How to TEXTURE MAP Walls | Raycasting in Scratch E7

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

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  • @silvertakana3932
    @silvertakana3932 2 ปีที่แล้ว +341

    The next episode should be about sliding doors since it seemed like the right progression to this series. And honestly, most ray casters have doors.

    • @beckmcdonough7099
      @beckmcdonough7099 2 ปีที่แล้ว +5

      If you do don’t we need a roof? I still agree but a roof would be good

    • @thunderbgamer118
      @thunderbgamer118 2 ปีที่แล้ว +5

      @@beckmcdonough7099 no we dont need a roof mcdonough

    • @1080GBA
      @1080GBA 2 ปีที่แล้ว +4

      you can make a moving level sprite

    • @l0f1_problems65
      @l0f1_problems65 2 ปีที่แล้ว +3

      We can do portals too, if you cant do movable doors

    • @undefined06855
      @undefined06855 2 ปีที่แล้ว +10

      @@l0f1_problems65 portals are sooooo resource intensive, because you need to render another camera, to render the image of the portal. So probably not possible, unless the "portals" are just openings in a wall, and not moveable or changeable.

  • @tamnker8465
    @tamnker8465 2 ปีที่แล้ว +41

    I didn't realize you did tutorials! When I was younger, I remember spending a long time playing your projects like scratcharia and paper minecraft. Now, I've kind of moved on from scratch to python (Plus a bit of java). Your creations were one of the things that got me into programming. Thank you.

  • @OrtonLongGaming
    @OrtonLongGaming 2 ปีที่แล้ว +38

    WOO HOO! Was constantly checking your channel waiting for this part, super excited to get this working!

  • @legoboy7107
    @legoboy7107 2 ปีที่แล้ว +32

    This is so cool! I do have some more ideas for more improvements, including one optimization:
    1. The optimization idea is implementing draw distance. I noticed that wide open areas with far away walls cause some slowdown because the raycaster has to travel farther, even with the Episode 6 optimization, but those far away areas are basically pitch black. So there's no point in raycasting that far anyway let alone draw there, so I'm thinking having an adjustable limit to how far a ray travels, and then just not drawing any of the walls beyond that range, could save resources as that reduces the amount of raycasting done, and how much we have to draw with the pen. With some clever adjusting of the background image so that there's a taller black bar in the middle, given how dark far away walls are, this could be made so that it doesn't even become noticeable that far away walls aren't getting drawn or even detected.
    2. I wonder if it's possible to allow for really large maps by merging this with a sidescrolling engine. Like, for starters, adjust the movement so that instead of the player moving and the level sprite remaining fixed, the level sprite moves instead while the player remains fixed. And then use a sidescrolling engine on the level sprite to allow for multiple screens of the level sprite that scroll together on the map, and since the player remains fixed and the level moves via the sidescrolling engine, this could potentially allow for theoretically infinite levels without having to make a ginormous level costume or tax performance. In fact, I believe this is exactly how the Doom engine worked, where the level moves instead while the player remains fixed, and different areas kinda get loaded as the player gets close to them.

    • @BabyJimbo
      @BabyJimbo ปีที่แล้ว +4

      I really like those ideas. I specially love the second one because in my own game I needed that. Furthermore, I thought to implement it with the side scrolling video of Griffpatch, but it was so hard because I also had to put horizontal scrolling at the same time. But I had an idea, I could make my map just a little bit closer, and smaller player movements. And I fixed it. It's a pity that I just made my map a little bit "bigger", for the player view. But I didn't implement that idea. For the next time, I'll try harder to make infinity maps :). Can you imagine a random generation of maps? With chests, items, bosses. Whoa, I'm getting exited.
      For the first idea, I like that, but you have to think that the background image high is fixed, and doesn't matter how far or closer it is, if the ray caster doesn't arrive at that range, you'll only see a fixed black, and that's strange. Also, it could have problems with the RES: Not all the players are able to play with a RES of 2 to 5, in fact they are forced to use a RES of 8 or more, so the background, won't change, and in could have a strange contrast. In fact, you can make that all the sky and floor have a little degraded from any colour to black, and the player won't notice. But the game would be very darker. So you'll must make bigger the darkness of the drawing level. That's a great idea, but can create a great ambient of a horror game, or something like that, so that the only problem that I see there.
      Anyway, they are very nice ideas, and if you ever implement them, let me know, because I'll take a look at them, and leave my like and favourite to your game.

    • @Notathreelettername
      @Notathreelettername ปีที่แล้ว +3

      Very cool idea! tho i somehow broke my 3d engine in this vid so i cant really do it
      not to mention my game now runs at 2fps ._.

    • @K1Siel
      @K1Siel ปีที่แล้ว +1

      For the first one idea, you can go to the "Pen" sprite, in the define "Draw Row" script, put all the pen extension blocks into an "if (distance < 150)" statement.
      After this upgrade, i have 20 FPS for RES set on 1
      edit: If you want, you can change the "150" in the "if" statement into a variable, and do the same thing to "if (abs of(x - x position)) < 1" statement in the "Stamp Entity" custom block. so that works also for entities or collectibles.

    • @idogaming3532
      @idogaming3532 ปีที่แล้ว +1

      In Turbowarp sprites aren't fenced. SO you could just move the stage as one giant level.

    • @joeydafishy1713
      @joeydafishy1713 11 หลายเดือนก่อน +1

      Very simple

  • @whynotanyting
    @whynotanyting 2 ปีที่แล้ว +1

    Holy crap! I remember following you on Scratch back in high school several years ago. I was eagerly awaiting for each new update to your Gauntlet remake to try in the mornings before school started. This is such a pleasant surprise to find you making videos! You inspired me to try and make video games myself!

  • @Notdecoded_
    @Notdecoded_ 2 ปีที่แล้ว +806

    I think this just proves how dynamic Scratch can be. Not just a kid's coding site, but a whole new world!

    • @lotofgame561
      @lotofgame561 2 ปีที่แล้ว +32

      I think there is no limit in scratch, but it's hard to solve things that seem like borders

    • @gallium-gonzollium
      @gallium-gonzollium 2 ปีที่แล้ว +37

      “What we lose in resources, we make up for in community.” -Griffpatch

    • @futuremapper_
      @futuremapper_ 2 ปีที่แล้ว +10

      @@lotofgame561 there is def a limit tho, can only go so far with Java script and blocks :)

    • @mloopy461
      @mloopy461 2 ปีที่แล้ว +4

      your not wrong XD

    • @the_real_yummuy
      @the_real_yummuy 2 ปีที่แล้ว +3

      @@lotofgame561 💀

  • @OrtonLongGaming
    @OrtonLongGaming 2 ปีที่แล้ว +37

    Question (maybe for an episode 8?): How could I add animated entities?

    • @griffpatch
      @griffpatch  2 ปีที่แล้ว +22

      Episode 8 perhaps yes :D

    • @abdurrazzaque8435
      @abdurrazzaque8435 2 ปีที่แล้ว +4

      @@griffpatch bruh

    • @yeit
      @yeit 2 ปีที่แล้ว +2

      Can't you just add more costumes then add a repeating then put the number you want and add next costume block inside it?

    • @yeit
      @yeit 2 ปีที่แล้ว +3

      @Stonks Griifpatch make. An. Episode. About. How. To. Add. Frames. In. Wall. Texture. N. o. w

    • @learntocode4020
      @learntocode4020 2 ปีที่แล้ว +2

      Where is animating walls

  • @smth35
    @smth35 ปีที่แล้ว +5

    the perfect ending for this would be adding ceiling and floors with textures, and probably fog, if possible

    • @terrariaskillissue4492
      @terrariaskillissue4492 ปีที่แล้ว +2

      maybe fog could be added by making the pen color become more white, and more transparent dependent on distance. that could also make it blend with the backdrop more

  • @drevoksi
    @drevoksi 2 ปีที่แล้ว +10

    Although it feels like some parts may have been done a little simplier, this is such a great tutorial with some really interesting ideas!

  • @AustriaColorised
    @AustriaColorised 2 ปีที่แล้ว +5

    i've been keeping an eye on the ray caster playlist for days waiting for this to come out, it is really exciting, i think this is what we all needed, thank you.
    but i still have to mention some things i would like to see in the future of this series, here are a few:
    -maybe getting the roof/floor to move with the walls
    -smarter AI for the enemies
    -perhaps the ability to look up and down
    -perhaps the ability to jump and /or sneak
    -perhaps the ability to layer multiple maps on top of each other as to mimic full 3D
    -even having small objects that can move freely in all directions without appearing as walls

    • @MialaYT
      @MialaYT 2 ปีที่แล้ว +2

      And cloud multiplayer 😁 It is very good ideas!

    • @caseyyeow1649
      @caseyyeow1649 2 ปีที่แล้ว +1

      How many map sprites we need

    • @srevia
      @srevia 2 ปีที่แล้ว

      the idea of layer multiple maps on top of each other could be very laggy cuz it would probably like have 3 fps

  • @That_0ne_Dev
    @That_0ne_Dev 2 ปีที่แล้ว +6

    This man is doing real 3D in scratch. He has ascend.

    • @lostforwar5619
      @lostforwar5619 ปีที่แล้ว +1

      it's not real 3d, it's still 2d, it just draws the walls

    • @zepox9075
      @zepox9075 4 หลายเดือนก่อน

      @@lostforwar5619 then what do you think 3d is 💀 walking around it in real life? common bro it is 3D

    • @nopeno-s5r
      @nopeno-s5r 3 หลายเดือนก่อน

      @@zepox9075 No this is not 3d, this is a 2d game that draws walls in a way to give the illusion of 3d. People have made actual 3d games in scratch, but the engine is very much not designed for it, and those games have made many compromises

  • @bulldozercowboy6400
    @bulldozercowboy6400 2 ปีที่แล้ว +37

    Hey griffpatch, huge fan! Just wondering if we're ever gonna add projectiles and animated enemies like Doom or Wolfenstein?

    • @griffpatch
      @griffpatch  2 ปีที่แล้ว +24

      Gosh, there's always so many more things to cover right lol

    • @AngleInTheShape
      @AngleInTheShape 2 ปีที่แล้ว +1

      @@griffpatch You Put Nano In The Thumbnail

    • @nachotieso2905
      @nachotieso2905 2 ปีที่แล้ว +1

      I already added them in my project but they quite dont work well lol

    • @averagecodegame
      @averagecodegame 2 ปีที่แล้ว

      @@griffpatch Could you please keep making videos on this?

    • @pogmongoose6463
      @pogmongoose6463 2 ปีที่แล้ว +1

      @Милош Ђошић (Z)🇷🇺 Scratch + Doom = Scroom

  • @nartuz5016
    @nartuz5016 2 ปีที่แล้ว +7

    This is just incredible. Keep up the good work man!

  • @goldenredstone04
    @goldenredstone04 2 ปีที่แล้ว +2

    Awesome video! What's next? Different height walls might be cool to implement, before moving on to stairs, a second level and vertical movement.

  • @bonanafanafoindy366
    @bonanafanafoindy366 2 ปีที่แล้ว +1

    Who knew that scratch could do so much! I remember when I thought NES games in scratch was pushing it to the limits! Maybe you could do something for ceiling and ground tiles so that we can maybe go outside or have the floors change textures? Continue the great work!

    • @paperbagman9012
      @paperbagman9012 2 ปีที่แล้ว +1

      You could make a sprite that if the player sprite touches it then it would change the level costume, the background, costume and whatever else you want to go along with that.

  • @shadow_1363
    @shadow_1363 2 ปีที่แล้ว +10

    griffpatch can explain anything on his tutorial and unlike other tutorials, I understand how it works!
    Amazing explanation at the start btw

    • @griffpatch
      @griffpatch  2 ปีที่แล้ว +1

      That's very kind - I was a bit unsure I did such a great job there as there is always so much more detail to cram in... but I only have so much time to work on it :) - So thanks!

  • @galacticgaming029
    @galacticgaming029 2 ปีที่แล้ว +2

    Hang on.If this is possible and your 3d laser tag is binary space partitioning,we can combine our raycaster project here with the binary space partition project to get a fully fledged out retro first person shooter like doom or duke nukem 3d.Griffpatch if you can make a tutorial series for your 3d laser tag then you might just recreate the 90's on scratch.Its just a shame that scratch has a webgl bug that stops me sharing the projects I make.

  • @EpicVideos2
    @EpicVideos2 2 ปีที่แล้ว

    I didn't realize you could search for blocks just with the first two letters of it! That's going to save me lots of time, thanks Griffpatch!

    • @archiebertram2448
      @archiebertram2448 ปีที่แล้ว

      how do you search for blocks?

    • @EpicVideos2
      @EpicVideos2 ปีที่แล้ว

      ​@@archiebertram2448 use scratch addons, then use middle mouse button click. or left click with shift held down

  • @SaiponathGames
    @SaiponathGames 2 ปีที่แล้ว +4

    Wow! This is wonderful! I'd recommend color coding the level so that you can see different textures at different positions.

  • @ThomasPianta
    @ThomasPianta 2 ปีที่แล้ว +1

    It would be interesting to see 3D sound getting implemented. Imagine using the 'pan' and 'volume' sound blocks, and determining the values if there's a wall in the way.

    • @redstrider6814
      @redstrider6814 2 ปีที่แล้ว

      Bit of a late reply but the way I did it just using another raycast from the sound source to the listener increasing a variable if the raycast is in a wall and then setting the volume to the distance to the player minus that value.
      For the pan you can simply set it to the sound sources X minus the listeners X.
      And if you want to go the extra mile and replicate the doppler effect you can set a "oldDist" variable to the dist variable, saving the sources distance to the ear as a dist variable, and setting the pitch to dist - oldDist!

  • @RussianDoggo-pr6kc
    @RussianDoggo-pr6kc 2 ปีที่แล้ว

    i thought of a simple-ish way of adding multiple layers to the ray casting and its by saving the position of where the walls will generate and making the ray continue forward while saving the data of each layer/wall then generating them based on the data and optimize it by making it fully stop if it hits a full wall.

  • @impossiblestudios77
    @impossiblestudios77 2 ปีที่แล้ว +5

    What if you added a floor and ceiling? I can kinda see how it could work. Something to do with the height variable

    • @MOMKUNG999
      @MOMKUNG999 2 ปีที่แล้ว

      or with the y variable

  • @CaberMan1
    @CaberMan1 ปีที่แล้ว

    Bro lets goooooo! its the first time he said skip in the raycasting game series woo WOOOOOOOO! 24:45

  • @justsomedude.-.68
    @justsomedude.-.68 ปีที่แล้ว

    Griffpatch deserves more subs, maybe like 2M

  • @-Clickertale_2-
    @-Clickertale_2- 2 ปีที่แล้ว +5

    This is such an amazing tutorial and I think I can add this to my infinite level generator. Thank you for making these easy to follow tutorials! :D (Also is it possible to do different textures for the floor and ceiling that rotates with the player? It will be incredible if you could make a tutorial on that! :D ).

    • @jmcortade8161
      @jmcortade8161 2 ปีที่แล้ว +1

      I would like that too, not gonna lie

    • @-Clickertale_2-
      @-Clickertale_2- 2 ปีที่แล้ว

      @@jmcortade8161I would love to have different non static textures for the floor and ceiling! :D It can make this raycaster even better! :D

    • @jmcortade8161
      @jmcortade8161 2 ปีที่แล้ว

      @@-Clickertale_2- Yes, but I also wonder if it is possible to make a multi-layer raycaster, like doom for example

    • @-Clickertale_2-
      @-Clickertale_2- 2 ปีที่แล้ว

      @@jmcortade8161 That would be awesome! :D

    • @jmcortade8161
      @jmcortade8161 2 ปีที่แล้ว

      @@-Clickertale_2- you know, having multiple floors, to make more complex buildings, and add stairs and elevators... It would be like a dream.

  • @TochedGrass3742
    @TochedGrass3742 ปีที่แล้ว

    Tysmmmm for the scanning assets I tried to make one already but it wasn’t working for some reason so I just cancelled that project and started this and I thought I had to make it again😂

  • @uxw05
    @uxw05 7 หลายเดือนก่อน +1

    9:11 I originally noticed my character just being duplicated so many times then I realized that it was expected XD

  • @romanpackham8471
    @romanpackham8471 2 ปีที่แล้ว +3

    my 3 questions:
    are floor and ceiling textures possible?
    is it possible to make more uniquely shaped walls instead of just verticle blocks?
    and what about vertical movement?

  • @jay-tbl
    @jay-tbl 2 ปีที่แล้ว

    dude this is actually insane

  • @rehankhalil8791
    @rehankhalil8791 2 ปีที่แล้ว +1

    finally i can make some awesome game through your game episode an alternate of ue5 nanite feature great work your really awesome !!!!

  • @apo11ocat
    @apo11ocat 2 ปีที่แล้ว

    i keep rewatching this video because its so fascinating

  • @AstralShot
    @AstralShot 2 ปีที่แล้ว

    I left scratch and I come back to THIS?! WHAT?!

  • @stephs5064
    @stephs5064 ปีที่แล้ว

    I love this tutorial! I am using this along with Lemonoids to make a 3D Lemonoids game!

  • @enderforgemc
    @enderforgemc ปีที่แล้ว

    Thank you so much for sharing a project with the color scanner in it, because mine didn't work at all!

  • @heyzbeauz
    @heyzbeauz 2 ปีที่แล้ว

    wow! I haven't watched one of your videos since the original scrolling platformer engine video series. you really seem excited to make these videos, thats great! 10/10 video!

  • @DrzukiYt
    @DrzukiYt 2 ปีที่แล้ว

    Im waiting till someone makes old games in scratch by using this series

  • @ARandomCat554
    @ARandomCat554 ปีที่แล้ว +3

    I've went through this entire video and i cant figure out why my walls arent showing

    • @connor_awesome6482
      @connor_awesome6482 4 หลายเดือนก่อน

      I’m having the same issue

    • @yourbuddyxander
      @yourbuddyxander 2 หลายเดือนก่อน

      Bro same, is it new scratch? Cause I did everything the exact same 😂

    • @yourbuddyxander
      @yourbuddyxander 2 หลายเดือนก่อน

      Hold on in pen, under define draw row, my set type to item of was 1 instead of row#, check yours to see if that's your problem aswell

  • @aeshaanferdous8416
    @aeshaanferdous8416 2 ปีที่แล้ว

    Wow! I cant wait for episode 8!

  • @hal0w_
    @hal0w_ 2 ปีที่แล้ว

    It’s been a while since I’ve used scratch, about 4 months, but never have I seen something 3D!

  • @premiumEAW
    @premiumEAW 2 ปีที่แล้ว +1

    Amazing Series!! I have been following since the beginning, and never thought that would come so far. I was just wondering if it would be possible to also add textures to the ceiling or the ground of the maze.

  • @rabeeasaleem7557
    @rabeeasaleem7557 2 ปีที่แล้ว +1

    oh god, i have like 20 variables in my project now!

  • @PVMChannel
    @PVMChannel ปีที่แล้ว +1

    You... You promies animated textures!

  • @htthong
    @htthong 2 ปีที่แล้ว

    E8 Idea: Mirror floor and animate walls, I love that rick roll wall!

  • @Player111F
    @Player111F 2 ปีที่แล้ว

    I suggest that in the next episode you show us how to make stairs

  • @HankSmashes
    @HankSmashes 2 ปีที่แล้ว

    Finally, we have the ability to actually recreate Doom or Wolfenstein.

  • @orangemc750
    @orangemc750 ปีที่แล้ว

    thank you so much. i really love your vids. btw congrats for 200.000 subs!

  • @vfsgg
    @vfsgg 2 ปีที่แล้ว

    Wow. Amazing, Griffpatch :D. Will it be possible to defeat enemies in the future?

  • @Iaskedlilbro
    @Iaskedlilbro 15 วันที่ผ่านมา +1

    What addons do you use to simply search blocks?

  • @JackNoEyes
    @JackNoEyes ปีที่แล้ว

    absolutely loved this series griffpatch! have you thought of using a BSP+BVH approach to a 3d scratch game though?

  • @trk.is.trippin
    @trk.is.trippin 2 ปีที่แล้ว

    yay! i love those wall textures!

  • @ultimatous4588
    @ultimatous4588 2 ปีที่แล้ว

    One day will come when Griffpatch will turn this project into a granny game!

  • @ThatCrownedKing
    @ThatCrownedKing 2 ปีที่แล้ว

    Never thought this was possible on scratch!

  • @Madara-bc7yb
    @Madara-bc7yb 2 ปีที่แล้ว +2

    Is the scratchroom (backroom in scratch)

  • @PegaFox
    @PegaFox 2 ปีที่แล้ว

    Now you need to make a tutorial on textured floors and ceilings

  • @skyosteen69420
    @skyosteen69420 2 ปีที่แล้ว +1

    Umm... So I'm having a problem with changing some of the textures in the scanner, I can change them in the sprite but they don't change in game, even when adding a new one I just get greeted with a black wall instead of a textured one

  • @FLareBlitz-rc8cu
    @FLareBlitz-rc8cu 2 ปีที่แล้ว +1

    Is it possible to add elevated terrain, such as hills and mountains

  • @ElectricVeil.
    @ElectricVeil. ปีที่แล้ว

    Griffpatch you are AMAZING!!!

  • @adetolaOmobolanle
    @adetolaOmobolanle 6 วันที่ผ่านมา

    you should become worlds best scratcher

  • @SirScroatyPeniasMcCheese
    @SirScroatyPeniasMcCheese ปีที่แล้ว +1

    Hey, is there any way to implement textured ceilings into the game?

  • @protozero5992
    @protozero5992 2 ปีที่แล้ว

    Griffpatch i dont know but how are you making this is awesome... you need to give class about this are you insane i like your work and wowowowow ... ¿how? is awesome

  • @buckIin
    @buckIin 2 ปีที่แล้ว +1

    This is so amazing! Thanks for making this video!

  • @thecrxguy420
    @thecrxguy420 2 ปีที่แล้ว

    This will be super helpful, idk I can could multiplayer it, but if I could, that'd be sweet

  • @memetech-
    @memetech- ปีที่แล้ว +1

    you could
    [while
    [delete(length of(SCAN))of(SCAN)]
    ]
    instead of predetermining the texture count. this makes editing easier, but I realize while editing this comment that it would be SO MUCH SLOWER

  • @Cashimat
    @Cashimat 2 ปีที่แล้ว +1

    I've figured out an easy way to add jumping to this. First you want to create a new variable called player height for all sprites. In your player sprite under the green flag click set it to 1.5 when beginning. Now go to your Pen sprite. Under the Define Draw Row block after the if your is less than 10 block there is a "set y to (1.5) * (height) - (res)/2" in this put the player height under 1.5. now if you subtract your height you get taller, if you add your height you get smaller. You can add a if space pressed repeat until (0) > (player height) ---- change "player height' by (-0.3). Why 0.3? Because it's a multiple of 1.5 making it end perfectly at zero. Why didn't I make it an equal to instead of a less than? Because for some reason when it gets to zero it will continue no matter what number you change by. Anyways after that your player will be taller, meaning the walls are actually just smaller, giving the illusion that the player is in the air. Then you add a (repeat until player height =1.5) change player height by 0.3. this time the equal sign does work. Now it's as if your player can jump. When it comes to practical use there isn't much. You aren't able to jump over walls for 2 reasons 1. Your player sprite still hits walls regardless of the size of the walls. In this case we can go to the player sprite and check if the player height is lower than 1.5. then disable the blocks that do that. The 2nd reason this doesn't really work is because a player height of 0 isn't actually tall enough to appear to be higher than the walls, if we wanted to do this, the jump would need to be taller. This application though probably has the ability to make different sized walls. By making a separate level sprite and somehow changing the player height for that wall specifically.

    • @Cashimat
      @Cashimat 2 ปีที่แล้ว

      If you want sprites to stay on the ground and not jump with you, it's an easy fix. In the pen sprite under draw row, we had a if type < 10 stamp entity x ( ). We put nothing in the perenthesis because nothing was needed. Now create a new variable, name it whatever you want, make sure it's this sprite only. Make it so that when green flag clicked set it to 0. Now go over to your jumping mechanic. While your player height goes down, change the new variable down also, when the player height goes up make it go up as well. Now sprites stay on the ground when you jump.

  • @miguelramirezjr564
    @miguelramirezjr564 2 ปีที่แล้ว

    I love the fake ending at 29:40

  • @l0f1_problems65
    @l0f1_problems65 2 ปีที่แล้ว

    Id lov to see you make a Mini-Map! And sliding doors too!

  • @vaguedestruction
    @vaguedestruction ปีที่แล้ว +1

    griffpatch I know you made this tutorial like 7 months ago but could you add a short tutorial on how to make the roof and floor move when you walk so that it looks like you're actually moving across the floor?

  • @thatguystar817
    @thatguystar817 ปีที่แล้ว

    the man did it
    good job man!

  • @cahlelnegnaclklmen8446
    @cahlelnegnaclklmen8446 2 ปีที่แล้ว

    It would be a massive change if adding jump system!

  • @bigmaxethanschannel1428
    @bigmaxethanschannel1428 2 ปีที่แล้ว +1

    Im still waiting for the episode about adding interactive npcs and dialogue boxes.

  • @bruh-qm2nv
    @bruh-qm2nv 2 ปีที่แล้ว +2

    Can we get a tutorial on how to make killable entities?

  • @agentburningbutters3655
    @agentburningbutters3655 2 ปีที่แล้ว +1

    For E8, can we have a improved GUI?

  • @rezaadim206
    @rezaadim206 2 ปีที่แล้ว +1

    Hi Griffpatch! after this episode when i set RES to 1 or 2, the walls will disappear and when i set it to 3,4,5 i get the lot of lag. what am i doing?

  • @luigipunchanimation6745
    @luigipunchanimation6745 2 ปีที่แล้ว

    I was thinking if are we going to add a Y axis like jumping and stuff but that yet comes with lots to cover like
    Making the dimensions of a cube and that would mean removing the celling but that would be for a more explorer game. Its just an idea because a 3D explorer game would be very cool

  • @dablika2524
    @dablika2524 2 ปีที่แล้ว +1

    i can just imagine someone making a doom game without any gore stuff... god

  • @codingkid9326
    @codingkid9326 2 ปีที่แล้ว

    Griffpatch is it possible to have a small level in the top left corner to see where we are now, like navigation

  • @DuckieAM_viewing_chanel
    @DuckieAM_viewing_chanel 10 หลายเดือนก่อน

    i have already subscribed dont cry griffpatch

  • @foxxitatoriguess
    @foxxitatoriguess 2 ปีที่แล้ว

    Griffpatch, I know this would likely be extremely complicated, but could you please give us a tutorial on how to create the Getting-Over-It-like physics? It would be a huge help! Also thank you for the tutorial, currently using another one of your tutorials and combining them to create a 3D multiplayer game! ♥

  • @jenniferperito9343
    @jenniferperito9343 2 ปีที่แล้ว

    Hey! This is like going through the ages all over again! It started with 2D games, now we're going into 3D games! Maybe somebody could even make DOOM...

  • @robbyfoskey8872
    @robbyfoskey8872 ปีที่แล้ว

    How do you get that little search bar for blocks? It looks very handy.

  • @pathfindernutsinurface3296
    @pathfindernutsinurface3296 2 ปีที่แล้ว

    Love it. Would it be possible to have something where not all walls are the same height? nd you can jump and look up ad down as well as being able to climb?

  • @devinarthur9132
    @devinarthur9132 2 ปีที่แล้ว

    Can you add things like looking up and down or adding different elevation for the ray casting please

  • @conorlynch8876
    @conorlynch8876 2 ปีที่แล้ว

    Great video!!! I've used this series to make my own 3d scratch game. I was wondering, though. How can you make new textures for the walls? I'd love to see that!

  • @anything_productions_lol2354
    @anything_productions_lol2354 ปีที่แล้ว

    amazing tutorial, but i appear to be having an issue. shades of gray are not properly gererating, with light ones being yellow and dark ones being red. i hope you can provide a fix for this?

  • @trickshotavailable7571
    @trickshotavailable7571 2 ปีที่แล้ว +1

    Scratch you can do anything on someone lithely did an exact copy of amung us it had tasks and everything

  • @theone.whoasked
    @theone.whoasked 2 ปีที่แล้ว

    well know i know what i'll be doing for the next couple of days!

  • @Alien_Sauce
    @Alien_Sauce 2 ปีที่แล้ว

    i really want to know how to do the textures for the ceiling and the floor also a way to implement that into being on tops of the walls for roofs or if i could scale down my voxel raycaster i could add a Z coordinate

  • @MinecraftAndRetroPCs
    @MinecraftAndRetroPCs ปีที่แล้ว

    I found an project that is Awesome and you need to try it but... it needs Turbo Warp to run it but its called Crystal Seeker

  • @xXJacobXx123
    @xXJacobXx123 2 ปีที่แล้ว

    I have a Question to you Griffpatch. Will you continue the Series and make ability to look up and down, and if it's even possible?

  • @um4r871
    @um4r871 10 หลายเดือนก่อน

    did u need to do the other videos to make textured mapping or could u just watch 3 and go to this one?

  • @Rukus04
    @Rukus04 ปีที่แล้ว

    Hey for the next 3d ray cast tutorial can you show how to make weapons and enemies that can shoot the player

  • @redfox8898
    @redfox8898 2 ปีที่แล้ว +1

    So cool! Now someone could actually recreate original doom is scratch

  • @SuperKirbylover
    @SuperKirbylover 2 ปีที่แล้ว

    i hope somebody recreates doom with these tutorials and puts it on scratch

  • @onuun7995
    @onuun7995 2 ปีที่แล้ว

    Maybe you could add weapons or something that Stuns the Enemy Thus giving you some time or simply if you survive long enough a weapon spawns that can kill the monster thus you winning the game

  • @gixtuh
    @gixtuh ปีที่แล้ว

    well... I'm not g word that ends with ay, but I love you

  • @chacharealedFlamingVex
    @chacharealedFlamingVex 2 ปีที่แล้ว

    i think the next episode should be for floor and ceiling textures or sliding doors.

  • @bearz9081
    @bearz9081 2 ปีที่แล้ว +1

    How about 3d roofs and floors. It would be very tricky though

  • @Hesei_gojira
    @Hesei_gojira หลายเดือนก่อน

    Do the pixels one of the four smaller squares or does it mean an entire square checkered thingy

  • @키위언니-u3f
    @키위언니-u3f 2 ปีที่แล้ว

    Nice video! You whould make a series on boss battles

  • @guilhermerafaelzimermann4196
    @guilhermerafaelzimermann4196 ปีที่แล้ว

    I know this video was posted 7 months ago but, could this in theory work with a larger map that keeps the player centered and moves everything else like in the top down RPG? Would this present much greater lag due to having to swap sprites to a huge costume before moving and back to their original square every frame?