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iamwassim
เข้าร่วมเมื่อ 12 มิ.ย. 2023
spartan mode.
Making a Cozy Flight Game (Devlog 1)
In this video, I'l be starting a new devlog series using Unity.
The game concept revolves around a toy plane flying inside a kid bedroom, styled with a charming and cozy look. You, as the pilot, control the plane with a magnet attached to its underside, allowing you to pick up scattered objects around the room and your mission would be to Return each object to its place.
✳ Github: github.com/wassimcodes
✳ itch.io: iamwassim.itch.io
CHAPTERS
0:00 Intro
1:22 Game Concept
2:30 Plane Model
3:18 Painting the Plane
3:40 Plane Movement
6:13 Plane Animations
6:30 Camera Orbit
6:48 Wind Effect
7:08 Sound Effects
7:28 Shaders
7:41 Pick up System
8:39 Showcase
9:32 Outro
BACKGROUND MUSIC TRACKS
th-cam.com/video/2tfi5EIj04A/w-d-xo.html
th-cam.com/video/bBX26HY3Qu0/w-d-xo.html
th-cam.com/video/g0N0V0Sp4eQ/w-d-xo.html
th-cam.com/video/F5in5LSvK-I/w-d-xo.html
th-cam.com/video/S_kxr-erXB8/w-d-xo.html
#devlog #cozy
The game concept revolves around a toy plane flying inside a kid bedroom, styled with a charming and cozy look. You, as the pilot, control the plane with a magnet attached to its underside, allowing you to pick up scattered objects around the room and your mission would be to Return each object to its place.
✳ Github: github.com/wassimcodes
✳ itch.io: iamwassim.itch.io
CHAPTERS
0:00 Intro
1:22 Game Concept
2:30 Plane Model
3:18 Painting the Plane
3:40 Plane Movement
6:13 Plane Animations
6:30 Camera Orbit
6:48 Wind Effect
7:08 Sound Effects
7:28 Shaders
7:41 Pick up System
8:39 Showcase
9:32 Outro
BACKGROUND MUSIC TRACKS
th-cam.com/video/2tfi5EIj04A/w-d-xo.html
th-cam.com/video/bBX26HY3Qu0/w-d-xo.html
th-cam.com/video/g0N0V0Sp4eQ/w-d-xo.html
th-cam.com/video/F5in5LSvK-I/w-d-xo.html
th-cam.com/video/S_kxr-erXB8/w-d-xo.html
#devlog #cozy
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I Made Geometry Dash From Scratch (C++ & SDL2)
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In the last month I have been wanting to make a game from scratch. So I decided to make Geometry Dash. Enjoy! ✳ Project Repository: github.com/wassimcodes/GeometryDashSDL2 ✳ Github: github.com/wassimcodes ✳ Sources I learned from: - (Chat GPT) - Codergopher Playlist: th-cam.com/play/PL2RPjWnJduNmXHRYwdtublIPdlqocBoLS.html - Collision Detection: lazyfoo.net/tutorials/SDL/27_collision_detection/i...
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In the last month, I've been working on a drawing software from scratch using C and OpenGL. ✳ Project Repository: github.com/wassimcodes/DrawingSoftware ✳ Github: github.com/wassimcodes ✳ Project Playlist: th-cam.com/play/PLXotmHPNCH9G4fFbvtBRxTSmG0AFKuR20.html ✳ Sources I'm learning from: - LearnOpenGL - ChatGPT 3-5 - Wikipedia - TH-cam (The Cherno, FreeCodeCamp...) - Udemy CHAPTERS 0:00 Intro...
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make it accelerate depending on its angle like if its pointing upwards it will go slower and decelerate, if it is pointing downwards it will go faster and accelerate you can use the angle variation to control how much it will accelerate or decelerate (like a 45° angle will have less effect than a 90° degree angle) and as we're not using real physics to calculate it you can use just (x°/90°)*acceleration_value for example I think it will make the game look better and will be a cool mechanic to use while playing
You should make the camera fov zoom in and out dynamically along with the trial length based on the player's speed
Really cool! Maybe the propeller sound could be mono as I can hear it is louder in the left ear which is unrealistic if it is coming from one point, also the pitch could change depending on the player's speed.
thank you for the suggestion 😇 and sure thing I'll be reworking the sound in the next devlog.
Nice concept for the game! Keep up the good work!
Nice concept! I think you should layer the sound with something and/or maybe make it vary a bit because it will probably get annoying fast. An easy thing to vary might be the speed depending on the input so it speeds up if the player is flying up and vice versa. I like the cute art style and the simplified controls fit the cozy vibe
The sound depending on the speed/input seems like a good idea. I'll add it to the to-do list for next devlog. Thank you😊
Great video
Cozy game? Check. Airplanes? Check. Lovely aesthetics? Check. :3 Really excited where this project goes! If u'd ever want some help with programming and/or music/sfx, hit me up :D
Thank you so much! That’s incredibly kind of you and I truly appreciate the gesture. I’ll create a Discord server where I (and other members) can reach out for help and we can help each other there 😊
Very cool man
Hello everyone, I’d greatly appreciate your feedback on how to improve the game. Feel free to share any suggestions regarding the UI, level design, gameplay mechanics, or anything else that could improve the player's experience 🛩
i am not a game dev but boy this looks so fun make me remind that gta vice city helicopter mission . the game mechanics looks so polished my suggesstion will be not only stick with itch io . but also to look for playstore andrioid market too with huge audience people will love that because on playstore everyother game is a clone of already hit game .
I usually never comment, not at all actually... Not anymore... But this was amazing, your video editing makes it even more enjoyable to watch, and the game concept is very creative and fun. I like that we can hear your thought process through the game creation stages. Keep up the good work :)
Thank you so much for your comment and I'm happy that you enjoyed both the video and the game concept 😇
it is so good.Good work bro!
I appreciate it so much thanks 😊
Nice little game!
Thank you 😇
Wow So Cool Love it!
Thank you for watching 😊
U inspired me, I'll start my Devlog too, thanks alot
I'm really glad to hear that. Good luck with your devlog and thanks 😇
I like Unity XD The plane and pilot models are great! Once you start doing polish, it might be cool if the pilot leaned when turning and diving :D
That would add so much to the game feel. I'll add it in the upcoming devlog. Thanks 😇
very slay stuff keep it goingggggg <3
Thank youuu 😊
Great video 👾
Thank youu 😇
You need zoom in/out, and panning functionality. Then you’ll be more satisfied
I sat on a furniture and wrote an information in a comment.
What Visual Studio theme are you using?
I searched up "how to make a drawing software" on TH-cam and this is the only video I found that is actually what I was looking for lol thanks for this
good job actually
great video
glad you liked it :))
Good editing. Keep it up
much appreciated :)
you are the best
I'm trying to run the code to study it, but I'm getting several errors. Can you help me or upload a Makefile to the repository?
Nice Program, would be amazing If you Implement fill flood algorithm as well.
was expecting an error message at the end xD
Thanks for the idea tho haha
What font is that ? It's not the Visual Studio default one right?
No, i'm using a different font. It is JetBrains Mono.
@@IamWassim JETBRAINS ARE THE BEST!!! :D
When fixing bug #1 you could have just used a rectangle. It'd be so much easier and efficient.
Whats the font that you use in visual studio?
Such a good training project, I read some comments before posting this one, and yeah, I think it would be better to do the drawing stuff within a material shader. I would recommend rendering the dots based on UV, determining if the mouse has been released in between frames and if not, you can draw 2 triangles (aka a rectangle) between the new and old circle, which is an insanely easy implementation :)
Cool project, well done. I'm sure you learned a ton in the process!
When you freely draw are you creating a new vertex object for each point you make or do you have a single VBO with the size of the APP and you just work pixel by pixel in the fragment shader?
Why you write std::cout ?? You can write just cout, using namespace std;
“From scratch… with OpenGL” Ummmmmm… if you’re not going directly to the frame buffer it’s not “from scratch,” not really anyway.
I'm glad youtube recommends channels like yours!
are you moroccan bro?
>from scrach >open GL
can you make something like manim with good UI in c++ ?
Nice video. the fps in your app goes down fast maybe because of using a lot of draw calls, you should look for some videos about batch rendering, secondly, to gain in performance : use squares vertex instead of circles vertex then just apply a circle shader or texture to simulate the circle stroke. that's all what i can say
whats your msvc colorscheme?
Lol, I am making a 3D engine and use GLFW too. What a luck.
how can i install the program?
Really funny, I like this video
This is a cool video, I'm grateful you talked a bit about some of the basic starting steps, that's pretty uncommon in these kinds of videos
The problem is that by importing windows.h you've basically tied your program to Windows forever, until you go back to the lines of code you've written that are utilizing it and rewrite them or someone uses Wine. I would have personally abstracted that layer and instead and made a class for each platform that would then handle the logic for each OS. Or otherwise.
Don’t have to when just trying out. I see much more problems with the shaders and circle draws each frame. Abstraction is for bigger problems or when you know you want to work on different operating systems
I did something similar about a year ago but mostly in software. It was not C++ but C# with Monogame, so with all the added "benefits" of a garbage collector, slightly worse optimizing compiler and worse Windows interop. Managed to get the brush size to a radius of around 400px before it became noticably laggy. I think the steps between brush samples were smaller (sqrt(radius? diameter?) looked good to me) and it was all done with floating point because 8bit per color channel is not enough if you want to make the standard blending procedures look good (brush had a smoothstep gradient from the center). It took some serious SIMD optimizations to get to that radius. All calculations were done on a single core but a second thread improved my performance only by 57% and more cores were worse, sometimes even worse than the single core solution. I guess I maxed out my RAM bandwidth and just starved the system with more cores. Since I only used 128bit vectors (RGBA * 32bit float) and 256bit/512bit vectors do exist but would've required major refactoring, I threw MT out and called it done for now. I think I also added undo functionality and a color picker but never managed to make a usable UI. I was also interested in tablet support and pen pressure but the documentation was already dire for C++ and I gave up after weeks and weeks trying to get it working in C#. If you can get it to work, please make a video about it! I do understand if you don't want to, though ;) Since I spent so much time optimizing something similar, the first thing I noticed was your FPS tanking from 3000 to 100-200 :) Maybe try drawing just two triangles per circle with a texture or blend everything directly in a compute shader. Gets you different shapes for free, too! If you tile the image and give every brush sample a stroke generation counter (increment only if the user stops drawing) you can implement a decent undo that doesn't kill your RAM after 5 minutes.
Good stuff!
Awesome video!