I’ve been playing so much hollow knight that when I saw the word ‘bugs’ I immediately thought of hollow knight bugs, and didn’t realise it meant bugs as in glitches
I think the gold standard when it comes to fixing bugs and adding quality of life features is Factorio. Every studio should take notes on how Wube handles all that stuff.
lol for sure. I also have a debug mode where I draw variables directly to the screen during game play. I really should have a video on details about that, stepping through frames, using the debugger, etc.
Am i the only one weirded out by that video about bugs not explaining how you fixed any of them? I feel this could be a good way to get into some of the more technical stuff and show how the tools you talked about actually help you debug the code daily (a subject a lot of programmers don't know about nowadays, unfortunately), especially since this is such a huge part of gamedev. I understand this is supposed to be a non-technical devlog, but it felt like i watched only the first part of a video about fixing bugs and it just stopped there. 🤔
I’ve been playing so much hollow knight that when I saw the word ‘bugs’ I immediately thought of hollow knight bugs, and didn’t realise it meant bugs as in glitches
bahaha, it's funny when I searched for "bugs in video games" Hollow Knight showed up way more than topics about glitches.
Xd
Always a good day when O and Co posts a new video!
He should have returned with 7 cartons of milk.
For real though. "Get a carton if milk." (1 milk) "If they have eggs, get six." (+6 milks).
Love hearing about your process and seeing the incredible progress you guys are making on Tethergeist!
This is great to see and very encouraging for someone to approach bugs in such a way. Thanks for sharing everyone!
Just as deah and taxes are a constant in life, bugs are a constant in programming
This is gospel truth.
2:54 that's me! Sorry Jordan for giving you headaches hahahhah
They're necessary lol
I think the gold standard when it comes to fixing bugs and adding quality of life features is Factorio. Every studio should take notes on how Wube handles all that stuff.
bug = a whole lot of print statements (a least that’s how I squish them)
lol for sure. I also have a debug mode where I draw variables directly to the screen during game play. I really should have a video on details about that, stepping through frames, using the debugger, etc.
I wish game maker debugger could detect when a specific variable is changed, would save so much time fixing bugs.
Instructions unclear. I hired an exterminator and the guys that came had no idea what to do.
Legend say that if you tether ghast to another planet, to save your sister, and confront your nephew gone mad, you die peacefully 😢
huh?
@OandCoGames cough, the last jedi, cough
Am i the only one weirded out by that video about bugs not explaining how you fixed any of them? I feel this could be a good way to get into some of the more technical stuff and show how the tools you talked about actually help you debug the code daily (a subject a lot of programmers don't know about nowadays, unfortunately), especially since this is such a huge part of gamedev.
I understand this is supposed to be a non-technical devlog, but it felt like i watched only the first part of a video about fixing bugs and it just stopped there. 🤔
lol yeah you're totally right. I should make a follow up video that gets into the technical aspects of it.
I’m the 12th viewer! Keep up the work!
Thanks for tuning in so early!
You bet!
4:07 the elder ring...
Never forget.
bugs don't exists, it's just an interaction you never code, like if a+b has no result. 😅
a spider is not a bug though
I see you were served thumbnail option B…
Colloquially