I realized I want to make a game with rocket jumping too. The only thing is I had trouble finding if other people wrote such a mechanic in Godot 4.
@PuppetPlasma4 күн бұрын
I got a very different Interpretation of the games ending. For me, it shows that in every Pixel of our TV screen, there is a small world with creatures that live there. And in one of those, Gomez lives there. So everytime you sit in front of a TV and see all those millions of pixels, you know that in every pixel there is a small world. And thats kinda cute.
@tjn011014 күн бұрын
I greatly enjoyed the video, though I only listened to it to minimize spoilers. Your analysis is filled with so much life advice that I even wrote down a few quotes. The amount of determination and will power a game such as this requires is certainly remarkable; I think those who achieve the 500+ (let alone 1000!!) forever retain the immutable knowledge that they can persevere and figure out the path.
@andre_60114 күн бұрын
I believe I know what 23:12 is on the chalc board. The way the squares are oriented makes it possible to create a cube, with all lines connecting to each other. The only square where this isn't the case would be the empty one, and I believe you have to insert one of the sqaures listed at the bottom (Which would be the L one). I believe as a final thing would you follow the path, moving through each square and noting down the number they would represent in the unfoldet display, until you can't continue (Hit a stop that isn't a corner for a lack of better explanation. So I believe, this would create the number code 1 10 6 5 4 10 5 6 Or given the squares at the bottom are the same as in the shape above, you have to count how many of what type you get? Maybe add them all together (It gives 47 btw)?
@SystemRush18 күн бұрын
You, are my favourite type of cheese.
@TheMightyKiD3821 күн бұрын
While the alphabet puzzle is great, it's also the worst puzzle imaginable, because you can't solve it if you don't speak English.
@davidli719Ай бұрын
Is the \begin{lifelesson} original or a reference to some other media presence? I love the format of your videos, (g+)+
@LikwidfoxАй бұрын
It feels like the Joker 2 punishing you for liking the first one in a wrong way.
@LyrisTheCatАй бұрын
IS THAT JOEL OR VINNY TALKING? WTF LOOOL
@chitinlink2 ай бұрын
Aother good devlog but more importantly THANK YOU for summarizing my gripes with sync jumps so well.
@gaalic2 ай бұрын
cool
@Zush13372 ай бұрын
Quick suggestion: add an option to convert speed to hammer/units equivalent please. As a tf2 jumper i can say that it truly matters to sync rockets and speedshots.
@habberdasher84922 ай бұрын
I'm a big fan of the changes you're proposing here, nobody likes flying blind and syncs are initially pretty frustrating. You might consider giving the player a shadow, even if it's a simple circle below them. It would help put your speed and position in the context of the world, help you determine where you're landing, and make you feel a bit less like a floating rocket launcher. Brimstone might have similar readability issues to the city with everything basically being made of nether brick and obscured by fog, though I question what colors and textures would stand out without killing the vibe. As soon as you have a launch date I'll be counting the days.
@Slappyman-f5y2 ай бұрын
maybe you could add a "ghost mode" where you have to beat your best speed for the level
@Rule_02 ай бұрын
so, i love this project you have been making, i constantly anticipate every new devlog and i wish to try to give some ideas to help in some places where i think are needed. i am really sorry if these ideas are inappropriate, and i am really sorry if these are impossible. I'd tweak the sounds of the rocket, nothing to do with the current SFX, they sound great, and the work you've done here might be more than enough, however it's really difficult to judge these things without playing the actual game. so, here are my changes: the low brown noise of the current rocket sounds a little dull, I'd give the rockets a sharp and pronounced secondary and seperate hissing sound effect, one stored in a whole different file, one with an extremely steep dropoff range that is exactly suited so that when shot, the sound effect is very pronounced for 0.25 seconds and then sharply drops off in volume. the actual timing / distance might need to be tweaked but this is just my idea of how to improve the sync SFX for an even clearer timing window. will look forward to the next devlog with bated breath!
@Skeletin12 ай бұрын
Hey Cheese, I know its quite late to say this, but I don't recommend those upward vertical stopping stations, in my opinion it really kills the sense of speed, whereas if you land going down, you do it with speed, kind of eliminating the boring part of quickly going up, losing all of your speed, then slowly falling down on a flat platform with nothing on it but a checkpoint. For example, the one at 16:35
@snowyborne2 ай бұрын
big fan of the sync changes, what a genius way to keep such a cool movement tech and not make it as frustratingly difficult to perform as it is in tf2. very excited for the early access release <3
@quba87452 ай бұрын
I'm honestly an absolute noob when it comes to TF2 rocket jumping, but I'm genuinely so excited to see this game eventually released
@natethegrape33372 ай бұрын
I like the changes for sync jumps. Though I think that the sync jump beep audio cue could be more satisfying. And there could be a big sound for doing a sync jump just so it feels even better when you do it. Encouraging players further to keep trying if they are still having trouble with it.
@VoidTheorem2 ай бұрын
I always found sync jumps very frustrating, and I think your changes will be a huge improvement. I had thought It would be cool to have a right click that keeps track of the previous rocket's distance from collision, and shoots the rocket at the perfect sync-jump time, but I think that would make it too easy. Maybe a right click that can detonate your rocket preemptively would be cool. you could shoot a rocket and then have the launch ring send you to intercept it in mid-air. I would've wishlisted sooner, but I somehow missed the last devlog. I think because the thumbnail didn't have a rocket launcher in it, I didn't associate it with this series lmao. Can't wait to play early access!
@Nik1_2 ай бұрын
I can't believe I've been watching the process for a year now. I really can't wait to play that game when it releases. Wish you luck :D
@imnugget80852 ай бұрын
8:12
@Intrafacial862 ай бұрын
Biggest problem with puzzle games: once you've played it, you "get it", and there's nothing left to discover. Replayability is almost entirely dependent on the release of a puzzle building mode where people can create and share. That said, FEZ would be amazing if it had a way to create custom areas.
@chasepalumbo29292 ай бұрын
You should probably play Riven if you enjoyed the puzzles of Fez so much
@stemdeckesupreme1642 ай бұрын
Making me feel like a freak for loving the game at launch on vita enough to figure out the in game language on my own. I wish I knew what happened to my fez notebook
@skope20553 ай бұрын
Cool and compact video!
@Funk0_3 ай бұрын
Thanks to you I’m actually attempting to make a game also Tf2 inspired. I’ll probably fail horribly but at least I’m trying!
@someonesgoat90113 ай бұрын
An add to this list is obviously Animal Well! It is inspired by Fez and Tunic and scratches the right places of my brain😄 I must say tho that Animal Well is SO much harder then Fez and Tunic! There are puzzles that are meant to be solved by the internet (Rabbit Screen). I mean I don’t think I could have solved everything in Fez alone (for example the telescope room) but I struggled in Animal Well so much more. As a standard player you wouldn’t even think of a lot of things that have been figured out by others. Which is… intriguing but also can be frustrating. The red room in Fez is comparable to one of the rabbits in Animal Well but the rabbit is much harder in my opinion. So be aware that you will spend hours in Animal Well (and give it a try without the internet! You will be surprised how far you get without it☺️) thank you for this video!
@Dalekscientist3 ай бұрын
I always wondered about Geezer. Who is he, and why is he wearing a fez? Does he know about the 3rd dimension ect, ect. I always joked that he might be a future version of Gomez, but I don't know... Thoughts?
@elyon92443 ай бұрын
DLC sucked ass and Is sad
@RCSky77114 ай бұрын
Ok, my mind is officially blown after hearing about the triangular Air Force Base... I'm dying to know what is over there. Somebody must figure it out
@Lumiel84 ай бұрын
💜💜💜
@Lumiel84 ай бұрын
Iu neulu
@synth-wave_steve4 ай бұрын
I always interpreted the menu guy’s plan for more sequels as meaningless spite. It’s still telling you to move on, but by showing constant mockery won’t get you anywhere.
@Nik1_4 ай бұрын
Yo, pretty cool video. About the lighting: You were talking about how light can impact the performance, and I was wondering about baking light. I haven't done that, but from my understanding it my help the performance. If you did try, or its impossible to do in godot, then its alright. Wish you well, Cheddar.
@CheddarEssays4 ай бұрын
The trouble with the other lighting techniques I tried is that they fundamentally change the look and feel of visuals in the maps far past what I'm looking for. Both SDFGI and baked lighting solutions had this issue regardless of how they impacted performance. Baked lighting would improve performance, though I also think other issues with it would arise later in development (in-particular, I'm unsure of how it would interact with imported geometry once I get to making the level editor). I'm happy enough with the performance of my solution now, mostly because I do some pretty aggressive distance fading with the lights that you can probably notice in some places if you pay attention.
@habberdasher84924 ай бұрын
Shoutout to orgmaker, cave story gotta be one of my favorite composition tools.
@coyo_t4 ай бұрын
Im really hoping the game gets an art pass. as you mentioned the lighting in city & paradise look flat but this is actually a huge issue, for example the city surf ramps. Its basically impossible to tell where the edge of it actually is (and therfor the start of where you can surf on it) since theyre both shaded identically. some of the walls have that issue too. The viewmodel also has this issue with the top exhaust vent being basically invisible 99% of the time. Some of the colours (especially like the castle checkerboards) are too intense/too contrasting, and while I cant say for sure I have a hunch the checkerboard surfaces could need an epilepsy warning if the contrast between their two colours isnt lessened also, i think the tutorial text needs a transluscent solid/gradient behind it. While black outline+white text is technically readable on any surface, I found its hard to "lock on" to the words. In regards to the music the noise synth used at the beginning of the video is way too sharp/loud. im not really a music person so i dont know the technical terms but it felt like a needle to the ears, but otherwise theyre fine tracks Still looking forward to the game overall though. (I'll also say you taught *me* something with this video. I hadn't considered powers of two with tickrates. Unfortunately my own project is currently 40 TPS, so I'd have to either lower it to 32 TPS or up to 64 TPS. Hrm.)
@CheddarEssays4 ай бұрын
This sort of comment is the most useful benefit of developing this game openly in this way, so thanks so much for taking the time to write it. You're absolutely right about the visuals, which is a problem that probably would have become apparent if I had gotten more playtesting done, but in retrospect it's still a pretty obvious one. I'm going to plan on making important changes to that before the next video, as well as some changes to make the visuals in Metropolis a lot less same-y that my friend pointed out. And as a quick final note, if you're not aiming for a high level of determinism in movement like I am, choosing a tickrate should be a lot less of an issue (even TF2 has a weird tickrate of 66). Simply by including it in this video I overstate how impactful it is, it's just something I felt the need to explicitly state just in case.
@Adam-xr6fj4 ай бұрын
This game would be incomplete without an amen break.
@kozentdow4 ай бұрын
14:40 what you are describing is just wallshots, which is what you use in all Easy Walls. Wallpogo in fact does not involve any strafing (most of the time), it's about height control and moving slowly. Like in Easy Pogo 8 and 12 or Medium Pogo 4 and 11.
@Zush13374 ай бұрын
damn that a nice project that you've got here! Keep this up
@voidgames54454 ай бұрын
so glad I found your channel when you first started these devlogs, its so cool to see this game undergo development. This game gets an instant wishlist!
@darkener32104 ай бұрын
For the leader board dlc thing You should have it so that the leader boards are still visible and are able to be downloaded from without the dlc And the dlc is just for allowing you up to upload replays and times to your servers not access the the leader board in general You can even have it so that it still tells you what place you would have had if you had it the dlc, as some encouragement to get it by essentially going "look how good you did you should put yourself on the board" And for that, having it localy store all of your replays and then allow you to upload them after getting the dlc would be really helpful for casual players, who didnt really feel like getting the dlc, untill suddenly there alot better and have 100 hours
@dobrx61994 ай бұрын
sick!
@Maxolti4 ай бұрын
Damn that Music is awesome!
@jacob-herrera4 ай бұрын
As for the leaderboards and auto uploading replays, how can you be sure that replays will be stay synced between different platforms? Considering Godot Physics/Jolt Physics don't guarantee determinism nor cross-platform determinism.
@CheddarEssays4 ай бұрын
This is another benefit of having an EA release prior to leaderboards, since any desync problems with replays should become apparent when I have more people playing the game. In my (limited) testing, the replays function exactly as they should when recorded on Windows and ran on Linux (with Proton), though that's mostly been limited to the replays in tutorials for the time being. I am very aware of this potential issue, it's just something that's easier to test once I have more people playing the game.