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  • @Eloii_Xia
    @Eloii_Xia13 сағат бұрын

    1:31 It's genius!

  • @Ddotsun
    @Ddotsun20 сағат бұрын

    U made it worse

  • @gluax7553
    @gluax7553Күн бұрын

    HashMaps are unordered by default, at least in a lot of languages, unless you specifically use an OrderedMap of some kind. At least if I’m understanding what you are saying about positioning.

  • @mel0ndev
    @mel0ndevКүн бұрын

    That was indeed the issue. I don't know why I assumed they were ordered by default. I had used iterators in the past, but never needed to preserve order with them. I've since learned there is an ArrayHashMap in the zig std that would have been a better candidate, but at this point I'm fine with a fixed array. Additional items can be stored in chests, or if I want the player to be able to carry things, something like a backpack or looting bag.

  • @antoniojimenezperez50
    @antoniojimenezperez50Күн бұрын

    The only bad mistake is the shadows of different elements are of different intensity but they should all be close to the same intensity for all the elements because they are all light by the sun. The green trees and the pink trees look like different things. The pink trees are difficult to see because they look the same intensity as the grass. If i was drawing this, i would copy paste the pink and the green trees next to each other and try to somehow change the shading to match one another. And is good to do it with everything or else it looks "like a collage" as KuroNK said.

  • @mel0ndev
    @mel0ndevКүн бұрын

    good points, thanks for the insight. I am still experimenting with aesthetics atm as it is still very early in development. A lot of people seem to think the colors aren't quite right, and I think I agree overall. Collage feeling I've pinpointed to lack of shadows in the world I think, makes everything look flat and lifeless. This will be addressed when I get to the lighting system. But first, building and gathering mechanics are needed!

  • @antoniojimenezperez50
    @antoniojimenezperez50Күн бұрын

    In my opinion it's not the colors. Any colors are ok, but more like the style for the game is still undefined, as you said. I would like to give you a little hand but KZread won't let me write my email adress in here. I don't know how to send files to you. If you have a way to send and receive files I would like to help you out if you want

  • @NoRightsProductions
    @NoRightsProductions2 күн бұрын

    "Over engineering from the start" reminded me of the guy who wrote an entire operating system to run Tetris, custom CPU to run Pong built his own graphics card, and remade Minecraft several times. Apparently he streamed making his first game in Zig kzread.info/dash/bejne/k56Wu7ugkqe-d84.html

  • @mel0ndev
    @mel0ndevКүн бұрын

    haha I love jdh. big fan of that guy

  • @magni319
    @magni3192 күн бұрын

    I don't want to shock you, but the difference between the first one and the second is the amount of trees. No player would notice or care about some twinkling leaves

  • @mel0ndev
    @mel0ndev2 күн бұрын

    maybe you don't, and that's ok. I wanted to learn about shaders and add these effects in and so I did.

  • @luccadeahl5340
    @luccadeahl53402 күн бұрын

    :)

  • @ManaCoder-h4y
    @ManaCoder-h4y2 күн бұрын

    To be honest I couldn't tell the difference between the first screen shot and second, besides the tree leaves moving and more trees and water, I had to do a few double takes.

  • @mel0ndev
    @mel0ndev2 күн бұрын

    those are the shaders, my man.

  • @ManaCoder-h4y
    @ManaCoder-h4y2 күн бұрын

    @@mel0ndev ohhh i see i didnt know, well it looks great then. when i think of shaders i think of the actual color changing not animating like that.

  • @ColdBlueLight
    @ColdBlueLight3 күн бұрын

    can you adjust the brightness and contrast to help the colors pop more its a little too pastel and things look to blended together to me. otherwise the shader idea is neat but wont it eventually hit a wall where too many draw calls are being made?

  • @mel0ndev
    @mel0ndev3 күн бұрын

    I think you're right about the contrast. I hoping when I get around to lighting it will help alleviate some of the issues. I am going for a pastel feel, but I have also been considering that it might be a bit too pastel. Post processing should help a bit with contrast, as well, but that won't be implemented for a while. I am not too worried about draw calls at the moment, as long as I can batch everything being drawn with a shader together, but I won't know for sure until I write or implement some kind of profiler. Thanks for the idea about contrast.

  • @man-o-valor
    @man-o-valor3 күн бұрын

    I recommend using a color palette to make your colors look more cohesive. Hue shifting really levels up flat-looking light colored art. You’d be surprised how much it can be improved by just paintbucketing all the colors to similar ones!

  • @mel0ndev
    @mel0ndev3 күн бұрын

    @@man-o-valor thanks for the tip, some of these colors are based on a palette and then I think I went off the rails at some point. As I move towards improving the art, I will shift back into a more clear palette. Thanks!

  • @Kosin-zs9il
    @Kosin-zs9il3 күн бұрын

    Everyone keeps saying "Shaders are so hard" but when you dive into it a bit its actually pretty easy to get decent shaders going without much effort.

  • @mel0ndev
    @mel0ndev3 күн бұрын

    @@Kosin-zs9il I think the hardest part was getting started, and then once I got my feet under me it was less complicated than I expected. These shaders here are very basic, and you can get a lot out of them for sure, but really they are just scratching the surface.

  • @mehmeh8883
    @mehmeh88833 күн бұрын

    He uses arch btw

  • @mel0ndev
    @mel0ndev3 күн бұрын

    @@mehmeh8883 btw

  • @RedBackBite0677
    @RedBackBite06773 күн бұрын

    The shaders dont add anything if the art is still bad, learn pixel art.

  • @mel0ndev
    @mel0ndev3 күн бұрын

    @@RedBackBite0677 yes, that is the joke

  • @KuroNK
    @KuroNK4 күн бұрын

    I don't know what's your game about tbh, but also, from the distance you have the camera most of the time, you cant really tell any of the effects you added. And I wouldn't say your art is bad, but i feel it lacks something, like nothing it's connected. it doesn't feel like a game world, it feels like a sprite collage.

  • @mel0ndev
    @mel0ndev4 күн бұрын

    thanks for the insight, and I tend to agree with you. Lots of things need to be added in order to make the world feel more complete, it is indeed lacking very much in a lot of areas! Sprite collage is a good way to word it though lol.

  • @mahvus5586
    @mahvus55862 күн бұрын

    ​@@mel0ndev Something that might help your pixel art is: Make the colors more vibrant; the colors are kind of muted and somewhat bland. A small tip for better colors: when creating shadows and highlights, use hue shifting (hue shift towards purple for shadows; hue shift towards yellow for highlights) I hope this helps.

  • @ivanstepanovftw
    @ivanstepanovftw4 күн бұрын

    Which DE are you using? Looks beautiful.

  • @mathijswy
    @mathijswy4 күн бұрын

    Hyprland (on Arch)

  • @mel0ndev
    @mel0ndev4 күн бұрын

    Hyprland! and the theme is catpuccin if you like the colors, both for vim and for kitty (terminal emulator)

  • @foxtrot596
    @foxtrot5964 күн бұрын

    Looks very nice! Never seen a yt gamedev use Linux or Zig. What distro u using btw?

  • @mel0ndev
    @mel0ndev4 күн бұрын

    @@foxtrot596 arch btw. gotta love the aur.

  • @user-lm1fd3kt2c
    @user-lm1fd3kt2c4 күн бұрын

    What OS are you using?

  • @mel0ndev
    @mel0ndev4 күн бұрын

    I am using linux, specifically arch linux.

  • @pietraderdetective8953
    @pietraderdetective89534 күн бұрын

    Been looking for a Zig gamedev channel...I'm happy to find this one! Liked and subbed!

  • @mel0ndev
    @mel0ndev4 күн бұрын

    Awesome, glad to have you. If you have suggestions for cool zig things to try, lmk, I am always looking for new ways to do things in the language.

  • @btwfh97
    @btwfh974 күн бұрын

    Uniformity and theme is something I look for when I buy a game (does the art have a consistent style) and one example that really popped out at me was the edges between land and water. The edges that separate the land from water horizontally are thicker than the vertical edges. Another thing I noticed (that might just be because of the first topic) was that those edge tiles are in different perspectives, to clarify, it's as if the camera is looking at the horizontal edges on a slant but somehow also looking at the vertical edges at a right angle, which bugs the eye because it doesn't abide by the laws of our euclidean world.

  • @mel0ndev
    @mel0ndev4 күн бұрын

    ah, that is something that I did not consider. Tile placements are a little borked rn due to not handling some edge cases, but I did not consider the perspective. Thank you for the insight, I will see if I can remedy that for the next video since I am going to be spending a lot of time in aesprite.

  • @A_I_X
    @A_I_X4 күн бұрын

    Nice video!

  • @mel0ndev
    @mel0ndev4 күн бұрын

    Thanks! Much appreciated.

  • @baranjan6969
    @baranjan69694 күн бұрын

    On a sidenote what's your desktop window manager called? It looks awesome.

  • @Starflight44
    @Starflight444 күн бұрын

    Looks like it's berry

  • @mel0ndev
    @mel0ndev4 күн бұрын

    running the classic Hyprland + waybar combo. Hyprland is awesome, you get some sweet animations out of the box.

  • @foxtrot596
    @foxtrot5964 күн бұрын

    imo awesome is pretty awesome too

  • @mathijswy
    @mathijswy4 күн бұрын

    ​@@foxtrot596 especially if you use a nice compositor like certain picom forks

  • @foxtrot596
    @foxtrot5964 күн бұрын

    @@mathijswy I haven’t used it yet but it looks well.. awesome and I’ll definitely give it a go with void when I get myself a thinkpad in a week!

  • @danielkruyt9475
    @danielkruyt94756 күн бұрын

    You didn't even try to get Zig compiling into SPIR-V shaders, and just went straight to GLSL? Tisk tisk, the Zig community needs your work on this compilation pathway! :P Another way of getting consistent reflections is to upgrade your game to 3D and use screen-space raymarching (a very simple shader that requires you to render your whole screen to a RenderTexture, and then render that texture to screen with the raymarching shader active on the reflective parts; look up "G buffer" and "deferred shading" if this all sounds unfamiliar and wild), but this truly requires the depth buffer to exist (3D land) so it doesn't fit into your current state super trivially. But you may find it less difficult than it sounds at first. The depth buffer will also alleviate the need for weird hacks to get your player to stop "climbing trees" (i.e. not going behind them). You can then use e.g. the stencil buffer to cut a little hole around the player if you wanna be able to see through trees but only with a limit when he's obscured. That stencil will however interact non-trivially with the screen-space raymarching algo... Shader/gfx programming goes *deep* my friend, I hope you enjoy learning about the topic as much as I have in the past. With respect to your question about aesthetics, I have to admit I think you're landing solidly in "amateur pixel art" land. Not incredibly attractive, and it's going to be difficult to break out of. I think if you're not planning on trying to study up on the theory of traditional visual art (I haven't either hehe so maybe I'm not the right one to be judging), the only way I can imagine of making yourself *stand out* is in the integrative aspect, the creation of juicy muchness of interaction in all components of the game, two examples: 1. A gust of wind plays (audio), the trees all get pushed aside in a great wave (shader), your player character falls over (animation state machine), and all the enemies start arriving from the side of the map the wind came from and they're running faster with the wind behind them (game logic)! 2. The big monster arrives with its enormous club. The club swings, it hits the ground, and a shader makes the earth literally shake around the point it hit. Some monsters/minions get knocked over temporarily and have to get up. These things make good Steam page videos that *stand out* . Anything shy of these kinds of things, I don't see how to *stand out* without just... being a better artist. :P No offense intended, I wouldn't be any better than you at pixel art to be fair, and I don't think your art looks bad, just very normal. Also I think pixel art is harder to enjoy when it's being rendered at 1:1 scale to screen pixels on modern displays. Using nearest neighbour scaling with careful discretization of positions to match perfectly with the screen's pixels, to render game textures larger but retaining maximum smoothness of camera- and game object- movements is a popular and pleasing thing in modern pixel art games that keeps the art on display without weird aliasing artefacts. Terraria is an example of this, as is Magicite. I assume you've also seen this kind of thing in other 2D games.

  • @mel0ndev
    @mel0ndev6 күн бұрын

    Oh yes, absolutely the art sucks at this point, thank for you trying to be nice tho. Avoiding pixel art is simply an angle for the video, I will have to eventually muster up the strength to dedicate a month or so to drawing better sprites. If that doesn't work like I hope I will hire an artist. Thank for the suggestions with regards to alternatives to reflections, unfortunately I think transferring the engine to work with 3D might be more trouble than it's worth, but I will keep it in mind if the engine eventually requires more complex effects. And not to worry! The player passing in front of the trees is an easy fix, I am just simply not sorting the player sprite at the moment because the sprite renderer lacks any kind of animation support, and I just like the walking animation lol. But that is very high on the list of things to be done next! Keep the gfx stuff coming, bro, I love this stuff.

  • @CatwaiiYT
    @CatwaiiYT4 күн бұрын

    Wow this comment is gold

  • @misterguye
    @misterguye6 күн бұрын

    👍

  • @mel0ndev
    @mel0ndev6 күн бұрын

    👍

  • @doce3609
    @doce36096 күн бұрын

    @@mel0ndev 👍

  • @StarStuff-b5m
    @StarStuff-b5m7 күн бұрын

    Are you going to post VODs ? Thanks!

  • @mel0ndev
    @mel0ndev7 күн бұрын

    I have been toying around with the idea of livestreaming, but backend work is quite a drag (at least I think so) to watch, so once we get stuck into some proper gameplay stuff, I may. what are you interested in seeing in VODs?

  • @StarStuff-b5m
    @StarStuff-b5m6 күн бұрын

    @@mel0ndev Hey ! Well, I'd like to see the development itself, how is your thinking and coding when approaching a problem. And see how you use the language to solve this problems. It's good to expand my own views on how to approach a problem and how to proper use zig from someone that has been tinkering with it. I think in general it is good to learn.

  • @mel0ndev
    @mel0ndev6 күн бұрын

    @@StarStuff-b5m that is good to know, thanks! When I decide to stream, I will put up a post in the community tab. As I said, I do plan to eventually, the only question is really when, but I agree that it is helpful to see how other people solve problems, especially if you're learning a new language

  • @StarStuff-b5m
    @StarStuff-b5m2 күн бұрын

    ​@@mel0ndev Awesome. It would be good if you record it and keep the vods here. I would suggest to do a playlist. And would be even better to do a entire project recording from day 1. Anyway I don't know if it is what you are thinking to do, but certainly it would be awesome to watch. (Y)​

  • @danielkruyt9475
    @danielkruyt947516 күн бұрын

    Nice work so far mel0n. :) Looking forward to seeing you juice everything up in the future! I'm also pretty interested in Zig for gamedev, not sure if I'll actually be getting my hands into it any time soon, so I'll have to live vicariously through you for now! For the record: I would have suggested having a 41st slot of your inventory array that holds an item which is implicitly defined as attached to the mouse, that way there is a clear conceptual underlying data model to base the swapping of two inventory slots on, without a special additional logic/state for "mouse holding this item"... dunno how different this is from what you're doing though... Maybe I'm thinking too much about something that fundamentally is just your gamedev learning curve manifesting in your work, lol. GLHF!

  • @mel0ndev
    @mel0ndev15 күн бұрын

    Thanks! That is actually a fantastic idea. Would help clean up a lot of the code around the current implementation. Next time I touch the inventory and crafting, I'll see how difficult it would be to swap out the current implementation, because having a global variable for checking if the mouse is holding an item is really not my favorite way of doing it lol.

  • @aleksszukovskis2074
    @aleksszukovskis207428 күн бұрын

    false. hes not programming, hes showing off what hes programmed, do not come here for code

  • @mel0ndev
    @mel0ndev28 күн бұрын

    lmaooo, technically true in this video, yes. My other videos have a bit more code if that's what you came for!

  • @salim444
    @salim444Ай бұрын

    the melon zigger is back baby

  • @mel0ndev
    @mel0ndevАй бұрын

    heck yeah. grinding through the boring systems first so we can save the fun stuff for later.

  • @salim444
    @salim444Ай бұрын

    nice content. also great pp, could I get a link

  • @mel0ndev
    @mel0ndevАй бұрын

    🤣

  • @Warmatx68
    @Warmatx68Ай бұрын

    Nice

  • @mel0ndev
    @mel0ndevАй бұрын

    thanks!

  • @hectormejia499
    @hectormejia499Ай бұрын

    love it! was hoping to find some zig game dev on youtube, did not disappoint. Are you thinking of releasing the source? or will this be a commercial game? either way, best of luck!

  • @mel0ndev
    @mel0ndevАй бұрын

    I don't think you want the source in it's current state lol, it's a mess. It is planned to be a commercial release atm, but in the event that that doesn't happen, I will make the repo public. and thank you!

  • @hectormejia499
    @hectormejia499Ай бұрын

    @@mel0ndev makes total sense, best of luck, can't wait to see the progress! :D

  • @greyshopleskin2315
    @greyshopleskin23152 ай бұрын

    I like zig gamedec content. I hope you keep uploading:D

  • @mel0ndev
    @mel0ndev2 ай бұрын

    Thanks, that's the plan! New videos every two weeks or so.

  • @eduardabramovich1216
    @eduardabramovich12162 ай бұрын

    Please try Odin.

  • @mel0ndev
    @mel0ndev2 ай бұрын

    I plan to try it at some point in the future, but right now I'm focused on shipping this game so it would be counterproductive to dive into a new language. If I like it I'm going to want to rewrite everything in it lol

  • @SublimeCS
    @SublimeCSАй бұрын

    Why do you prefer Odin over zig?

  • @AvrumCodingAccount-fs3ui
    @AvrumCodingAccount-fs3ui2 ай бұрын

    this is awesome What linux distro are you using?

  • @mel0ndev
    @mel0ndev2 ай бұрын

    Thanks! It's arch btw

  • @sittingnome
    @sittingnome2 ай бұрын

    fellow zig + rl chad spotted The second hotbar looked far better to me. looking forward to future devlogs

  • @mel0ndev
    @mel0ndev2 ай бұрын

    ayyy, love to see it. Zig + rl super comfy

  • @doce3609
    @doce36092 ай бұрын

    Love the video. Amazing that you are using Zig. First one I have come across that is doing that in gamedev. Keep it up 👍

  • @mel0ndev
    @mel0ndev2 ай бұрын

    Thanks! It's really a matter of time before the language catches on I think. I am surprised there aren't more videos of people actually using it, it's by far my favorite language right now.

  • @doce3609
    @doce36092 ай бұрын

    @@mel0ndev Yeah it's an amazing language. But also still in very early 0. versions. afaik only Bun uses it in Production right now

  • @mel0ndev
    @mel0ndev2 ай бұрын

    ah yes, I have to upgrade to the stable 0.12 version soon. Seeing bun send it into production was what made me say fuck it and not worry about the breaking changes. API has been pretty stable the last few versions, hopefully we stay that way!

  • @OxAA00
    @OxAA002 ай бұрын

    @@doce3609 Tigerbeetle and Uber also are using it. Especially Tigerbeetle is super interesting because the source code for their database is open source.

  • @OxAA00
    @OxAA002 ай бұрын

    @@mel0ndev I'm actually working on some videos for my own little raylib engine. I was actually super happy to see other people create videos. This kind of proves that I wasn't delusional with betting on Zig. Cool video btw and I'm looking forward for more content. :)

  • @OxAA00
    @OxAA002 ай бұрын

    I think you're looking for ArrayHashMap/AutoArrayHashMap. This one is backed by MultiArrayList and actually has an order.

  • @mel0ndev
    @mel0ndev2 ай бұрын

    aha! that would have been perfect. I didn't know that existed tbh, thanks!

  • @markos9644
    @markos96442 ай бұрын

    without outlines better imo

  • @mel0ndev
    @mel0ndev2 ай бұрын

    I gotta agree. Did a lot of testing with both, without outlines fits the look and feel way better

  • @doce3609
    @doce36092 ай бұрын

    +1

  • @BlacKHellCaT78
    @BlacKHellCaT782 ай бұрын

    what colortheme are you using?

  • @mel0ndev
    @mel0ndev2 ай бұрын

    it's called everforest, specifically the darker version

  • @BlacKHellCaT78
    @BlacKHellCaT782 ай бұрын

    @@mel0ndev thjank you :)

  • @OxAA00
    @OxAA002 ай бұрын

    Really cool that this showed up in my feed! I'm also working on a game with zig and raylib. :)

  • @mel0ndev
    @mel0ndev2 ай бұрын

    ah nice! what kind of game are you making?

  • @doce3609
    @doce36092 ай бұрын

    Like it, looking forward to more

  • @mel0ndev
    @mel0ndev2 ай бұрын

    thank you! I'm excited to make more.

  • @absobel
    @absobel2 ай бұрын

    I tried doing the exact same thing but without previous knowledge of zig, and got so frustrated with the langage, i preferred to switch to C. I'll maybe try it again when the 1.0 releases

  • @mel0ndev
    @mel0ndev2 ай бұрын

    it was definitely a grind to learn, especially back then, but even now there's not much on it out there. I actually did the opposite of what you did, starting with C and switched to zig lol

  • @TynerTurner
    @TynerTurner2 ай бұрын

    No clue why this showed up in my recommended - not a programmer - but nice video. Great pacing, narration, and editing. Game and concept is really cool too

  • @mel0ndev
    @mel0ndev2 ай бұрын

    wow thanks, that's awesome to hear. I'm glad you liked it!

  • @iabsolvefeliks
    @iabsolvefeliks2 ай бұрын

    yo this is dope lmao

  • @mel0ndev
    @mel0ndev2 ай бұрын

    haha thanks bro

  • @carl1bo466
    @carl1bo4662 ай бұрын

    Very Cool!

  • @mel0ndev
    @mel0ndev2 ай бұрын

    thanks!

  • @escrow9004
    @escrow9004 Жыл бұрын

    you running arch + i3-gaps ?

  • @mel0ndev
    @mel0ndev Жыл бұрын

    yep, it's technically manjaro tho

  • @eygs493
    @eygs493 Жыл бұрын

    hello, can you tell me how you configure the environment for solidity development? like your config file for lsp

  • @mel0ndev
    @mel0ndev Жыл бұрын

    I only have one solidity related plugin, vim-solidity. It does the job for the most part. That and an autocomplete plugin are all I've really used for about a year or so for solidity development

  • @darccau7204
    @darccau7204 Жыл бұрын

    Cool, thanks for sharing.