I like the fluidity and how speedy the movement is
@bigkebizino8970
11 күн бұрын
This is pretty cool, your game is coming along really well
@CreepyDT
11 күн бұрын
underated channel (everyone starts somewhere)
@imjaymaybe
11 күн бұрын
really good editing! hope to see more :)
@rabitrampage
13 күн бұрын
even a storm can't stop me from hit that like button (yes, there's a storm outside my house rn )
@bogdanb0zhko
12 күн бұрын
🔥🔥🔥
@unusualgibus5714
13 күн бұрын
video is fun and well made but you have to work on your accent bro...
@bogdanb0zhko
13 күн бұрын
Ok (sorry for my bad English)
@theboomtb1611
9 күн бұрын
Nothing's wrong with his accent tbh his content is amazing still
@damyvub
13 күн бұрын
Dude u suck
@xx_escaltf4
Ай бұрын
Great video! Even though I just start learn Godot for 1 weeks, this kind of question stroll around in my head, and yeah, finally found the answer.
@SRY295
Ай бұрын
there also built-in way to do this. in the top left corner, Debug > Visible Collision Shapes✅.
@bogdanb0zhko
Ай бұрын
0_0
@rulez3223
Ай бұрын
Why were you so mean to Walter White
@bogdanb0zhko
Ай бұрын
He didn't do his job well and he stole my underwear
@unconscious5630
Ай бұрын
How did you find furthest dead-end from starting room? Did you just use the coords of each room and find the one with the furthest as a simple, 'good enough' solution? Or did you find the minimum numbers of rooms required to traverse from each dead-end to the starting room from all possible combinations of room traversals minus loops? I did a game jam game on random generation and I didn't like the 'good enough' approach but was too lazy to implement some recursive maze solver with memory to prevent infinite loops so I just abused the in-engine path finding and threw a nav mesh over everything and found the room with the furthest path.
@bogdanb0zhko
Ай бұрын
I used coords to figure out which dead-end room is the furthest from the starting room by finding the longest vector. I thought about using the traversal method to pick the boss room, but the results don't usually vary that much, and when they do, it does not negatively affect gameplay. If you want to make sure players go through the most rooms before reaching the boss, then yeah, the traversal method is the way to go. But I personally like using vectors since I find the layouts this way more appealing. Might change it later, though
@unconscious5630
Ай бұрын
@@bogdanb0zhko Thats true, it is way easier to implement as well saving a lot of time in like a game jam setting. I should have just gone with it, but I couldn't get over the fact that a really long chain that loops back to almost touching the starting room will be counted as very close and not marked as the final room. :p
@rabitrampage
Ай бұрын
very useful video, hope u keep uploading more of this
@unusualgibus5714
Ай бұрын
I'm younger than minecraft, unsubscribe
@bogdanb0zhko
Ай бұрын
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
@TinyPixelDev
Ай бұрын
nice, that's a lot of improvements you did, keep it up bro.
@JustSomeoneAtHome
2 ай бұрын
Nice video!
@funb4nan
2 ай бұрын
Мне, как человеку, который тоже делает игру(и тоже ведет канал), приятно смотреть, как сначала показываются прям новичковые ошибки, а потом меняется на решение гигачада. Прям кайф. Кста насчет рывка, есть видос где не только ghost эффект добавляется, но и всякие частицы, что делает его прям красивым, советую глянуть
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