Your animations are absolutely beautiful! Do you have your own tool to create these, or are these all game scenes?
@Blue-goose03 күн бұрын
Thiss video is so awesome and well made. Thanks for this amazing experience
@nclegend28244 күн бұрын
What’s the game at 0:13
@fatcactis2 күн бұрын
Minit
@oljimgrizzigsby6 күн бұрын
THE SEQUEL TO ASTEROIDS!?!?!
@huvarda6 күн бұрын
using zig, noice
@Username4O48 күн бұрын
I love the little visualizations you use, is there any chance they will be playable at some point?
@JoshWhelchel8 күн бұрын
i love the sines sines sines sines
@Bekir_ts9 күн бұрын
loved it!
@knexator_10 күн бұрын
zig build run 😌
@TheLucake10 күн бұрын
Amazing!
@geronimoste129810 күн бұрын
cool animations really liked how cute they look
@ethanmilton708311 күн бұрын
Immediate subscribe, this video is so well made.
@HeathcliffeMcHarris11 күн бұрын
today's victory for me was drawing some text from an array on a box in the gui layer
@sorensaket12 күн бұрын
Haha. Nice to see wibble wobble featured here. One of my favorite games. If it wasn't for some cheater I would still be holding the world record.
@skeleton_craftGaming12 күн бұрын
I for The record was thoroughly enterdained throughout the whole video
@bananabenana13 күн бұрын
Cool game
@mr.fishfish57013 күн бұрын
Very nice video! I think if you make others the algorithm will serve them. I like the technical side and the visualizations
@cheesemug14 күн бұрын
wait is this picotron?
@1000_Gibibit14 күн бұрын
Very well explained. This is a great example of using a single mechanic (crunchy deformable wobbly planet) that's novel and technically non-trivial but not impossible to implement to make an original game!
@1000_Gibibit14 күн бұрын
Flexing with the rare Game Programming gems copy huh. I got number 8, such a great read they are. Gotta expand my collection some day...
@Mirr0r_or_Miro14 күн бұрын
hmm i will subsrcribe.... hope u post more ;0
@Miziziziz14 күн бұрын
Good video, subscribed!
@alexseubert14 күн бұрын
sick video thank you
@kaelencook299714 күн бұрын
What if everyone jumped on the surface of the planet at the exact same time
@Mop82-h4b15 күн бұрын
very well made, visuals are awesome!
@FelipeOurives15 күн бұрын
very nice!
@lucasmachain15 күн бұрын
You can measure the roundnesses of the planet by taking the Fast Fourier Transform of the distance from the center and comparing how much contribution of the 0 frec copares to the w frecs
@parkerdedrick896715 күн бұрын
Just curious, what did you program this in? And using what languages?
@bbrother9215 күн бұрын
Plz mister where did you get that Wobbly font?
@AnonomolyRecords16 күн бұрын
Your animations are juiced to the neck!!!
@Mark_Rober16 күн бұрын
The crazy thing is that I was on that exact Wikipedia page trying to figure out how to make a perlin noise implementation in desmos and I was wondering why the page was so bad and literally wondered why that line had no citations
@theunknown483416 күн бұрын
LMAO now I know why the perlin noise is quite hard to follow (also this is very well edited)
@NoenD_io16 күн бұрын
I love pear lean noise
@lievenvv17 күн бұрын
Amazing vid!! Why not use physics for the slamming dynamics tho? It could even send shockwaves around the planet.. more juice!!
@HorseClassic17 күн бұрын
This was an amazing video! I'd love to see you do more breakdowns of these kinds of effects 😊
@LuizMoraes-xb7qj17 күн бұрын
Really really really good video!
@rouvey17 күн бұрын
Some feedback after grinding a bit for some wrs: I would love to be able to precharge for the final sendoff in a level, or at least for the charging to restart upon reaching the checkpoint. Currently quite a few good runs have been ruined by me starting just a little too early and then not being able to correct for that. Secondly, a question: Is the seed for the random noise shaping the planets the same on every run of the same level? I would prefer if that was the case, because expecially for levels with few stars (especially the last one of the demo), some very few very precise jumps seem optimal, and I feel like these sometimes depend very finely on the exact shape of the planet. If this is randomized on every run, this would make going for records feel a lot less rewarding for me at least. In general I prefer the playstyle of very few, rather early and long jumps, rather than multiple gracing jumps with their requirement for quick reaction times, or quick jumps with longer chargeup by adding extra rotations around planets. I would love if at least for some levels, the optimal playing style would be to complete them in a single jump while collecting all stars in one nice and complicated orbit rather than just being as precise as possible with many small jumps or to go for very straight and fast jumps that don't utilize the unique orbital mechanics of the game. Had a lot of fun with the demo, looking forwards to the full release!
@user-account-not-found17 күн бұрын
The crundra is frumunda down unda.
@slavturtle722218 күн бұрын
Banger
@MommysGoodPuppy18 күн бұрын
vlambeer reference!
@SuPeRg4meCrAfT18 күн бұрын
amazing video
@БогданСкулимовский18 күн бұрын
Brilliant explanations, stunning visuals and humor. This is great!
@NickCombs18 күн бұрын
It should be noted that perlin noise and most other noise algorithms are not random. This is because each value is dependent upon its neighbors.
@ultimaxkom872817 күн бұрын
If you know how Perlin generally looks you'd know that it is _"smooth"_ instead of looking like a TV static which how random noise should look.
@NickCombs17 күн бұрын
Yeah that's no problem, it's hard to grok until you've used them to compare. Imagine a line composed of random values. They can appear anywhere within the amplitude you set at every point, so that line will likely appear very spiky/jagged. Now imagine each point along that line can only go up or down a small amount from the previous point's value. This new line will more smoothly slope up and down, but the hills and valleys it forms will appear somewhat random.
@lmptfyou18 күн бұрын
Love this, so cool!
@lmptfyou18 күн бұрын
One word: Fourier analysis (ok 2 words) but I got that vibe from this video, you can create any (continuous I think?) function (wavy line) by adding many sin waves with different frequencies and amplitudes and I feel like you did something very similar here. Awesome!
@NickiRusin19 күн бұрын
this hits like a gamedev Uri Tuchman video. very cool
@rasyasejati19 күн бұрын
blessed by the algorithm incoming 🔔🔔
@_whaet19 күн бұрын
I love this, like that other people said, we must feed the algorithm
@player931519 күн бұрын
the quality is not what i expected. bravo
@eliteengineer734020 күн бұрын
The "light mode" version of the game looks much more alive. maybe you should use more color