank the gun code of ultrakill into their own school project but after seeing the code, they decided to rather code the gun themselves
I guess the code rework would be useful for modders
That's why the game devs are creating their own tools. This way you can simply create a behaviour, and not a seperate script each time.
Incomprehensible. Can't wait to try on my own 👍
Thank you for making these explanation videos
Thank you pitr! Very cool!
man pitr and heckteck are doin work on ultrakill
good for them
Thank you devs for your hard work 🤝
This is exactly the kind of system that will pay the biggest dividends.
i like to imagine that this is how God in Ultrakill made the timeline
cant wait for you to get an aneurysm trying to fix the maurice code (or not) (but its the peak of hakitagetti code)
I would kill for a release of this on the asset store for public use.
oohhhh very nice!
certainly beats the 3 different, indiviual things i go through!
0:20 JIGGLE PHYSICS???
maybe
How's the code rewrite going? Honestly on saturdays I now hope more for a teaser from you or from Heckteck
interesting as hell thanks for sharing with the class
bite sound is death sound reversed im in shock
really
We have dependency injection in ultrakill before gta 6
lets say it together, “THANK YOU PITR‼️‼️‼️‼️”
P-3'S BOSS WILL BE GIVING A PROOF THAT P=NP
I have no idea what's happening here but great work!
i cant wait for this to break every custom enemy ever
doodleman and fruitcircuit jumping for joy rn
hell yea. will be great for custom level people
Even as someone with minimal programming knowledge, i can tell this is super intuitive and practical to use! 😮
Out of curiosity, does this mean you'll redo all of the enemies' animations? 🤔
I don’t know what’s happening here but YIPPE PITR UPDATES YIPEEE!!!
I LOVE YOU PITR!!!!
I fell into a rabbit hole and now I have questions which answers I dont know how to get
Wish I knew what any of this meant! Hell yeah!
This reminds me of the Sequencer from Little Big Planet 2 and 3. It's very similar in function.
So it's like you smashed the animation window with part of the animator itself into one thing
TIL the filth's bite attack sound is its death sound backwards
thanks, I'll make sure to steal every single aspect of your animator
unrelated but i really hope size 2 fish ends up being a super hard boss fight on par with the difficulty of sisyphus prime, that would be awsome.
Beautiful kitty btw.
wow, very cool instrument
Can't wait until ultrakill is bug free
All Hail PITR
Interesting. So you've reinvented the animation clip editor? I'm failing to see what can this do that the animation editor can't. I guess the one thing is doing things without playing an animation, but even that can be hacked in by using a clip with no bone transformations and putting events over it and using that on a non-primary animation layer. It does look sleek as hell though.
It’s optimised for their exact purposes and is thereby more convenient + faster to do what they need
pitr you should write down a note somewhere to make some kind of cybergrind level editor overhaul, think of the custom arenas we'd make.
wtf is anyone even talking about here whatever thanks for letting me shoot things with cool music pitr and hqkita
Holy cannoli, I yearn for the destruction of Unity's Animator systems. This is insane honestly, I wish this system was a standard feature with Unity.
this will make things: Faster
Very cool system!
so this is what god's been doing
this is all so damn cool and complex
will you be releasing this at any point?
yup
4:43 car jumpscare🤯