Committing game dev crimes to finish my game

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2024-08-05に共有

コメント (21)
  • @szevvy
    Well I will certainly be contacting my lawyers about this grave injustice against me 😂😂😂
  • @Omazeee
    “Good practices” isn’t in my vocabulary. My projects are one mechanic away from imploding at all times Edit: Thanks for the likes🙏! I create video game content creation on my channel. Feel free to check it out if you’re interested! If not all good, keep living your life😁!
  • Luke talking about how rare clipping out of bounds is: speedrunners: taking notes furiously
  • @Chen_Ash
    The "chum" thing is the craziest crime, i'm going to have nightmares about that one
  • @Capiosus
    for the raycasting to find if the player is stuck: 1. cast upward ray to hit a wall, note the coords of hitting the wall as coord1 2. move a smidgeon upwards, cast a ray down, if the coords of the hit wall match coord1, count one intersection, and repeat step 1, otherwise, count 2 intersections, and repeat step 1. This assumes your walls are infinitely thin. also it IS possible to pass by more than 2 intersections while doing this and fail, but at that point just blame the map.
  • @Gambit-YT
    Skipping the “correct solution” is how I finally finished a game. And finding a balance between the “correct” and “fast” solution is something I’m still trying to learn
  • I love that you used the summoning salt music for the speedrun joke lmao
  • 0:20 so you're telling me that in the code of the game I'm about to play, there's a house made of ascii characters? :o
  • why not just shoot a single ray from the camera at the players location, and have a layer mask for all the meshes that are not water, so if the ray collides then you know the player is out of bounds, then shoot 4 rays in each direction (Up, Down, Left Right) and get the closest change and teleport the player there, that way you're only using 1 ray when the player is not stuck every time you decide to shoot a ray, and not how ever many rays is needed to reach the top, and 5 rays in total, not how ever many rays to reach the top times 3? + it also fixes the possibility where you go into a wall, but the first possible safe space is quite away up from where you currently are, I would imagine this to be quite frustrating if it did happen and fixes the edge case of the gap being so small you could jump over it bc you're never sending out another ray.
  • I mean Szevvy really is just that efficient. The brute force raycast wiggle is really clever, even if it makes me cry a little. Also congrats! Can't wait to play on the 16th :)
  • @lFunGuyl
    Can I just say thank you again for sharing your game dev journey with us? I know similar things have been said before, but you had a huge impact on my childhood, and I am now a game developer myself. It is just so flippin' cool to get to watch your creative process, and to know you're out there doing the stuff that I want to do. Thank you for sharing your journey! Looking very much forward to playing the game!
  • 16:24 Rhythm game inside a diving game made by the developer of fruit ninja and jetpack joyride before gta6 is crazy 💀💀🙏
  • @yfehler
    The summoning salt reference is brilliant!