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@alex.g7317 well I didn't want to explicitely talk about someone roping themselves (in game ofc) under the video of a cute potted plant but here I am. I hope you could understand what the verb means through context on this one.
@@Bard_Gaming auto erotic asphyxiation? The ol choke and stroke? The funky Spider-Man? The gasp and grasp? The chokey strokey? Hang both heads? Rope and grope? One hand on Adam’s apple the other hand on Adam’s banana? I can’t go on…
For some reason my algorithm has only suggested the rope videos on your channel lol, I straight up had no idea you were still posting devlogs. I’ve subscribed now so I don’t miss non-rope stuff!
No joke, I recently purchased some dyneema rope (sold as fishing line) because of the mechanical properties! Doesn't stretch almost at all, incredibly strong and hard so doesn't snap or wear easily. This is my favorite rope. I have a favorite rope.
Another optimization you could do for the rope is completely disable tick in the blueprint, and then when you attach to the rope you can enable tick in the blueprint, and then when you jump off again you can completely disable it. Tick still has a performance hit even if it's not running any code and this could really help optimize any scene with multiple ropes.
@@nerdchomp I replied to you, but for me it disappeared, anyhow we are making a game about a mage that can change size, we named it Mass Manipulation Mage.
Not sure if this was a consideration that you had already made but, if you are wanting functions to execute repeatedly but still have control of when they can/can't execute you can use 'Timers'. They are a really good alternative to the 'On Tick' Event as not only can you easily trigger them on and off but you can also choose the frequency of each individual timer which gives you a lot more control if things don't need to update every single frame but still need to loop.
I do use timers for some things, but for updating the position of the rope, I want it to update every frame so it doesn't look choppy. Only one rope will ever be running in tick at a time, because you have to interact with the rope to open the gate, so it doesn't hit performance too much
Truly inspiring NerdChomp, been watching this project from the start and I'm excited to see the end result. It's nice to see a fellow dev make indie games in UE5 😊
Looks really fun, I suggest using timers instead of ticks with gates and also you can create more graphs other then eventgraph to help organize it more
I think you are onto something with this rope theory, you should test it with more videos on rope, its TOOTALLY not a personal request that i want more rope videos… pls more rope, i like rope
Frankly, I think your rope videos do well because they describe the implementation details of a fairly uncommon mechanic. That's the best kind of candy for game developer types.
The first gamedev project I got neck-deep into was ultimately shelved because I was failing to implement satisfactory ropes, so I DO actually pretty much insta-click if I see rope-related gamedev content lol. I am duty-bound to return to the trenches of rope simulation and I intend to be much better equipped this time.
Ropesare interesting, it's an original concept in video games, it might be the reason why you get more views on this topic :) Super nice video as usual !!
I'm in the industry (backend software, definitely not smart enough for game development!) and the ONE THING I try to impact on interns/new hires/associates is the importance of reusable, organized, code. I love refactoring code to make it better and more accessible.
It's fun that now it is possible to make games without programming and code at all. I wonder if there will be something similar to blueprints, but for other game engines and for other IT areas in general.
You should look into making your rope system into an asset you can release in the Unreal Asset Store. I bet a good amount of people would find it incredibly useful. I personally use Unity but i would definitely get it to try and reverse engineer it in Unity.
bro if you use set timer by event it basically works same as tick but you have a lot of control over it like basically what happen in tick you update per frame and its a bit expensive in set timer by event you will update every second so its more easy to use and you have a lot more control over it and as per performance wise it works great.
Yea. That is also what I use instead of event tick anymore. It is like a start and stoppable event tick/delay. Use it as a one off delay instead of the actual delay node or as a repeating tick event that you can stop and continue when needed. Not good at knowing when I should or shouldn't use a normal delay node so I just defaulted to that. Also not sure if he really needs to use it if the gate function does just about the same thing. Maybe being able to control the frequency of the tick and making it .03 or something instead of the default .01 would make it 3 times as efficient or something. Hehe Idk...
Hoooo Man I love rope so much! (Personally my favorite style of rope is the jute rope their resistant and easy to make their always a good choice to bring in vacation)
Hey ! From what I'm seeing, you would benefit a lot from commenting a lot more your code :) This helps a lot structure code but also to remind yourself what was done where
Couldn't you use a set_timer_by_function_name instead of tick for the rope? I think it could be even more performant cause you can fire it only when needed (unless you need an update at each frames with the tick)
If you want some advice, give up on visual scripting/blueprints. Its a mess, and it will never be easier than coding. Stuff simply takes way too much space, debugging is hard, organization is horrible. The only place where visual scripting is ok, is when you have some heavily abstracted layer doing the logic, and the visual scripting is just what determines de behavior. For example, agent AI. You have all the logic programmed with actual code, and then you define the behavior (If near player, then attack, if less than 50% health, heal, etc)
idk... I myself for one struggle with memory and remembering text code was a pain. Visual code was much easier for me to grasp and memorize. Visual/artistic type myself. Not really that messy or anything either. Just up to the person to do so properly like he did NOT initially. I was shocked seeing how sloppy and giant his rope code was. There are hotkeys to auto align the nodes after all as well very quickly. xD It isn't even that messy, large, or hard to organize if done properly. I just made a spacing rule of 2-3 in my head for nodes, using comments to outline different parts of code with 2 colors being light and dark. Dark is for the entirety of a system I'm trying to make with lighter comments placed inside it that handle different smaller parts of that same system. I can collapse nodes into nodes that handle things like math for organization in smaller space; Make macro's and functions that can be reused and so much more easily. It is actually really not that hard, but different people are better at different things. Have tried both before. Text was so much harder for me to retain. A single wrong letter and the code stops working, and the debugging from what I could tell is not that far off from visual codings debugging. Usually get a error message and a link that brings me straight to the issue.
@@ficolas2 Nah. I did it for ages, forgot it all in a fraction of the time. I would literally be unable to take even a small break without losing what I had learned. Some people literally just aren't as good with text based compared to more visual based. Idk, but text just never sticks without major effort for me and visual stuff does and is retained. Everyone has their own strengths, weaknesses, and handicaps. It is good that we have these visual options. Should be supported to reach the same level rather than gatekeeping. Actually it is fairly good as is, except for some annoyingly missing aspects, but others have fixed that gap unfortunately for a price... Stuff that epic themselves should have already included...
Even if visual scripting is technically less efficient, I'm always in support of lowering the barrier to entry. Some people just can't wrap their brains around conventional code (myself included). Designing a good game isn't mutually exclusive with being a good programmer, so if there are tools to help people get their ideas out there, why not use them?
@@nerdchomp i just think people are usually smarter than they give themselves credit for. Smart may not be the word, but I have taught coding to people, or seen them learn, who at first didn't get it, in the end the only thing it needed was a different approach and time. You also have games like undertake, where the code is complete trash, but the game still runs, isn't buggy and is fun. You don't need to learn everything about good design, although it helps.
I think I and TH-cam like rope, because there's 100k videos about game dev, but just 20 videos about ropes in game dev 😉 (I haven't actually counted, it's a wild, speculative guess)
Probably not lol. I'm not quite sure how long the project will take, but I'm fairly confident it will be at least another two years. I'm in it for the long run to achieve the scope I want
I appreciate you wanting to help, but right now I want to tackle things on my own (with the exception of a concept artist and a composer that I've hired). But you're always free to make fan art if you would like to contribute to the community! I have a place to post fan art on my discord
This is very much a nit-pick, but you shouldn't use the new trajectory visual. It takes the fun away from seeing the object follow the path after release, becuase it shows you exactly what it'll look like before. Expecially if it's a big object you want to leave a little unknown, so the player has to guess a little and account for possible collisons based on size. Very small thing thou...
For certain types of games I would agree with you, but this is going to be a puzzle game. I think not knowing exactly where it's going to go would just make the puzzles more frustrating
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Ohh boy! A rope video! **plays video**
Bard soulmate! Rope videos are nice as long as they are about the noun, not the verb.
@@Bard_Gamingwhat’s the verb mean?
@alex.g7317 well I didn't want to explicitely talk about someone roping themselves (in game ofc) under the video of a cute potted plant but here I am.
I hope you could understand what the verb means through context on this one.
@@Bard_Gaming auto erotic asphyxiation? The ol choke and stroke? The funky Spider-Man? The gasp and grasp? The chokey strokey? Hang both heads? Rope and grope? One hand on Adam’s apple the other hand on Adam’s banana? I can’t go on…
@@Bard_Gaming I like your pfp
truly my favourite ropelog on youtube!
For some reason my algorithm has only suggested the rope videos on your channel lol, I straight up had no idea you were still posting devlogs. I’ve subscribed now so I don’t miss non-rope stuff!
More and more evidence proving my theory correct!
seconded, and already subbed!!
Actually same!
This channel becomes an all rope channel.
honestly my favorite ropetuber
THE ANTICIPATED ROPE VID! Very nice job on such a complicated feature, it looks great! Also compliments to the composer, love the track
Thanks Dryden! It was quite complicated indeed. And yes the composer is great and just lovely to work with
omg! for some reason its really fun to know that youre also watching these lol
@@Pockeywn ayy it’s pockey!
I confirm, we like ropes!
I’m personally a fan of nylon rope. It can handle a lot of stress and has a nice texture :)
Solid choice
agreed
No joke, I recently purchased some dyneema rope (sold as fishing line) because of the mechanical properties! Doesn't stretch almost at all, incredibly strong and hard so doesn't snap or wear easily. This is my favorite rope. I have a favorite rope.
Sounds like a good one!
Another optimization you could do for the rope is completely disable tick in the blueprint, and then when you attach to the rope you can enable tick in the blueprint, and then when you jump off again you can completely disable it. Tick still has a performance hit even if it's not running any code and this could really help optimize any scene with multiple ropes.
Thanks I'll try this out
I'm so glad I got to see a rope video today. I don't get them often enough.
Watched this video on my break making a game for a gamejam, very chill video!
You doing the gmtk game jam?
@@nerdchomp I replied to you, but for me it disappeared, anyhow we are making a game about a mage that can change size, we named it Mass Manipulation Mage.
Sounds really cool. Someday I'll participate in the gmtk game jam
Not only do I like rope but I like technical devlogs!
Cant wait for more rope related videos!
Rope is just my favourite topic!!!
Nice progress!!
Thanks!
Not sure if this was a consideration that you had already made but, if you are wanting functions to execute repeatedly but still have control of when they can/can't execute you can use 'Timers'. They are a really good alternative to the 'On Tick' Event as not only can you easily trigger them on and off but you can also choose the frequency of each individual timer which gives you a lot more control if things don't need to update every single frame but still need to loop.
I do use timers for some things, but for updating the position of the rope, I want it to update every frame so it doesn't look choppy. Only one rope will ever be running in tick at a time, because you have to interact with the rope to open the gate, so it doesn't hit performance too much
Truly inspiring NerdChomp, been watching this project from the start and I'm excited to see the end result. It's nice to see a fellow dev make indie games in UE5 😊
Yeah there are so many unity (and now godot) devs, it feels like UE devs are rare on TH-cam. But they do exist!
Looks really fun,
I suggest using timers instead of ticks with gates and also you can create more graphs other then eventgraph to help organize it more
You know, I never actually realized you could make more graphs. Thanks for the handy tip!
I think you are onto something with this rope theory, you should test it with more videos on rope, its TOOTALLY not a personal request that i want more rope videos… pls more rope, i like rope
I like rope too
Frankly, I think your rope videos do well because they describe the implementation details of a fairly uncommon mechanic. That's the best kind of candy for game developer types.
I hoped the "Rope" part of this was going to in a way be tied to the strand theory.
Frayed knot.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA its good
I'm French and i love your videos, when i saw this ropes (cordes en Français) i was like "Wow incroyable, it's fantastic"
I like rope. I like your game. I'll be buying your game that has rope in it when it comes out.
Holy smokes! That original rope BP was like a snakes wedding 😂 just like mine! Haha love the technical ropelogs
Yep it was functional, but impossible to follow
The first gamedev project I got neck-deep into was ultimately shelved because I was failing to implement satisfactory ropes, so I DO actually pretty much insta-click if I see rope-related gamedev content lol. I am duty-bound to return to the trenches of rope simulation and I intend to be much better equipped this time.
Ropesare interesting, it's an original concept in video games, it might be the reason why you get more views on this topic :)
Super nice video as usual !!
rope for the win
i really appreciate what u did with the free sample pack i hope to show you a project later on to say thanks
Rope are the new cat video, maybe ?
Anyway, great video ! They always inspire to work harder after I see who of your devlog.
are you planning to add a slide function if the rope in in an angle?
so you can slide down ropes and can even build up momentum for longer jumps maybe
Nothing like that planned right now. Could be interesting though. I might at least test it out
I'm in the industry (backend software, definitely not smart enough for game development!) and the ONE THING I try to impact on interns/new hires/associates is the importance of reusable, organized, code. I love refactoring code to make it better and more accessible.
Agreed, I'm certainly no expert in unreal or blueprints, but I'm gradually learning how to organize them better to be reusable and easier to read
It's fun that now it is possible to make games without programming and code at all. I wonder if there will be something similar to blueprints, but for other game engines and for other IT areas in general.
New rope devlog yay
You should look into making your rope system into an asset you can release in the Unreal Asset Store. I bet a good amount of people would find it incredibly useful. I personally use Unity but i would definitely get it to try and reverse engineer it in Unity.
I released a bare bones tightrope project file for free already! Check it out: nerdchomp.gumroad.com/l/gzmjr
bro if you use set timer by event it basically works same as tick but you have a lot of control over it like basically what happen in tick you update per frame and its a bit expensive in set timer by event you will update every second so its more easy to use and you have a lot more control over it and as per performance wise it works great.
Yea. That is also what I use instead of event tick anymore. It is like a start and stoppable event tick/delay. Use it as a one off delay instead of the actual delay node or as a repeating tick event that you can stop and continue when needed. Not good at knowing when I should or shouldn't use a normal delay node so I just defaulted to that. Also not sure if he really needs to use it if the gate function does just about the same thing. Maybe being able to control the frequency of the tick and making it .03 or something instead of the default .01 would make it 3 times as efficient or something. Hehe Idk...
I agree, timers are better for some things, but in my case I want to update the position of the rope every frame, or else it will look choppy
Hoooo Man I love rope so much! (Personally my favorite style of rope is the jute rope their resistant and easy to make their always a good choice to bring in vacation)
You definitely "roped me in" with this video 😂
Bro this is amazing!!
lamp oil? rope! bombs!
Not enough rope
Noted....need more rope
I came here for the ropes! But fo real, super interesting 🙂!
Never watched any of your videos before. This rope video was recommended to me so I clicked.
Nice! Hope you like it
This game is so cool, do you plan on releasing on steam or any other platforms?
I'm focusing on a steam release, but could potentially release on other platforms down the road too
Good job! Personally, I really like ropes, waiting for more videos about ropes ;)
My next 20 videos will exclusively be about rope now
Hey ! From what I'm seeing, you would benefit a lot from commenting a lot more your code :) This helps a lot structure code but also to remind yourself what was done where
Big fan of rope here!
TH-cam must love rope as I was suggested this video
This is awesome
Dope game dev
this video has really roped me in for some reason but i can't place why
😂
Couldn't you use a set_timer_by_function_name instead of tick for the rope? I think it could be even more performant cause you can fire it only when needed (unless you need an update at each frames with the tick)
For certain things I use a timer, but for the updated position of the rope, if I don't do tick the movement of the rope visually looks choppy
If you want some advice, give up on visual scripting/blueprints. Its a mess, and it will never be easier than coding. Stuff simply takes way too much space, debugging is hard, organization is horrible.
The only place where visual scripting is ok, is when you have some heavily abstracted layer doing the logic, and the visual scripting is just what determines de behavior. For example, agent AI. You have all the logic programmed with actual code, and then you define the behavior (If near player, then attack, if less than 50% health, heal, etc)
idk... I myself for one struggle with memory and remembering text code was a pain. Visual code was much easier for me to grasp and memorize. Visual/artistic type myself. Not really that messy or anything either. Just up to the person to do so properly like he did NOT initially. I was shocked seeing how sloppy and giant his rope code was. There are hotkeys to auto align the nodes after all as well very quickly. xD
It isn't even that messy, large, or hard to organize if done properly. I just made a spacing rule of 2-3 in my head for nodes, using comments to outline different parts of code with 2 colors being light and dark. Dark is for the entirety of a system I'm trying to make with lighter comments placed inside it that handle different smaller parts of that same system. I can collapse nodes into nodes that handle things like math for organization in smaller space; Make macro's and functions that can be reused and so much more easily. It is actually really not that hard, but different people are better at different things. Have tried both before. Text was so much harder for me to retain. A single wrong letter and the code stops working, and the debugging from what I could tell is not that far off from visual codings debugging. Usually get a error message and a link that brings me straight to the issue.
@@merccc1 if memory is what you struggled with, the only thing you needed was time.
@@ficolas2 Nah. I did it for ages, forgot it all in a fraction of the time. I would literally be unable to take even a small break without losing what I had learned. Some people literally just aren't as good with text based compared to more visual based. Idk, but text just never sticks without major effort for me and visual stuff does and is retained. Everyone has their own strengths, weaknesses, and handicaps. It is good that we have these visual options. Should be supported to reach the same level rather than gatekeeping. Actually it is fairly good as is, except for some annoyingly missing aspects, but others have fixed that gap unfortunately for a price... Stuff that epic themselves should have already included...
Even if visual scripting is technically less efficient, I'm always in support of lowering the barrier to entry. Some people just can't wrap their brains around conventional code (myself included). Designing a good game isn't mutually exclusive with being a good programmer, so if there are tools to help people get their ideas out there, why not use them?
@@nerdchomp i just think people are usually smarter than they give themselves credit for.
Smart may not be the word, but I have taught coding to people, or seen them learn, who at first didn't get it, in the end the only thing it needed was a different approach and time.
You also have games like undertake, where the code is complete trash, but the game still runs, isn't buggy and is fun. You don't need to learn everything about good design, although it helps.
Time to rewrite the rope in C++!
Oh boi! I love rope!~
Honestly, I haven't been recommended any of your other videos since the first couple rope videos
😂 the algorithm knows a true fan of rope when it sees one
LET'S GO!!! ROPE!!!
oh yeah and also the cool game but ROPE!!!!!!!!!!
I love rope. All my homies love ropes. Rope theory ftw
I think I and TH-cam like rope, because there's 100k videos about game dev, but just 20 videos about ropes in game dev 😉 (I haven't actually counted, it's a wild, speculative guess)
Maybe I'm onto something 😂
My favorite rope is yarn
Here to proof rope theory!
Motion blur kinda hides imperfections.
i love rope😀
String theory ❌
Rope theory ✅
The superior theory
Next video has to be a knot mechanic
😂
youtube definitely likes rope, good thing your game is gonna be full of it lol
dope rope
Ropes are cool, imaging a world without ropes o-o
A world without ropes? Scary
damn I love ropes
all my homies like rope, steel rope w
Haha. I see no code??? Great blueprint though. Looking good
I LOVE ROPES
You and me both!
oooooo rope!
ppl prob like rope vid cause, like u said, there no rope UE vid anywhere. If ur the only rope guy, to cornered the market on rope vids :)
Is the game coming this year or next :)
Probably not lol. I'm not quite sure how long the project will take, but I'm fairly confident it will be at least another two years. I'm in it for the long run to achieve the scope I want
I love rope more than I love my own son (I don’t have a son)
Me too!
Rope
Rope
i love rope
opens sample project at unreal 5 worries about hardware gpu dies regret
rope enthusiasts RISE UP
i´m a simple man, i see rope i click
Who's gonna tell him they're vines and not really ropes? 😬
⚠USER WAS BANNED FOR THIS POST⚠
You've blown a hole in my theory. Rope theory? Vine theory? It's all so confusing!
Is there any ways us as a community can assist you with the project, be-it art, sound design, asset creation, etc.?
I appreciate you wanting to help, but right now I want to tackle things on my own (with the exception of a concept artist and a composer that I've hired). But you're always free to make fan art if you would like to contribute to the community! I have a place to post fan art on my discord
rope
Rope is a difficult thing to wrap your head around so people want to know how you made it work.
Makes sense!
This is very much a nit-pick, but you shouldn't use the new trajectory visual. It takes the fun away from seeing the object follow the path after release, becuase it shows you exactly what it'll look like before. Expecially if it's a big object you want to leave a little unknown, so the player has to guess a little and account for possible collisons based on size.
Very small thing thou...
For certain types of games I would agree with you, but this is going to be a puzzle game. I think not knowing exactly where it's going to go would just make the puzzles more frustrating
Ropetuber nr 1
Guys will see a rope video and think hell yeah
I searched rope game and you're third on my feed soooo.
I'm cornering the rope game market!
@@nerdchomp lasso style
i like rope
Very Cute!
Is this the missing scadutree lore?
Anybody like Coconut fiber rope?
Sounds tasty
🪢❤️
Your devlogs are awesome! But please don't call this "code", this is the "paint by numbers" version of code
Gatekeeping code is wild
Rope, my guy. It makes me all warm and fuzzy inside 🪢
And really, why wouldn't it?
Rope
I like rope