#jevlogs
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i actually made a huge amount of progress today and the game is all but done, which is wild! literally the only thing i have left to do for the game itself is make an intro screen, which i'm not doing tonight because i forgot to make the art for it earlier. (i'll do it tomorrow probably.)
unfortunately, as i was looking at the export options to see how it worked, i realized that i fully ignored a warning that i definitely had seen: the new version of godot can't export for web if the project is using C#. my options are to export only for downloadable versions (not ideal for a short game), try to open/export the project in an older version of godot, or rewrite the C# code in GDScript. i'm actually leaning towards the latter; since i ended up using some GDScript for the dialogue system, i got a bit of a handle on it, and none of my functions should be too difficult to convert. and half the point of this project is to learn how to use godot! GDScript is better supported overall, it's probably something i'll have to learn to use more if i continue using godot. so despite myself, i'm not feeling too bad about having to potentially rewrite a bunch of code.
#but not tonight because it's past midnight#i might end up tweaking some sounds too but other than that i was. shocked at how quickly i got through the stuff i wanted to do#fueled by some extremely mediocre szechuan beef and a comically large number of crab rangoons lol#it's already playable! all the sounds and buttons work! it's not even throwing any errors!#this is also giving me a big boost thinking about my other ongoing game project#which has sat stagnant for several months while i decided what to do#it's not going to be too hard to translate all of it to godot now that i have a better idea what i'm doing#j rambles#jevlogs
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Ayeee.. ka cute man.. salamat Jev. Check out his youtube channel JEVLOG 12. https://www.instagram.com/p/CAq57VLg76U/?igshid=1tnh443s0huv9
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DE PASEO EN EL MUSEO DEL FÚTBOL DE BRASIL!!! JEVLOG #32 #HelloMotoG6 #HelloYou https://t.co/QB4HeBPJPO
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ROADTRIP!!! Part 1 vlog just went live!! Link in bio 👫😜💖 #JEvlogs
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I have a very busy rest of the week and I was able to wrap up the loose ends I have, so I submitted my jam game early. Here it is! It's like 2 minutes long lol, but my priority was a polished, finished-feeling game over a longer/more complex game, and I'm happy with how it turned out! On the game page I wrote a long post (linked under the Development Log header) reflecting on the game and jam - lots of it is repeated from what I've posted here.
It runs in the browser, but does require a keyboard (won't work on mobile/touch screens).
The jam officially ends early Sunday morning - make sure to go check out the other submissions when they go public!
#j rambles#jevlogs#it ended up more tonally silly than i expected but that's what happens when you make a <5 minute game lol#but i am really happy with how it went and what i learned!#there are still some minor bugs but (a) i'm trying to get over my perfectionism and none of the bugs are game-breaking#(there's like. one visual glitch and one oddity with the timer that most people probably won't notice/run into)#and (b) i can always go back and make updates later#since i don't have a lot of time this week i didn't want to make things more unplayable before i had time to fix them#anyway. enough rambling#enjoy
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have made some good progress with godot yesterday and today! got some physics objects, buttons that play sounds, buttons that change the background, got to draw some good art... it's really coming together. a lot of my time has just been wrapping my head around the structural differences - unity's "scenes are made of gameobjects are made of components" hierarchy was pretty intuitive once i understood it, but godot is a little looser, which makes it super flexible but a little weird to get my head around. i'm also still scripting in C# since I'm a little familiar with it from unity, but it's harder to find answers about it when i stumble since it's not used/documented as much as gdscript. but we're making it work! maybe for future projects i'll switch to gdscript. overall though, i really like godot - it feels much more approachable/user-friendly than unity, i love how pretty much everything has a tooltip (so i don't need to google everytime i forget the difference between a RigidBody and a StaticBody lol).
the big thing i have left to learn how to do for this project is dialogue boxes; never learned how to do those in unity either. i'll just have to go through a bunch of tutorials and stuff to cobble it together. once i figure those out, i just have to duplicate a bunch of methods so all my buttons work lol.
anyway. thinking it's time to order some chinese food.
#i know i'm being cagey about the game itself... i like to surprise people lol#i guess i'll go ahead and say it's a drawfee-related fangame. they're my new youtube faves and they're on break for the end of the year#i've been watching their streams and videos a ton and was hit by inspiration last week#as i've said it's a very silly idea but i'm having fun#i also have a long-term polygon-related project that i'm hoping to finish this week... 👀#(that depends on some outside factors so it'll be done next week at the latest)#my goal for the last year or two (time is fake) has been to work on more multi-day/longer term projects and it's been a good time!#ANYWAY. merr crimbus it's time for chinese food#j rambles#jevlogs
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Okay I'm making a lot of progress today (added a main menu, did a bunch of art, lots of UI work) but I had to stop and record this bug because it made me giggle
so long space cowboy...............
#i want the character to stop tilting when you win#and the way i got it to stop tilting at the start was to turn off physics#but if i do that when it already has momentum it also disables the hinge joint and it just files away......#note also the yellow indicator flying offscreen at the same time lol#jevlogs
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No video update bc it's late and I had to stop with some bugs still causing issues. Made some art for the UI elements, added a nice pulsing glow effect when you're in the danger zones, and made a simple background.
I'm tackling the slightly more complicated stage first, so I want the background to scroll continuously. It's sort of working, but there's a gap between the initial background spawning in and the rest of them spawning continuously that I haven't been able to fix. I really wanted to iron it out before setting it down for the night, but I just ended up going in circles for an hour instead, so I decided to come back tomorrow with fresh eyes.
I also found out that scenes in Unity don't work the way I thought they did, so now I need to figure out how to transition between stages without leaving the scene. That'll probably be the weekend project.
I've had a long work week and even working only a few hours a day on this, it starts to feel like a lot. But I still feel really motivated to finish - even if I don't get everything I want into the game, just getting it into a playable state would be great.
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I've realized now that I've made literally everything harder for myself by making everything that requires heavy-duty coding a UI element, which Unity treats completely differently from any other game object. But it's fine........... I'm learning how to do it right.........
#legit i don't know if best practice would be to make this ui or just a regular game element#it would certainly be *easier* if it wasn't ui but since it's playing the role of ui i think this is technically better?#the real answer probably is that for a game this small it doesn't really matter#anyway i was able to take a script someone wrote for a sprite and adapt it for my ui elements so that was good#jevlogs
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Today - fail states, difficulties, and a little bit of sound!
Most of my work time today was on the difficulty, where after each "win" the green bar decreases a little more. This also involved re-writing some of what I did last time so that you have to get three "wins" in a row to get the win screen. I also tried and mostly failed to learn and implement co-routines, but I ended up not really needing them. (They seem simple enough in theory, but there was clearly something I'm not getting and I'm on a time limit here lol)
The sound was mostly just to see how the basics work and to inject a little life into it! I'm getting tired of looking at colored blocks, but I really want to get the mechanics hammered out before I start most of the art.
I also took a little time to make a Trello board to keep myself organized. There's not a ton on it, but it's better than trying to keep everything straight in my head. It's already been helpful for tracking non-essential bugs (like that game over sound is actually playing over and over... not supposed to do that).
Yesterday I took a good break from the hard coding stuff and hammered out what the "story" of this game is. The seed of the idea was a simple balancing game representing trying to unlearn my transmasc slouch post-top surgery, so I came up with two other transition-related "balancing acts" that'll be the three stages of the game. Mechanically, they'll basically all be the same, but the art/environment will be different. Not a perfect metaphor or anything obviously, but hey! it's a jam game.
Next steps are:
UI design - polishing that simple bar and the win/lose screens into something a little prettier and adding any fancy effects I want. The rest of the art probably won't happen until next week, but I'd like the UI to be basically done before I duplicate it for multiple stages.
Adding multiple stages - they'll be mechanically the same, but they're eventually going to have different art, plus just learning how to move from scene to scene.
A title screen with Start and Quit options. I put saving and an options menu on my "nice-to-have" list because I don't think I'll have time for them and they're not high-priority.
#starting to kind of look like a game!#not a very exciting one but. a game nonetheless!#i still want to mess with the physics of the character but i booted that to my nice-to-have list as well#it's playable now (had to tweak it a bit with the increased difficulties) and that's just going to be a loooooot of playtesting#definitely near the top of the list if i have extra time but not a big deal if i don't get to it before next saturday#jevlogs
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Day 2: playable game! It took me longer than anticipated to get the triggers for the UI to work correctly (the green boxes), so not as many new features as I was hoping to get through today, but that's okay.
Completed today:
Countdown timer when indicator enters "win" zone
Tweaked character gravity
When timer reaches zero, "win" text appears and player control stops
Next steps:
Continue to adjust character physics (feels floaty when in the middle)
Fail states (zones at each extreme that will count down to a game over)
Increasing difficulties (shrinking the "win" zone on each win)
#jevlogs#sorry for the double post i would have added the video to a reblog if i could#tuesdays are busy work days for me so i may take it easy tomorrow and get back to the heavy-duty code stuff on wednesday#maybe tomorrow i'll write out a more concrete 'story' instead#i'm still having a good time! historically i have Not Been Great about committing to multi-day projects#but the work is challenging enough that breaks are really needed and i'm still excited to get back to it
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boy did it take me WAY too long to figure out that the reason my colliders weren't working was that they were actually working but they were each 1px by 1px wide. so
#this is fine#the good news is i didn't actually have to redo as much stuff as i thought i did#i even cleaned up some of my bad code from yesterday#but i spent a loooong time debugging this thing that was. not really a bug lmao#it's okay! now i have a really good handle on what's happening so even if i don't get as far tonight as i hoped i'm in a decent spot#jevlogs
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First Unity crash \o/
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So I joined a game jam! It's an event where you try to make a game in a limited period of time (2 weeks in this case). It started yesterday and since I didn't have any time to work on it then, today was my first big work day, learning how to use an entirely new engine - Unity.
This is what I worked on today: about five hours of tutorials and very hesitantly written code to make a simple balancing mechanism! I followed GMTK's great intro to Unity tutorial all the way through, then started a new project to make the above. I've already learned a ton and my brain is a bit overloaded. I'm glad I have two weeks so I can take it slow, I think it's going to be a great way to learn the new software.
Of course, there's still lots of tweaking to be done even now - the physics of the tilting don't feel quite right, it needs to have extra UI indicators and a failstate (and, of course, graphics) - but I'm very happy with it for a first day's work.
#my tag for these is gonna be#jevlogs#(i.e. j devlogs)#getting the ui slider (the green square) to work was the real test of the day#from my experience with the tutorial i knew how to set up the blue 'character' and have it affected by physics/controlled with the keyboard#but tying that angle to a ui element's position was totally new to me#i think my code is probably a little sloppy but hey! it works#i do have an idea of what the game's going to be about but i wanna keep it to myself for a bit until i have the prototype in better shape#right now i have to go rest my brain#myfirstgamejam
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JEVLOG12 | Poging Vlogger/Youtuber of YT DREAMERS TROOP Presenting the YT DREAMERS TROOP'S Poging Vlogger/Youtuber JEVLOG 12. An OFW in Saudi Arabia.
#Handsome vlogger#Jevlog 12#Jevlog12#Saudi Arabia vlogger#SMALL YOUTUBER#Vlogger#YouTube Vlog#YOUTUBER
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