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Hey y'all! New episode of Developing to round out the month. Hope you dig it - the game's starting to come together now!

A quick note that I'm off on holiday from tomorrow. Popping to Sweden and Denmark for a quick break. Then I'll be back in June - I've got something quite special cooking for you. I think you'll like it.

Speak soon

Mark

Files

The stuff no one tells you about game development

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit This time on Developing, I’m building all the boring stuff that sits behind the scenes and makes this game actually work. But it has some surprising advantages for me, as a developer… Unity Eyedropper Asset https://github.com/Cratesmith/Cratesmith.AssetUI.git Play the new demo https://gmtk.itch.io/untitled-magnet-game Join the GMTK Game Jam https://itch.io/jam/gmtk-jam-2022 === Credits === Music By: LAKEY INSPIRED @ https://soundcloud.com/lakeyinspired License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License. YouTube Audio Library Music and sound effects provided by Epidemic Sound - https://www.epidemicsound.com/referral/vtdu5y (Referral Link) === Subtitles === Contribute translated subtitles - TBA

Comments

Hazem Khaled

Hey, Great video as always. May I ask what was the program/website you used for the drawings in 2:22?

Vilhelm Rothe

Awesome, and I hope you enjoy your visit to the country I call home (Denmark) 😊.

Michael Feldman

I believe the latest itch build UMG 3p1 contains the same level set as the last update. I was thinking there would be some new levels as mentioned in the vid.

Daniel F. Hanson

Great video, Mark! I'm looking forward to checking out the demo. I wanted to expand on the "doing upfront work" part of your video, because I don't want other newbie devs to assume that doing upfront work is always a win. More specifically, it's a thing to be careful about doing too soon. In any software project, but especially games, you don't really know what you're making when you start. Thus, it's easy to spend a lot of time building tools for the wrong game, which means it takes you longer to figure out what you want to make, which also means you probably have to throw out a lot of your tools when things inevitably change. Doing things the quick-and-dirty way is often the right thing to do when prototyping. I think Mark's story is so successful here because by this point, he understood what kind of game he was making. And more importantly, he knew the specific problems he was having while building and iterating on levels. He wasn't trying to save himself future heartache by figuring out everything in advance - he was solving common problems he knew that he already had. This virtually guaranteed that his "upfront work" wasn't going to waste. That's what I would strongly advise to others. Do the upfront work to save yourself trouble, but make sure it's trouble you know you actually have, not trouble you think you'll have before you've even gotten started.

Game Maker's Toolkit (GMTK)

That's Paper, an iPad app - I draw the graphics with my Apple Pencil while recording the screen and then chuck that into Premiere and speed up the footage

Alon Kellner

Hi Mark, I would recommend you to go through a Code Review (CR) with an experienced Unity developer. The process of a CR would help you learn and understand advanced concepts faster and in a deeper way, as well as be more true to an actual development process where more than one person works on a game. I am a software engineer, and I cannot stress enough the importance of coherent and deliberate feedback from an experienced mentor in a learning process, especially in software. I, for instance, am not experienced enough with Unity, but I am certain that you can reach many talented Unity developers that would happily do a CR with you. Great progress, good job :)

Adam Konig

Hey Mark, loved the video, love the demo. The game continues to be more polished with every release! One complaint is I didn't realize how to go back from the settings menu on PC (turns out it was escape key) so I just quit and re-opened the game, but a "back" mouse button would be great. One game design mechanic that was technically explained but I missed in the first level is that for one way platforms, magnets fall through BOTH sides, but the player only falls through one of them. Made the first level after the tutorial a bit confusing. It thematically doesn't make a ton of sense (why would a player not fall through, but a magnet would? They're both physical objects?) I'm not sure what the solution is to make it make sense thematically, but at the very least really reinforcing how that behavior works in the tutorial would be some great polish. Great work as always, really enjoying watching this project continue to progress :)

Luiz Philippe Pereira

Great suggestion! Code review has greatly increased the code quality at my job!