![brokemyglasses](/img/default-banner.jpg)
- Видео 108
- Просмотров 146 889
brokemyglasses
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Добавлен 29 июн 2012
I stream my process as I make different 2D role-playing games (and sometimes others) in Godot 3.5. Feel free to follow along and ask any questions. Check out my playlists of streams for making games similar to Dragon Quest, Earthbound, Legend of Zelda, and more!
Testing Legend of Zelda (NES/SNES) Style Sliding Blocks with Locked Doors - Godot 3.5 - *No Sound
Testing Legend of Zelda (NES/SNES) Style Sliding Blocks with Locked Doors - Godot 3.5 - *No Sound
Просмотров: 81
Видео
Live Stream Game Design - Making Dragon Quest (NES) Clone in Godot! #0002 (No Audio Today)
Просмотров 1474 месяца назад
Live Stream Game Design - Making Dragon Quest (NES) Clone in Godot! #0002 (No Audio Today)
Final Fantasy VII - Diamond Weapon Boss Battle with Cutscenes
Просмотров 79811 лет назад
Final Fantasy VII - Diamond Weapon Boss Battle with Cutscenes
Final Fantasy VII - Demons Gate Boss Battle
Просмотров 11511 лет назад
Final Fantasy VII - Demons Gate Boss Battle
Final Fantasy VII - Red Dragon Boss Battle
Просмотров 18611 лет назад
Final Fantasy VII - Red Dragon Boss Battle
Final Fantasy VII - Palmer Boss Battle
Просмотров 31611 лет назад
Final Fantasy VII - Palmer Boss Battle
Final Fantasy VII - Materia Keeper Boss Battle
Просмотров 27811 лет назад
Final Fantasy VII - Materia Keeper Boss Battle
Final Fantasy VII - Nanaki/Seto Scene
Просмотров 124 тыс.11 лет назад
Final Fantasy VII - Nanaki/Seto Scene
Final Fantasy VII - Gi Nattak Boss Battle
Просмотров 35811 лет назад
Final Fantasy VII - Gi Nattak Boss Battle
Final Fantasy VII - Dyne Boss Battle
Просмотров 3,8 тыс.11 лет назад
Final Fantasy VII - Dyne Boss Battle
Final Fantasy VII - Jenova-Birth Battle
Просмотров 13711 лет назад
Final Fantasy VII - Jenova-Birth Battle
Final Fantasy VII - Escape from Shinra - Motorcycle Chase and Boss Battle with Cutscenes
Просмотров 1,2 тыс.11 лет назад
Final Fantasy VII - Escape from Shinra - Motorcycle Chase and Boss Battle with Cutscenes
Final Fantasy VII - Sample HO512 Boss Battle
Просмотров 10211 лет назад
Final Fantasy VII - Sample HO512 Boss Battle
Final Fantasy VII - Gunners and Rufus Boss Battle at Shinra HQ
Просмотров 10611 лет назад
Final Fantasy VII - Gunners and Rufus Boss Battle at Shinra HQ
Final Fantasy VII - Junon Boss Battle
Просмотров 81711 лет назад
Final Fantasy VII - Junon Boss Battle
How to Get Yuffie in Final Fantasy VII
Просмотров 41111 лет назад
How to Get Yuffie in Final Fantasy VII
Final Fantasy VII - Defend the Sector 7 Slums and Fight Reno Boss Battle
Просмотров 31011 лет назад
Final Fantasy VII - Defend the Sector 7 Slums and Fight Reno Boss Battle
DDR Universe - Gyruss Full Tilt Mix -- AA on Expert
Просмотров 2,3 тыс.11 лет назад
DDR Universe - Gyruss Full Tilt Mix AA on Expert
Can u make the same for unity?
Personally, no, I have never used Unity.
Off-stream, I have been expanding on the character creation screen. I am currently implementing a layered sprite approach for the characters, which I will demonstrate in the next stream.
I love your videos, they help me a lot. Thank you for posting!
This one starts a bit slow, as I am not used to the formatting for these tile sets. You may want to skip to around 28:30, after I get the tile sets figured out and begin to pick up the pace.
is there a github link to your project(s)?
Hello. I might upload some projects in the future, but not currently.
0:38-0:47, 2:58-2:59
why are you still using godot 3.5
I had major issues with 4 at launch, so I reverted to 3.5 and never looked back. I would consider upgrading if there were features I needed, but 3.5 is good enough for now.
@@fixed_my_glasses Do you have a deadline to finish your game?
@Misterjuzz Hello. Not currently. I jump between projects too often to be able to set a reasonable timeline.
No audio?
No audio. I have been testing out commentary-free streams so that I can better focus, and it helps. It also lets me listen to any music I want without fear of a copyright strike. :)
I will try to replicate in godot 4.
Let me know if you need any help. I am not super familiar with Godot 4, but matching the equivalent functions and things up should be easy enough.
Nice Video ! Sub & Big Like ! And Love Retro Zelda Games !
Thanks!
brooo, get a miiiiiiic. this video would have so much views. come on my guy. please
Hey, thanks for the feedback. For now, I feel that I work better without a mic on. It allows me to focus better, and I can play copyrighted music over my speakers without fear of copyright strikes. :)
@@fixed_my_glasses then i will continue to cry in silence
Oh, I joined last minute it seems, really cool bombs though
Thanks for stopping by!
please upload more videos to youtube public channel so it is not only located in playlist, and github if you are feeling extra!
Thanks for the suggestion! I assume you mean put the videos on my channel page, which was a really great idea. I now have all of my game design playlists organized there. Is that what you meant? And I am not using github currently, but maybe in the future! Thanks!
github plz
Beautiful and tragic 😢❤
Never, ever, fails to make me cry. Dammit… ❤️
Rebirth did not do this scene justice IMHO
Understatement. I'm treating rebirth as fan fiction tbh. The original ff7 is just special
W video, keep it up
Lol... thanks to Final Fantasy Abridged all I hear is Reds voice from their version. I don't think it takes anything away from it though.
0:38-0:47, 2:58-2:59
This was a really fun mechanic to implement--and it went relatively smoothly! I'll need to add various checks/triggers to expand the battle script for future fights, e.g. checking status/hp and altering behavior accordingly. I also need to add general AI for the different battle "tactics," such as "use no MP" and "follow orders." All of these things will provide a foundation for making the battles much more dynamic and interesting, since each enemy/player actor will have unique logic.
This is more powerful than the remake, I already knew it would be before I ever saw the remakes version of this scene. Not because it's bad, but because this is too much to live up to. This music is better, the notes are easier to hear and hit harder, everything's magnified in this version.
Sorry for the belch at the beginning! The stream loaded sooner than I expected. 😊
it added to my experience greatly
@cuggus3330 I’m glad! 😀
game looks pretty cool so far!
Thanks for tuning in!
Nice!
Thanks!
That's the best game genre
Awesome, i want more
Dragon quest my favourite game keep it up
DQ rocks! Thanks for checking out my channel.
Hey man, I'm from Brazil, i'm beginner in game dev and learning about godot, you are amazing, man.
Hey, thanks for the kind words and good luck in your game-making journey.
@@fixed_my_glasses Thanks man
In this one, I implement Sokoban puzzle mechanics (boulder pushing tile puzzles) by recreating the Sokoban puzzle from DQ3. I then implement ice physics for sliding puzzles, although I don't finish a proper puzzle for this one (yet). Up next will likely be rails puzzles, which function basically like ice but with turns and switches that change the path. I'll plan out some further puzzle types as well, and remember that we did falling through floors yesterday, which will lead to future puzzles utilizing that mechanic.
I cried when he started howling.
In this one, I sketch out a few floors of a tower dungeon and implement falling through holes in floors. Next, I’ll probably expand upon the tower and then work on more puzzle systems.
further details about how you created the teleport effect?
I start working on that around 1:43:00 in this video. It is an oscillation shader that I apply to a screen capture of the viewport and then animate the amplitude and frequency values using an AnimationPlayer. I later improve the effect in the video directly after this, by applying a white fade in/out between scenes to smooth the transition.
Hi can you make a game like advance war on godot??
I can, but I am not interested in making that kind of game right now. There is an existing Fire Emblem engine made in Godot that you could check out for reference/inspiration, as their gameplay is mostly similar.
In this one, I brainstorm some initial story ideas and then lay the foundation for a Cutscene system, so that we can start realizing some sense of narrative. I get moving and waiting events functional within it. I also had to refactor my Actor and Actor-inherited Player, since the Actor needed the Player's movement code as a base. We will later expand upon the Cutscene system and Actor refactor.
currently my biggest hurdle in game development is the art. I'm just really bad at making pixel art. it seems like any idea i have for a game is stopped simply because im not artistic enough to make the idea come to life im good at coding and godot and stuff but art.. i just cant do it
Art is not easy. It takes lots of practice, just like with coding and any other skill. If art seems truly insurmountable, I suggest finding an artist to work with. There are also lots of free assets (with varying usage rights) on places like opengameart and itch.io.
Please make the sprites bigger.
Thank you for the feedback! I am intentionally using lower-res art. Plenty of pixel art games use 16x16 or larger tiles, so I want to do something that is less common (8x8). I also simply prefer working in this format. I strongly believe the art will make more sense as I add more tiles, detail, and overall cohesion to the art.
In this one, I continue blocking in the Witch’s castle’s basement and first floor. I also add animated tiles for torches and teleporters, and then create particles for these. After this, I fixed a layer draw issue with the tops of columns and finish by making an oscillating teleporting effect based on DQ.
In this one, I (mostly) finished animating the boat transition, made some new enemies and tilemap art, and sketched out a map for the Witch’s castle.
We set sail today! ⛵️I also switch the water tile to an animated auto-tile (huge aesthetic improvement), implement Poppie the Party Planner (for player character recruiting), and fix a few bugs.
The original game story wise is better than remake.
A wealth of information in here! Thanks for posting this!
This is a great series, will def be keeping up. Also working on a DW Project of my own, and just think it's a great starting place for learning!
Thanks! How far along are you on your project? Is there a specific DW/Q that you are looking at?
There's something about this original score that is so much more powerful than the Remake's. I like most of the redone score, but the originals can't be touched. It's like their simplicity and the sound of the midi format just creates something special and unique.
The original game story wise is better than remake.
In this video, I change the battle system over to running through the events on different timers so that the action phase plays without needing player input. (Player input is still needed for selecting player actions and running through intro/outro text.) I also make other, smaller improvements/fixes to the battle scene.
Nice Video ! Sub & Big Like ! Love Retro Nes Games !
In this video, we handle project reorganization woes, adding sound and animation to our item chests, a super efficient method of adding shadow tiles to our walls through code, and jumping over ledges. Busy stream!
Added art detail to the cave, split up my TileMap code to work with separate layers, and added more functionality to the Transition system. This is starting to feel like a real game! 😄
In this brief stream, I made a DQ-inspired character naming screen and title screen, then connected them to set up a simple “new game” state. I will add saving and loading later on, as well as a proper game intro.
Couldnt they just use a gold needle?😢😢😢 Pelase anybody
That's what I'm wondering too.
@@blackjaguar324 and the phoenix down for aerith, right?😭
@@NTN_00 Actually, that's different because Aerith literally gets killed. Phoenix Downs only helps people who are knocked unconscious.