I can't remember how many times I have done this throughout the first 2 games. Thief is one of my all time favorites.
@jitspoe3 күн бұрын
*CLANG!*
@CSLRProductions4 күн бұрын
hey in about 5 years the 2020s clips will be up
@jitspoe3 күн бұрын
I like your optimism!
@0ccult13375 күн бұрын
this game is the bomb!!!!!!
@mymo_in_Bb7 күн бұрын
This seems like an incredibly useful resource, thank you! I have one question though. I'm gonna run my own tests on it, but. I read the documentation on localisation, which says there are set language codes that the engine supports. Can we not just enter any correctly formatted string as a language code? If it isn't possible (again, I'm going to test later whether or not it is), is there a way one can get a custom language code to work? Like for example, say I'd like to translate my game into my own conlang that obviously isn't supported since so far only I and a couple of my friends know about it, or even to a very widely used conlang such as toki pona, which isn't listed as being supported either, despite a large number of other conlangs being supported. EDIT: Okay so I did the testing, and everything works just fine with custom codes and adding them is mostly straight forward. In case anyone else is interested, you can just simply put a custom code into your csv file, you can call TranslateServer.set_locale() with your custom language code, etc. The only place where you need to do any extra steps is with remapping assets - when selecting a locale for your remapped asset, you just need to tick the "Advanced" switch (it should be at the top right), and an input bar will appear at the bottom, where you can manually set the language, script, country and variant codes, and you aren't restricted to the predefined ones. So far it doesn't look like unsupported codes break anything, but I haven't tested it thoroughly (and I haven't tested it with codes that don't adhere to the specifications, like, language codes that are not two or three lowercase characters. That _might_ break things, i don't know). Anyway I am really happy that this level of customisation is allowed in Godot. I have tried to use programs whose primary purpose was literally linguistics, and they limited the user to predefined language codes.
@jitspoe7 күн бұрын
At one point, they were hard coded, but I think that got refactored in Godot 4 or at some point after 4 was released.
@DDLCman11178 күн бұрын
0:35 for some reason, I really like that opening
@AlexanderWC10 күн бұрын
Great tutorial about game architecture :)
@RowanStaghorn10 күн бұрын
i mean having ALL AI do 360000000000 no-scopes is pretty terrifying xD
@VyvyanTheGreat11 күн бұрын
V I D E O G A M E S
@jitspoe11 күн бұрын
Re-uploaded this with fixed muted audio. The original one had a section muted that was supposed to be public domain music and was flagged incorrectly.
@jelanibyrd503114 күн бұрын
ALL THE PRONOUNCIATIONS HAVE ME DYING LMAOOOOOOO! XD XD
@Ralke116 күн бұрын
very good, very on topic ! Thanks for sharing
@codyexzonk16 күн бұрын
i'm always thankful to people for the useful stuff they create, but usually silently. however right now i want to say that outloud. THANK YOU this is really helpful. i am now going to use this in my weird ass 3d tower defense
@jitspoe16 күн бұрын
Glad it's helpful! You're welcome!
@codyexzonk16 күн бұрын
@@jitspoe is there a way i can change the font size of line_edit ? i did manage to change the font size for rich_label with its push_font_size() method, but i can't access line_edit's "font_size" property for some reason. even though it's in the docs for the LineEdit i'm not very good with godot :)
@jitspoe16 күн бұрын
@@codyexzonk font_size is a theme property, so you'd have to create a theme for it, then you can set that value on the theme.
@codyexzonk16 күн бұрын
@@jitspoe you have my gratitude
@sh-bu5yq21 күн бұрын
tanks
@jitspoe21 күн бұрын
Sure man!
@glovemiester22 күн бұрын
insane brushwork on the buildings
@NSXtacy-22 күн бұрын
So good to see people still playing this, I remember when it first came out and took over my life :D Played with both SPAM and SPLAT as Auto|MaG, good times!
@jitspoe22 күн бұрын
Nice! We'll be doing another Social Saturday on the 18th if you want to hop in and join - discord.digitalpaint.org to join the discord server for voice chat and such.
@ML7BONO23 күн бұрын
I'm using c#, can i use it?
@jitspoe22 күн бұрын
Somebody made a C# version, but it hasn't been updated with all the latest features. Should still be perfectly usable, though. I think you can call GDScript functions from C# as well, but I've never tried it, so I'm not sure.
@fatyakcz835823 күн бұрын
Brother, you kooked
@r.g.thesecond23 күн бұрын
I was thinking maybe AGPL issue was overblown, but woah- putting a restriction like that on the output?!
@jitspoe23 күн бұрын
Yeah, GPL is bad enough, and somehow they made one that's worse. 😅
@canaldosoninho23 күн бұрын
Hyped
@PhilGorley23 күн бұрын
Round.
@A1pok-tdy24 күн бұрын
I WILL use this.
@jitspoe24 күн бұрын
doit.gif
@DAVE_WHITE24 күн бұрын
With the modern server and modern connections why not let us use the move taunt scripts we used to use and had a great time using? DAVEW
@ugib837725 күн бұрын
Ah yes. The thumbnail is an accurate representation of how I feel when I open the GOD DOT.
@purplenurple914827 күн бұрын
Very neat stuff, got it implemented in my game in minutes.
@jitspoe26 күн бұрын
Glad it was easy to set up!
@cyrus759229 күн бұрын
Yes Master 😌
@AgriasOaks99Ай бұрын
Not exactly waiting, Sensei. It's more like confused how to do it 😢
@jitspoeАй бұрын
Well, start doing the things you can take action on now and look up things you don't know how to do.
@AgriasOaks99Ай бұрын
@@jitspoe I can do that. Thank you, Sensei 🙏
@RiverLucyyАй бұрын
good tutorial but its hard to focus on anything other than your spectacular moustache
@SmallBrainPerson7 күн бұрын
it's beautiful
@roycegarvinАй бұрын
I love the silhouette art style. Looks really good
@jitspoe29 күн бұрын
Thanks!
@OmahamahoАй бұрын
you're a legend
@hamyncheeseАй бұрын
So, this guy has one GONAD? Did I hear that right?
@schiaccius1clayАй бұрын
Diabotical Rogue
@Bartona333Ай бұрын
Cool
@h0l1day117Ай бұрын
thank you very much. you are amazing
@rickloyd8208Ай бұрын
How this game could fail if it’s way more advanced than Overwatch? Gamers are so easy to manipulate by influencers…
@Redemtor1Ай бұрын
amazing work!
@thespecialbruАй бұрын
A Revolving Alofs is incredible, definitely gonna watch this one!
@PhilGorleyАй бұрын
rip flash
@Marduk401Ай бұрын
I'm gonna give a harsher viewpoint on this as another old-school fps dev. my take does not mean I'm right about everything and I have very specific tastes when it comes to old-school fps. -first of all it is too slow paced and there is no bunny hopping or strafe jumping or at least none was displayed in game. -the maps are too simplistic when compared to the weapon models you have, its like 1/5 of the detail you have on the weapons. -the lighting is absolutely terrible there are no dark corners and everything looks and feels weird when it comes to lights, I don't feel that cozy feeling when playing fps like that. Especially when it comes to this game and its warm steampunk setting the lighting should be a top priority. avoid using ambient light. use voxelGI or LightmapGI depending on what you are doing. maybe add ambient occlusion. make areas have lights with similar color palettes like dark orange or brown, and use blue or red for point of interest like pickups and rooms you want the player to explore. there is a lot that can be said about lighting, the best example should be "thief" on how this should look.
@jitspoeАй бұрын
Thanks for the feedback! I appreciate it when people are blunt and straightforward. There is actually a bunny hop mechanic + a lot of mobility offered from the weapons as well. I just didn't want to speedrun through this since it needed to be over 10 minutes for the thing I was submitting to. Perhaps I should make a mobility-focused video. Regarding the lighting, I don't actually have any ambient lighting. I'm guessing you're referring to the area above the slime where, for performance reasons, I had to disable the shadows on the green lights. I still haven't figured out a good solution for large area lights, as the baked lighting looks super flat. Hopefully I can figure something out!
@Marduk401Ай бұрын
@@jitspoe yeah shadows tank the performance alot I figured many tricks to keep my game at 144 fps constantly the most important of them all was distance_fade_shadow: I set it to: light_radius + some value I set in trenchbroom (default 40) this way the light's shadows disappear after this distance_fade_shadow. Works well in most cases and the fps went from 80 to constantly 144+ since the game only has to calculate the few shadows the player can see.
@jitspoeАй бұрын
@@Marduk401 I had to fix that distance fade, haha -- used to not do anything as the shadow was still calculated. Glad it came in useful!
@Broso56Ай бұрын
i love how no one noticed you constantly changing the way you pronounce godot/gudut/guhdough/guhdat/gadat/goodoot/guhdut
@grimaussiewitchАй бұрын
Thank you for the gimp tutorial! I knew how to use palettes and adjust them accordingly but not how to download palettes or make one without eye dropping.
@IHasTM87Ай бұрын
I love the artstyle!
@jitspoeАй бұрын
Thanks!
@endrgarАй бұрын
Nice kook. 😄 At the level with the stairs, it seems my vestibular system is in for a test.
@jitspoeАй бұрын
Haha, it's going to be a constant struggle between doing really crazy stuff and not making players completely uncomfortable.