Making A Game In Under 48 Hours - Ludum Dare 50 Devlog

Making A Game In Under 48 Hours - Ludum Dare 50 Devlog

Helper Wesley

3 года назад

28,823 Просмотров

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@attestedatom6752
@attestedatom6752 - 02.04.2022 23:10

Nice

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@BrackEnky
@BrackEnky - 02.04.2022 23:23

game looks fun! I'll be sure to give it a try, I'm a rage game lover lol

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@thedevm4n
@thedevm4n - 02.04.2022 23:40

The game looks really cool tho.

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@RockyMulletGamedev
@RockyMulletGamedev - 02.04.2022 23:57

Aren't we all the stupid ?

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@StevePixelFace
@StevePixelFace - 03.04.2022 00:12

Awesome stuff. Looking forward to seeing how the game progresses in the next vid.

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@stellar5706
@stellar5706 - 03.04.2022 00:36

You got a new sub I've been trying to find more small developers.

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@ven4zra
@ven4zra - 03.04.2022 01:02

yay, helper wesley made a rage game, i was thinking of switching to making only rage games for a few months now

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@SidFish
@SidFish - 03.04.2022 01:46

Release a Ludum Dare devlog in the middle of Ludum Dare, total boss move!!

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@xristos9855
@xristos9855 - 03.04.2022 07:51

Yeah! New game by the Wesley guy!

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@TylerGreen
@TylerGreen - 03.04.2022 07:58

I agree about dust particles, so many small effects like that can convey other things like faster speed, harder punch with screenshake, etc. It's one of those little tricks non-game devs don't even realize. Nice job with this game, it ended up looking really clean in the end!!

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@damiankaleomontero496
@damiankaleomontero496 - 03.04.2022 09:09

Post devlog of parody during event to assert dominance

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@ToastedGears
@ToastedGears - 03.04.2022 13:48

Nice video Wesley :D

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@arlokk
@arlokk - 03.04.2022 14:53

what programms did you use

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@BigMemerMan1
@BigMemerMan1 - 03.04.2022 14:59

what game engine do you use and what coding language does it use?

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@CaptainWizard3000
@CaptainWizard3000 - 03.04.2022 16:47

What if the blades moved faster after/if you activate the checkpoint?

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@kaansal9523
@kaansal9523 - 03.04.2022 17:44

Hi, I want to give a feedback for game. You said you want to make a Rage game, but only did a hard game. Celeste is a hard-ish game but not a rage game. In rage platformers with wasd controllers, you need to make unexpected deaths. In your video, you gave 2 game examples, getting over it and pogo stick game, they are hard rage games but they don't have wasd controllers, and their controls made the game a rage game.

But the game and it's evolution is promising. If you want to complete the game, you can improve the "Gameplay" 😊

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@balkangames2302
@balkangames2302 - 03.04.2022 18:10

hey you may as well want to join the black and white game jam the theme is loop i joined it too

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@go-lk1qc
@go-lk1qc - 03.04.2022 21:25

very good

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@notZerr
@notZerr - 04.04.2022 00:08

Pls what did you use to get your color pallete

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@FabiulousGames
@FabiulousGames - 04.04.2022 11:57

Very cool devlog! I love the pacing and editing.
Also you have a very clear voice that’s very relaxing to listen to (I know it’s not a comment about the game but that’s something I really appreciated)

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@clonethirteen
@clonethirteen - 05.04.2022 18:26

Great Devlog. The game is charming with that palette. It keeps the rage a bay a little bit lol.

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@RedIvation
@RedIvation - 05.04.2022 18:58

What's the background music

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@PretentiousBLOB
@PretentiousBLOB - 06.04.2022 06:12

It's really good to see you grow up from 600-1k views from 5k views
Keep Up Bro

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@theothetorch8016
@theothetorch8016 - 08.04.2022 13:24

Ah, yes. Coffee.

Man of culture, I am now subscribed. You gotta support coffee lovers.

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@DevNoob
@DevNoob - 08.04.2022 18:28

Great job Wesley! And awesome to see that your channel is growing so well!

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@michael_krueger
@michael_krueger - 09.04.2022 10:42

It's pretty neat but I have to agree that for a rage game it's definitely on the easier/more generous side. Just to give a few examples, the moving wall that you have to use a ledge to get past gives you way too many ledges to work with. The whole path is littered with ledges to the point where there really is no precise timing required, for as long as you know how to cling to a ledge you're good. Also the final bit that has a bunch of saws going up and down gives a break in the action after each floor, with each floor being no more difficult than the last. I guess I'd say it's pretty low pressure/demand if the intention is rage game.

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@neonstix1035
@neonstix1035 - 16.04.2022 06:48

What game engine do you use??

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@abdulmalikal-otaibi5229
@abdulmalikal-otaibi5229 - 20.04.2022 03:05

Will game be available on phone or pc if yes when and where?

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@timothymclean
@timothymclean - 20.04.2022 05:50

Coyote time was pretty common in platformers before Celeste, it just wasn't something ordinary players knew about. Coyote time is a relatively simple way to make the game work a bit more like it feels like it should—if the player decides to push the jump button at the last moment, coyote time accounts for the time it takes for them to press the physical button and for the input to register, letting them actually jump like they "should have" and not fall to their deaths despite totally hitting the jump button in time.

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@spaztech1138
@spaztech1138 - 04.05.2022 06:53

To make a really hard level, start with impossible and work back from there.

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@stbadhon542
@stbadhon542 - 28.07.2022 21:36

Is it possible to integret google play services to a game made in gdevelop?

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@MistaSmith
@MistaSmith - 28.10.2022 13:32

Too easy means, there is not much need for combos. The fall-off-then-jump is a combo. Could you chain more things together and build levels that require this chaining to be executed?
And another thing that might feel too easy is if you have too much margin-of-error. For instance, if your lvl 1 cliff jump succeeds every time the player is „just“ 1 pixel off the cliff, then there is a lot of margin-of-error. If it only succeeds, when you jump at the very last pixel where the jumping can still get you onto the other cliff, then there is no margin-of-error.
You could play with that range, and let people repeat challenges in later levels with less margin-of-error.
PS: Such a margin is not just space, but also time. If I execute a hard combo and then I can take a bathroom break before attempting the next section, then it feels much easier compared to a situation where I have to continue with the next combo directly after finishing the first, e.g. because a moving target is coming along to my landing spot from the first combo.

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@NinjaGuidesHQ
@NinjaGuidesHQ - 24.08.2023 00:45

I would love to see a step by step tutorial of the coding site of this game like how to build basic level in gedevelop.

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