Goes to show how much dwarf fortress inspired caves of qud or rim world
@tbwentmia2 күн бұрын
I miss thèse devlogs
@staticplays187113 күн бұрын
How did you add a grid mesh to the ground
@buffatwo11 күн бұрын
It's the map from the Character Movement Fundamentals pack I mention at around 1:00. That said, it's just a simple grid texture, so if you were to draw a grid and use it as the texture for a material you could easily create your own.
@staticplays187110 күн бұрын
@@buffatwo cool.
@ChristosGoulios15 күн бұрын
ck2 bettern ngl fr fr
@damionrg253719 күн бұрын
😓 P r o m o s m
@HarambaeXelonmuskfans19 күн бұрын
For the record angela’s text DOES change depending on how many day 1 resets you’ve done. It’s just very minute and small.
@Doolbo19 күн бұрын
This was interesting until you just started talking about a stellaris game. Video should have finished at 5:40 and you should've made a separate stellaris LP if you were desperate to show people that playthrough. It's cringe and hard to watch for anybody who actually plays stellaris regularly.
@DenisFominАй бұрын
Reworked the input method GetInput() to take data from the angular velocities of the VR controller. It turned out to be fun, I will use a similar system in my game Falling Down XR. void GetInput() { // Getting the angular velocity of the controller Vector3 angularVelocity = InputBridge.Instance.GetControllerAngularVelocity(ControllerHand.Right); // Using the controller's angular velocity to simulate mouse movement // Sensitivity can be adjusted here depending on the desired sway and bob effects lookInput.x = angularVelocity.y; // Can multiply by a factor to adjust sensitivity lookInput.y = -angularVelocity.x; // Can multiply by a factor to adjust sensitivity // Simulating character movement // In VR, character movement usually depends on spatial positioning, but if needed, // other parameters such as the controller's acceleration can be used to determine "walking" Vector3 linearVelocity = InputBridge.Instance.GetControllerVelocity(ControllerHand.Right); walkInput.x = linearVelocity.x; // Example of using horizontal speed for movement walkInput.y = linearVelocity.z; // Example of using vertical speed for movement walkInput = walkInput.normalized; // Normalization to ensure uniform input scale }
@watercat1248Ай бұрын
Do you know what is the funny part On my game have system simuler to this on video that the weapon fire for weapon and after and wail this works perfectly I saying scrow this system it's so much hasle And make the weapon shots on camera center 😅 After all the game I'm working it's more like old fps the have player to walk fast all the time I will implement crazy weapon ECT 😅 it's multiplayer game and the have slot system you don't able to Care all the weapon's like most game on the type of game I tried to make but this game play distion I have disaid for my game and not trying to make my game realistic. With the acception of slot system and few other mekanics I have plan to implement my game I will probably similar game field like game's as quake and unreal tournament 😅 It will not be quake clone or arena clone whatever the called but it's fast past game with not loosing accuracy wean you move and collect weapon and item for the map and the player moved are very similar for those games I ever have double jump. But other than that I will have my own weapons I have the slot system ECT. This game is still in progress and haven't made weapon shooting wet it's still early in development.
@SomeKriegerАй бұрын
4:40 SsethTzeentach spotted
@pixelsafoisonАй бұрын
We can tell that you're a creative type x) ... I'd stockpile on ore so hard and make a mining ship priority number one (made so much easier thanks to the automatons update, one button and it docks while you do other stuff). And I'd go so deep into that mountain for cover with these many powerful ennemies that my save would look like deep rock galactic x)
@pixelsafoisonАй бұрын
This episode pretty much sums up my hatred for rovers in SE x).
@antoshekemperor86462 ай бұрын
Fellow hod enjoyer i see
@averagechadlegionary58242 ай бұрын
Any idea if the planetary rings mod works with this?
@Flyen2562 ай бұрын
bad code
@clydejohnston50642 ай бұрын
im new to the game. i have been watching your videos. u have a bad habii of building things but we cannt see what u r doing. not very helpful. please let us see more detail. i have no idea how u attached guns and other things. still like your content but wow. thanks
@MindfulGP2 ай бұрын
Why does the Into music remind me of Red vs Blue???🤔🤣
@inatesi2 ай бұрын
thank youuu!! !!!!11
@Hovis_Enjoyer2 ай бұрын
What is "C.S Average American"? 🤣🤣
@buffatwo2 ай бұрын
The ship used at the beginning of the Space Pirate Radio video I did a while ago! It is named as such because it is a very heavy ship. ( I say this as a guy from Kentucky. ) I was quite proud of that ship and had plans for it to be used throughout that video, but it was so heavy I couldn't land it without crashing. kzread.info/dash/bejne/ZoWjso97erCpetI.htmlsi=mg9SRRUWaSgEiUfr
@iiropeltonen2 ай бұрын
Excellent code 🎉
@sgt_retiredcharlie41022 ай бұрын
What is that having chip? Is that a mod? Awesome series. I know I'm late, but I JUST got into this game at 53 years old.
@buffatwo2 ай бұрын
Yes, it's a mod on the steam workshop! steamcommunity.com/sharedfiles/filedetails/?id=2034225971&searchtext=hacking For the new series on the other channel I replaced it with a different method of taking over ships, however. That one is called Cooperative takeover and is a bit more fun to use: steamcommunity.com/sharedfiles/filedetails/?id=2968719733&searchtext=takeover
@heatherswiercz71712 ай бұрын
Its painful to watch him drive over the same rough terrain and not learn his lesson
@narwhalman02642 ай бұрын
The inclusion of music from wolves caught me off gaurd, great little series you have here!
@culyc2 ай бұрын
my first wreck was covered in wind turbines and solar panels and much larger..... i hope you find one of those
@ilovemywhiteshoes3 ай бұрын
PROJECT MOON REFERENCE???
@maltios11589 күн бұрын
not a reference if its literally about PMoon
@ThavunIeos3 ай бұрын
I want a mod that removes the star so you can play a deep space game with no day or night only darkness
@a3dadventure793 ай бұрын
appreciate your tutorials, especially the depth and care you go into with presenting them. keep up the good work
@Manglet7624 ай бұрын
4:39-4:56 is there any way to switch between the toon art style and Real arts style, or can it only change in specific events in the game? I instantly liked the Real style more than the more cartoony style.
@buffatwo3 ай бұрын
Unfortunately no. It’s more a plot point than an actual gameplay feature. You might like the art style of the sequel, Library of Ruina though.
@Alice_Sweicrowe4 ай бұрын
Fus Ro Dah!!!
@Alice_Sweicrowe4 ай бұрын
I expect to be tossed from a wagon if a bee flies in front of it.
@XtrovertedHermit4 ай бұрын
ive fought this thing before, those turrets underneath are hard to get. and that gun on top is tough
@ulysseyang97334 ай бұрын
The reason I like roguelikes is that there is permadeath and it doesn't feel like most games because of it
@piyushguptaji4024 ай бұрын
them font nice, what is it ? jetbrains mono ?
@KenHaise4 ай бұрын
Assets\Scripts\SwayNBobScript.cs(93,47): error CS1061: 'PlayerController' does not contain a definition for 'isGrounded' and no accessible extension method 'isGrounded' accepting a first argument of type 'PlayerController' could be found (are you missing a using directive or an assembly reference?)
@Wiwhy2 ай бұрын
same
@user-fg1mf1gg2vАй бұрын
maybe u using old unity version
@KenHaise29 күн бұрын
@@user-fg1mf1gg2v i was using a newer unity version than him, thats prob why, i stopped that project and swapped it to a diff engine a bit ago so
@user-fg1mf1gg2v29 күн бұрын
@@KenHaise good luck friend and thanks for reply 😅😅 i'm also switched to godot
@KenHaise29 күн бұрын
@@user-fg1mf1gg2v i use unity still, i swapped the fps to unreal engine, and im currentyl learning java programming (a bit of a multitasker)
@ArtemioMendezHernandez4 ай бұрын
All of those videos praising story generators are always the same. Stellaris, Dwarf fortress, RimWorld, etc. Why don't you actually take your time to investigate and venture on other games out of the pool?.
@strachanjohnston28584 ай бұрын
im enjoying the series, i love SE and your chill narration and editing style let's me enjoy this in the background while im working. Cheers man, thanks
@mister_r4474 ай бұрын
Ai npcs would really benefit these types of games.
@jerematic104 ай бұрын
Another way to avoid camera clipping with an FPS weapon is to use a dedicated Weapon Camera as an overlay Camera, then stack it into the Main Camera. This avoids any coding to achieve the same result and also allows for an empty game object to hold all Cameras and contain a script to handle procedural recoil. Personally I have a Main Camera as the base, a Weapon Camera overly and a UI Camera overlay so I can control the views for each independently with layer masks.
@TheScrapMicanist5 ай бұрын
Where pirate sim,nvm
@embro11055 ай бұрын
I personally enjoy quince marmalade if you know about it
@chimitrash5 ай бұрын
you add banana and as much sugary shit as you possibly can, sugary liquids are goated.
@ectoplasmic52825 ай бұрын
Nutella
@nullpointerexception10525 ай бұрын
Just posting this in case someone needs it... If you're having this issue with the sway function I had where your weapon disappears as soon as you press play (because your gameobject's initial position _isn't_ 0): 1. Store the Transform's initial position (and rotation if needed). You can do this in Awake() or Start(). Let's say we stored it in a variable named *initialPos* 2. Change this line in Sway(): -swayPos = invertLook;- swayPos = invertLook + initialPos; For rotation: 1. Store the Transform's initial rotation (either as Quaternion or Vector, doesn't matter). Let's say we stored it in a variable named *initialRot* 2. Change this line in SwayRotation(): -swayEulerRot = new Vector3(invertLook.y, invertLook.x, invertLook.x);- swayEulerRot = new Vector3(invertLook.y, invertLook.x, invertLook.x) + initialRot.eulerAngles;
@us3r1585 ай бұрын
More toast works, or butter
@user-xc4lq1zq2x5 ай бұрын
favorite topping is NO topping because good toast needs not a topping
@Names_are_like5 ай бұрын
You can not beat strawberry jam
@Ronald985 ай бұрын
So this is going to be the main channel for video essays and stuff like that?....also my favourite topping is butter for some unknown reason 😅😂
@buffatwo5 ай бұрын
Butter is great! Really it would depend on the actual topic of the video essay is - some may do better on the new channel depending on what the topic is. The problem I eventually ran into is that they just take so much more time to produce than gameplay videos, and now that I have a day job I have less time to dedicate to making them
@buffatwo5 ай бұрын
That said, some may still come out over here, or if I make any writing progress on Privateer which I want to share it’ll come out here too.
@Ronald985 ай бұрын
@@buffatwo No problem, i subscribed to both channels anyway and will be here for your future projects, keep up the good work my man and happy new year! 👍❤️🎉
Пікірлер
Goes to show how much dwarf fortress inspired caves of qud or rim world
I miss thèse devlogs
How did you add a grid mesh to the ground
It's the map from the Character Movement Fundamentals pack I mention at around 1:00. That said, it's just a simple grid texture, so if you were to draw a grid and use it as the texture for a material you could easily create your own.
@@buffatwo cool.
ck2 bettern ngl fr fr
😓 P r o m o s m
For the record angela’s text DOES change depending on how many day 1 resets you’ve done. It’s just very minute and small.
This was interesting until you just started talking about a stellaris game. Video should have finished at 5:40 and you should've made a separate stellaris LP if you were desperate to show people that playthrough. It's cringe and hard to watch for anybody who actually plays stellaris regularly.
Reworked the input method GetInput() to take data from the angular velocities of the VR controller. It turned out to be fun, I will use a similar system in my game Falling Down XR. void GetInput() { // Getting the angular velocity of the controller Vector3 angularVelocity = InputBridge.Instance.GetControllerAngularVelocity(ControllerHand.Right); // Using the controller's angular velocity to simulate mouse movement // Sensitivity can be adjusted here depending on the desired sway and bob effects lookInput.x = angularVelocity.y; // Can multiply by a factor to adjust sensitivity lookInput.y = -angularVelocity.x; // Can multiply by a factor to adjust sensitivity // Simulating character movement // In VR, character movement usually depends on spatial positioning, but if needed, // other parameters such as the controller's acceleration can be used to determine "walking" Vector3 linearVelocity = InputBridge.Instance.GetControllerVelocity(ControllerHand.Right); walkInput.x = linearVelocity.x; // Example of using horizontal speed for movement walkInput.y = linearVelocity.z; // Example of using vertical speed for movement walkInput = walkInput.normalized; // Normalization to ensure uniform input scale }
Do you know what is the funny part On my game have system simuler to this on video that the weapon fire for weapon and after and wail this works perfectly I saying scrow this system it's so much hasle And make the weapon shots on camera center 😅 After all the game I'm working it's more like old fps the have player to walk fast all the time I will implement crazy weapon ECT 😅 it's multiplayer game and the have slot system you don't able to Care all the weapon's like most game on the type of game I tried to make but this game play distion I have disaid for my game and not trying to make my game realistic. With the acception of slot system and few other mekanics I have plan to implement my game I will probably similar game field like game's as quake and unreal tournament 😅 It will not be quake clone or arena clone whatever the called but it's fast past game with not loosing accuracy wean you move and collect weapon and item for the map and the player moved are very similar for those games I ever have double jump. But other than that I will have my own weapons I have the slot system ECT. This game is still in progress and haven't made weapon shooting wet it's still early in development.
4:40 SsethTzeentach spotted
We can tell that you're a creative type x) ... I'd stockpile on ore so hard and make a mining ship priority number one (made so much easier thanks to the automatons update, one button and it docks while you do other stuff). And I'd go so deep into that mountain for cover with these many powerful ennemies that my save would look like deep rock galactic x)
This episode pretty much sums up my hatred for rovers in SE x).
Fellow hod enjoyer i see
Any idea if the planetary rings mod works with this?
bad code
im new to the game. i have been watching your videos. u have a bad habii of building things but we cannt see what u r doing. not very helpful. please let us see more detail. i have no idea how u attached guns and other things. still like your content but wow. thanks
Why does the Into music remind me of Red vs Blue???🤔🤣
thank youuu!! !!!!11
What is "C.S Average American"? 🤣🤣
The ship used at the beginning of the Space Pirate Radio video I did a while ago! It is named as such because it is a very heavy ship. ( I say this as a guy from Kentucky. ) I was quite proud of that ship and had plans for it to be used throughout that video, but it was so heavy I couldn't land it without crashing. kzread.info/dash/bejne/ZoWjso97erCpetI.htmlsi=mg9SRRUWaSgEiUfr
Excellent code 🎉
What is that having chip? Is that a mod? Awesome series. I know I'm late, but I JUST got into this game at 53 years old.
Yes, it's a mod on the steam workshop! steamcommunity.com/sharedfiles/filedetails/?id=2034225971&searchtext=hacking For the new series on the other channel I replaced it with a different method of taking over ships, however. That one is called Cooperative takeover and is a bit more fun to use: steamcommunity.com/sharedfiles/filedetails/?id=2968719733&searchtext=takeover
Its painful to watch him drive over the same rough terrain and not learn his lesson
The inclusion of music from wolves caught me off gaurd, great little series you have here!
my first wreck was covered in wind turbines and solar panels and much larger..... i hope you find one of those
PROJECT MOON REFERENCE???
not a reference if its literally about PMoon
I want a mod that removes the star so you can play a deep space game with no day or night only darkness
appreciate your tutorials, especially the depth and care you go into with presenting them. keep up the good work
4:39-4:56 is there any way to switch between the toon art style and Real arts style, or can it only change in specific events in the game? I instantly liked the Real style more than the more cartoony style.
Unfortunately no. It’s more a plot point than an actual gameplay feature. You might like the art style of the sequel, Library of Ruina though.
Fus Ro Dah!!!
I expect to be tossed from a wagon if a bee flies in front of it.
ive fought this thing before, those turrets underneath are hard to get. and that gun on top is tough
The reason I like roguelikes is that there is permadeath and it doesn't feel like most games because of it
them font nice, what is it ? jetbrains mono ?
Assets\Scripts\SwayNBobScript.cs(93,47): error CS1061: 'PlayerController' does not contain a definition for 'isGrounded' and no accessible extension method 'isGrounded' accepting a first argument of type 'PlayerController' could be found (are you missing a using directive or an assembly reference?)
same
maybe u using old unity version
@@user-fg1mf1gg2v i was using a newer unity version than him, thats prob why, i stopped that project and swapped it to a diff engine a bit ago so
@@KenHaise good luck friend and thanks for reply 😅😅 i'm also switched to godot
@@user-fg1mf1gg2v i use unity still, i swapped the fps to unreal engine, and im currentyl learning java programming (a bit of a multitasker)
All of those videos praising story generators are always the same. Stellaris, Dwarf fortress, RimWorld, etc. Why don't you actually take your time to investigate and venture on other games out of the pool?.
im enjoying the series, i love SE and your chill narration and editing style let's me enjoy this in the background while im working. Cheers man, thanks
Ai npcs would really benefit these types of games.
Another way to avoid camera clipping with an FPS weapon is to use a dedicated Weapon Camera as an overlay Camera, then stack it into the Main Camera. This avoids any coding to achieve the same result and also allows for an empty game object to hold all Cameras and contain a script to handle procedural recoil. Personally I have a Main Camera as the base, a Weapon Camera overly and a UI Camera overlay so I can control the views for each independently with layer masks.
Where pirate sim,nvm
I personally enjoy quince marmalade if you know about it
you add banana and as much sugary shit as you possibly can, sugary liquids are goated.
Nutella
Just posting this in case someone needs it... If you're having this issue with the sway function I had where your weapon disappears as soon as you press play (because your gameobject's initial position _isn't_ 0): 1. Store the Transform's initial position (and rotation if needed). You can do this in Awake() or Start(). Let's say we stored it in a variable named *initialPos* 2. Change this line in Sway(): -swayPos = invertLook;- swayPos = invertLook + initialPos; For rotation: 1. Store the Transform's initial rotation (either as Quaternion or Vector, doesn't matter). Let's say we stored it in a variable named *initialRot* 2. Change this line in SwayRotation(): -swayEulerRot = new Vector3(invertLook.y, invertLook.x, invertLook.x);- swayEulerRot = new Vector3(invertLook.y, invertLook.x, invertLook.x) + initialRot.eulerAngles;
More toast works, or butter
favorite topping is NO topping because good toast needs not a topping
You can not beat strawberry jam
So this is going to be the main channel for video essays and stuff like that?....also my favourite topping is butter for some unknown reason 😅😂
Butter is great! Really it would depend on the actual topic of the video essay is - some may do better on the new channel depending on what the topic is. The problem I eventually ran into is that they just take so much more time to produce than gameplay videos, and now that I have a day job I have less time to dedicate to making them
That said, some may still come out over here, or if I make any writing progress on Privateer which I want to share it’ll come out here too.
@@buffatwo No problem, i subscribed to both channels anyway and will be here for your future projects, keep up the good work my man and happy new year! 👍❤️🎉
Buf the lew!? The engineer….
Wow i remember stellaris
Yay dwarf fortress