"After 30 days of learning shaders, game got music and we finally killed that cricket"
@tam_tahiti
Күн бұрын
Nice one, you mentioned looking at unity water, maybe you already saw it but just in case check jess::codes video about her 2d pixel art water could give you some ideas. I think a lighting system with shadows could give huge overall to your game, some people use normal maps to help shade 2d pixel art, maybe that could be of use to you.
@megatronusv2215
22 сағат бұрын
Lol I got recommended this video from jess' video on the water shader.
@mel0ndev
9 сағат бұрын
loool that's so funny because 1) yes, I did see her video and it was extremely helpful and informative and 2) I am planning to use normal maps for some 2d lighting effects. Glad to see someone else mention normal maps for pixel art, I haven't been able to find too much content about it. If you know of any resources for quickly making normal maps out of sprites that would be a big help for when I get around to it.
@byronmorley2907
Күн бұрын
I'm curious why you chose zig and what types of patterns you using, I'm building a similar type game from scratch in Libgdx. I feel your pain when it comes to time consuming functionality lol
@mel0ndev
Күн бұрын
nice! I think the genres go well together! I chose zig because it's one of the only languages I enjoy using outside of specialized ones I use for my job, and it's got relatively fast compilation times, cross compilation out of the box, and c interop built in. Plus, I just like the syntax. Patterns I am using are probably not your standard game dev patterns. Everything is a struct, basically a component and an entity put together, kind of like a class but without inheritance. Not sure if there is a name for this pattern or not. Shared components are embedded in larger components, which can get kind of confusing and is pretty clunky at times. I am probably going to have to rework this structure at some point in the near future lol
@byronmorley2907
Күн бұрын
@@mel0ndev sounds like it would benefit from a stricter ECS pattern implementation. I had some of the same issues at the start of my journey and it really helped. That sharing issue could be a problem later its a difficult one to balance. looks good though, il be keeping up with your progress.
@mel0ndev
Күн бұрын
@@byronmorley2907definitely, although I am hesitant to convert to a full ECS because of the mental switch, and the codebase might be a bit too far gone for a full conversion, but ultimately if it's gotta be done I'll have to buckle down and do it. We shall see how it does, currently implementing towers and a new crafting station and running into a few issues, but nothing I can't solve yet. Less work is always better
@jeffdunehew
Күн бұрын
are we going to be able to zoom out though?
@mel0ndev
Күн бұрын
yes, I didn't do a very good job showing it off in this particular video, but you can control the zoom both in and out quite a good distance
@jeffdunehew
Күн бұрын
@@mel0ndev I couldn't resist sorry
@mel0ndev
Күн бұрын
@@jeffdunehew😂
@manojtgn
2 күн бұрын
nice work! <3 you can add moving cloud shadow with perlin noise in shaders to make it even more beautiful
@mel0ndev
2 күн бұрын
Thank you, and I agree! I plan to add it in when I get to lighting and the day/night cycle in the next month or two.
@AkitooMusic
10 күн бұрын
Hey the discord invite link shows expired so how can I join it?
@mel0ndev
9 күн бұрын
ah, thanks for letting me know. I could have sworn I added the infinite timer, but I guess not. You can join here: discord.com/invite/7MhfnbMmwe
@AkitooMusic
9 күн бұрын
@@mel0ndev Thanks! ^^
@tanmaybansal1634
14 күн бұрын
self.melee_is_up = !self.melee_is_up?
@mel0ndev
13 күн бұрын
ah yeah, I didn't even notice. I tend to use ternaries quite a bit so that's my go to, but yeah, that's a much simpler shorthand.
@tanmaybansal1634
13 күн бұрын
@@mel0ndev Yeah that's fair enough. Doesn't really make a difference in the long run, I'm just being pedantic. Really cool game btw, and the quality of your devlogs is miles above what I had expected!
@mel0ndev
13 күн бұрын
@@tanmaybansal1634it's ok, bro, pedantic is good sometimes. And thanks, appreciate the kind words!
@Ic3q4
16 күн бұрын
this is the way
@mel0ndev
16 күн бұрын
amen, brother
@pepperpatty2446
18 күн бұрын
So cool man! Can't wait to play it! On a side note: what linux distro do you use?
@mel0ndev
18 күн бұрын
arch linux! wm is hyprland, bar is waybar. And thanks, I'm glad you like it!
@_tringle
20 күн бұрын
What virtual desktog/TWM are you using?
@_tringle
20 күн бұрын
And distro. Your rice looks sick!
@mel0ndev
20 күн бұрын
hyprland! with waybar and colorscheme is catpuccin frappe, a classic combo. oh, and the terminal emulator is kitty, just in case.
@TheChromePoet
21 күн бұрын
Ugh...I wish someone would start game dev with Claude 3.5 sonnet.
@ffxivguild-mahiko-san
22 күн бұрын
song at 4:50?
@ffxivguild-mahiko-san
22 күн бұрын
7:34 too/ EDIT: FOUND - kzitem.info/news/bejne/uoeqtKmCrKOYZXo
@mel0ndev
22 күн бұрын
a banger for sure
@boxhead-zk7sn
23 күн бұрын
My best advice is to set like goals like in this video. The like goal should be like 1k
@Frank_144
23 күн бұрын
That IS gorgeous
@divine203
24 күн бұрын
Great work 🔥
@ClayMurray8
24 күн бұрын
What does “doing a swinging animation with animating” even mean?
@mel0ndev
24 күн бұрын
without* animating, referring to pixel art. That could have been more clear lol. I am lazy and animating is hard and if I do it will probably look shit unless I spend a lot more time than I had, so I cut corners where I could.
@AssemblyCSharp
25 күн бұрын
I personally despise game engines, at one point I made a 2d procedural generation + building demo, using SDL, I've also done some opengl, but my preferred practices are not exactly ideal, I do find 2D a LOT easier to make engineless/from scratch games than 3d and personally it is easier to implement 2d things without using an engine than with one.
@mel0ndev
25 күн бұрын
absolutely agree that 2d is much easier engineless. Too many abstractions in an engine that are meant to be as general as possible, but you don't end up using most of them. Much easier to roll you own in most cases, and when it isn't practical, you can still use libraries. use what you want, do what you want, no need to sort through settings you're never going to use
@Woef718
24 күн бұрын
I completely agree is so much fun once you created some basic tool yourself aswell.
@sean_r
25 күн бұрын
i love seeing zig get attention, based as hell doing this from scratch
@mel0ndev
25 күн бұрын
thank you sir! Love zig so I gotta put it out there.
@Germisstucklmao
25 күн бұрын
Hold up so we ain't talking bout the goals?
@andrewmoorehead9681
25 күн бұрын
So it's just Minecraft Fortnite.
@mel0ndev
25 күн бұрын
less minecraft, more terraria style progress (actually very heavily inspired by the terraria progress, w/ bosses, multiple ores spawning at certain points of the game only, and a hardmode). and kind of fortnite style building I guess? no elements of a battle royale tho.
@kennytren
13 күн бұрын
@@mel0ndevhey what game is that at 0:10?!
@mel0ndev
13 күн бұрын
@@kennytrenOutpath. It's on steam and it's a banger
@Astrelune
25 күн бұрын
can you create a tutorial from scratch on how to setup zig + raylib environment. and maybe show how to properly build the exe after
@mel0ndev
25 күн бұрын
there's lots of examples online already, but if you join the discord I'm more than happy to help out w/ setup. It's actually pretty straight forward
@Astrelune
25 күн бұрын
let's go zig game dev!
@Cython_
25 күн бұрын
You can't add bangers to the soundtrack and not link to them
@mel0ndev
25 күн бұрын
haha I will see if I can find them for you, they all come from a future funk copyright free playlist tho
@happygofishing
26 күн бұрын
lets all love raylib.
@mel0ndev
25 күн бұрын
love how easy it is to use and learn, makes everything so much quicker to implement
@PleepusPlopus
26 күн бұрын
Reminds me of Mindustry in a good way
@mel0ndev
26 күн бұрын
Just checked it out after a few others said the same thing, lots of overlap! Very good looking game, will def have to pick it up at some point
@krishnakantsati
26 күн бұрын
Its similar to mindustry, maybe you could use that as a reference for the controls and enemy pathfinding. Anyways, good luck, don't give up, and don't go hollow.
@mel0ndev
26 күн бұрын
Second person to mention that game, I'll definitely be checking it out. Thanks for the suggestion, my man.
@bloom945
25 күн бұрын
prithee be careful
@FallacyDev22-p8u
26 күн бұрын
I really liked this video, and just to mention it, I feel like the base idea of your game is a bit similar to Mindustry, maybe you can take some ideas from that game. Good luck!
@mel0ndev
26 күн бұрын
Oh interesting, I haven't heard of it but I will be checking it out. Always down to yoink features if they work better than what I have.
@mumblety
26 күн бұрын
Neat!
@ScoutOnly
26 күн бұрын
This is amazing. Watching this series is so inspiring. But where in the hell do you learn all this stuff. I've made two very mediocre (at best) games in the past as school projects using Unity, so I've never had to think about the underlying stuff. The idea of making my own game from scratch has haunted me for years. I've made countless prototypes, read books, watched tutorials. However, when I get to a point where I have a box reacting to WASD inputs, I don't know what to do next. I'm never sure about how future-proof my code is and most of the time it just ends up being an unoptimized mess with me having 0 clue how to optimize it. Did you learn all this at school? Are you learning as you progress with the project? Do you have any resources you'd recommend?
@mel0ndev
26 күн бұрын
I'm glad you're inspired! And no, I didn't even start programming until I left school, I was a bit of a late bloomer in that regard. You don't need any formal education, just the time and energy to read lots of code from people implementing things in different ways. The majority of code that I write for this project is fairly basic and will have to optimized later, but that's ok with me. I worry about getting a basic implementation that works first, and then I can optimize it later if needed. A lot of things I've never implemented before take a while to figure out, but sitting down and figuring out how to do something you haven't done before is a learnable skill, and once you do it enough times, you'll realize you can figure anything out given enough time. It just takes time. I would highly recommend raylib for learning games programming, it's a really great tool for getting more low level without having to deal with OpenGl or Vulkan yourself. Good luck! I hope you'll let me know when you've made something cool!
@ScoutOnly
26 күн бұрын
@@mel0ndev Thank you for such a detailed response. I remember I attempted to do some OpenGL in C in the past, only to just get the application window to open and abandon the project, lol. I'll give raylib a shot. And also, that kinda leads me to another question, if you don't mind. When starting a project, I usually set myself a reasonable goal and I break that goal into smaller goals, and as I pick out one of those smaller goals and start working on it, I realize that that goal has to be broken into smaller goals again and once I truly realize how much there is to learn/do, I drop the whole project. Do you ever get overwhelmed when working on a project and if so, how do you deal with it?
@mel0ndev
26 күн бұрын
Perhaps in the past when I was younger, but breaking things down into small, manageable tasks is just how you accomplish big goals. Games take time, and so if you can break it down into very small things you can do day by day, the progress quickly stacks up. This game has been in progress for the last almost year, on and off, and it will probably be another year before the full release or longer. I think if you try to understand that taking things day by day is 1) how you improve and 2) the only way to actually make progress on a large project, you can really start to make headway on some larger goals. You've already got a good start by breaking things down, now comes the fun part of actually doing it and slowly but surely marching the goal post towards the finish line. Perhaps some smaller scoped projects might be good to get a feel for things, but if you have a project idea you desperately want to see come to light, by all means go for it. Hope this helps!
@ScoutOnly
26 күн бұрын
@@mel0ndev Motivating as hell, man. Thank you, jumping on my project right now lmao. Can't wait to play your game on release.
@aidennwitz
26 күн бұрын
hi! cool project, good luck! also, what's the color scheme in your code editor?
@mel0ndev
26 күн бұрын
it's called catpuccin, the middle one, I believe the name is "frappe", but if you go on the catpuccin site you should find it
@aidennwitz
26 күн бұрын
@@mel0ndev thank you :3
@cadaba9849
27 күн бұрын
Should def learn to draw ✍️
@mel0ndev
25 күн бұрын
oh yes, I will need to at some point!
@Doomsdayparade
27 күн бұрын
Progress! Keep it up!
@mel0ndev
27 күн бұрын
thanks! appreciate it, man.
@codinghuman9954
27 күн бұрын
I would make the item display on the mouse and not the player. Still display the item for animations though. Also the way you made tiles and other objects work is horrifying and if you could unexplain it for me that would be great!
@mel0ndev
27 күн бұрын
lmfaoooo yeah try working with it. The item gets displayed when the player holds shift to ender build mode, do you mean just display it always on the mouse? That might be better actually...
@codinghuman9954
27 күн бұрын
@@mel0ndev Ima be honest I wasn't paying much attention and just kinda assumed it was as long as you were holding the item that it would get rendered in front of you. The item only being displayed in build mode makes it quite a bit better for me but I'm still not crazy about how it looks, maybe you could try rotating the item towards the mouse??? But it might be better to just set it aside for now and come up with exactly how it would look later. 9:58 looks like a much more pressing problem to fix than this. Also, make sure you actually make a working version of the game before polishing it too much as you never really know what mechanics and towers you're going to keep or throw away until you can actually test them. Then again, squares and circles with no cool effects don't make good devlog material.
@mel0ndev
27 күн бұрын
@@codinghuman9954oh nah don't worry, I don't think it was featured very prominently in the video. And yeah, definitely gonna focus on tower mechanics over polish, but getting a feel for how people react to things currently is still valuable.
@arararano
27 күн бұрын
I click these logs as soon as I see them :). Its honestly so inspiring!
@mel0ndev
27 күн бұрын
hey, thanks a bunch! so cool to hear you say that
@DanTurner-x6z
27 күн бұрын
I've recently been learning shaders myself, to avoid excessive amounts of pixelart-- My big project right now, is a PC98-styled game, and it requires 7 differently scaled copies of each art asset., at a 640x480 resolution. To avoid a ton of manual cleanup, I've switched over to using vectors, with a rasterizer, and a simple shader to handle flood-filling the shapes.
@mel0ndev
27 күн бұрын
flood fill is a nice idea, love it.
@gizel4376
29 күн бұрын
thing seems a little too random, depending on what your game is about i would consider having the tree density a little more consistent, with road, or trails and open space, and i hope the default zoom gonna be a little closer
@mel0ndev
29 күн бұрын
it's procedurally generated! Tree density will be tweaked as development continues, but as far as roads or trails, those will be up to the player to construct however they see fit
@boxhead-zk7sn
Ай бұрын
Great vid my advice is can you zoom in
@mel0ndev
Ай бұрын
yep, doing it in the next video! thanks for the feedback
@faradayawerty
Ай бұрын
what is that based pixel art editor ??
@mel0ndev
Ай бұрын
it's called libresprite, a free fork of the very popular aesprite.
@faradayawerty
Ай бұрын
@@mel0ndev thanks
@g1gabyt3
Ай бұрын
add cloud shadows
@mel0ndev
Ай бұрын
this is actually a planned feature in the lighting system, along with a bunch of other stuff
@SolathPrime
Ай бұрын
I actually do this a lot whenever someone asks me about games and game development I tell them to start with the mother of it all aka "OpenGL" and mainly shaders cause if you can get a shading engine running you have like 50% of the graphics done, I usually tell them also to make their own shader IDE more points if they can give it a 2D boxish blender like shader editor
@mel0ndev
Ай бұрын
it was a very useful learning experience for sure, helps get a better grasp on the graphics pipeline
@First_Lst
Ай бұрын
You could have still used an array for your inventory. Just have a fixed length of 100 or whatever max you want and store the current capacity of 10. When the player upgrades their inventory you increase the capacity
@mel0ndev
Ай бұрын
yeah, absolutely, that would have worked perfectly. One thing I didn't mention (because I'm bad at making videos still) is that the upgraded inventory idea came from a long list of rpg type features where you could upgrade parts of your character over time, including inventory space, but I decided to nix this whole idea to simplify scope. Chests/backpacks will be more in line with the current scope of the game and simplify things quite a bit for me. and also past me is retarded, so he didn't think of that.
@lowlevelgamedev9330
Ай бұрын
also to fix texture bleeding you cah either clamp the texture, either add a one pixel padding in the atlas, either use bindless textures and have a different texture per tile
@mel0ndev
Ай бұрын
just watched your video on bindless texture actually, it will help a lot later I am sure. Clamping didn't really work out like I'd hoped, so I added a pixel buffer for now, thanks for the good suggestions.
@lowlevelgamedev9330
Ай бұрын
yo that's a cool thumbnail 👍 the game is of course also very cool looking good stuff
@mel0ndev
Ай бұрын
no waaaay, big fan of your content! and thanks, means a lot coming from you
@matheussylvestre2819
Ай бұрын
in fact you are learning art.
@mel0ndev
Ай бұрын
shhhhhh, don't tell anyone tho
@combatplayer
Ай бұрын
idk if anyone else has mentioned it, but personally i would add shadows for a quick visual boost, that might also help tying everything together, but i'm no expert on this artsyle, thats just something i feel is missing. also a pet peeve of mine is pixel graphic games that do sub pixel movement. makes the pixel art feel forced. but that might just be me.
@mel0ndev
Ай бұрын
yes, shadows are a must. The current plan is to add in a lighting system in another month or two, along with the day/night cycle.
@nanthilrodriguez
Ай бұрын
Your priorities are inverted. Braid had no art implemented until the month before its release. Source: The creator of the game Gameplay can be refined and polished without focusing on the art
@mel0ndev
Ай бұрын
as much as I would love to do that, unfortunately this is youtube, where thumbnails and visuals are king. Braid was created in a different time and landscape and under different circumstances. I want the aesthetics in this game to be an iterative process, and the more eyes and feedback I get early on, the better I can shape the way the game looks/feels visually as I progress further into development. I understand your point, though, and it's a good one. However, I am relying mostly on these videos as my sole form of marketing, so the better the game looks earlier on, the easier it is to get people to click. Hope that makes sense, there is a rhyme and reason to doing it 'backwards'.
@jacobbb-t7i
Ай бұрын
i see zig, i like. i've been building a vampires survivor clone in zig after having jumped around from engine to engine for years and never liking what i've used. zig + raylib has been an absolute joy to work with.
@mel0ndev
Ай бұрын
I could not agree with you more if you paid me. It feels so damn good.
@aaro1268
Ай бұрын
Solid results! Shaders for pixel art tend to be pretty limited, but you can get a lot from downsampling higher resolution shader effects and styling them to suit pixel art rules. I think you'll probably benefit from a bit more tree and terrain variety. Particles are a great touch, and you can make some bee or butterfly particles. A bit of vignette or edge fogglow can help the visuals pop a little bit. Some emissive textures, especially in any caves would look great.
@mel0ndev
Ай бұрын
thanks! I was also thinking butterflies/birds would be good later on, still lots to do in terms of gameplay, but trees and more biome work are all planned for the future. I'm not sold on the art style of the game quite yet, so I am avoiding committing too much time to drawing more sprites, but I do agree with you, the biome is quite empty at this point. Also, solid suggestions on post processiong shaders, I too was thinking vignette, but I don't really have any other ideas, besides maybe bloom when I implement lighting, so id you have other ideas lmk. I would like to set up a post processing shader pass when I have enough ideas.
@bamboozledsoftware
Ай бұрын
I tried shaders. I just don't get them yet. Good luck! Good old parralax shadowns and other tricks are fine for me now lol.
@mel0ndev
Ай бұрын
definitely a shift in thinking to go from cpu programs to gpu programs. Biggest thing for me was wrapping my head around how to pass data between the two to get things that I already had cpu side into the gpu. I didn't really go into it in the video, but there was a solid week of banging my head against the keyboard before I finally had the "aha" moment and kind of understood how the basics worked. Keep trying, you will get it eventually, they are not that bad once you get the hang of it!
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