Code Review, Advice & Finale - 35 - New Beginner 2D Game Programming

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  • čas přidán 24. 07. 2020
  • This is an episode of how you can take your programming to the next level, and how to always continue improving. I go through the code written in this series, and we discuss what was good about it, and what was not so good about it. All of this to help us learn how to become better designers. You'll also hear a bit about my life as a programmer, and why this series was created in the first place!
    LibGDX Series: • LibGDX Game Dev Guide
    Singleton Pattern: www.tutorialspoint.com/design...
    Observer Pattern: www.tutorialspoint.com/design...
    Game Loop Types: gameprogrammingpatterns.com/g...
    Need source code? See my website: codenmore.github.io/
    Follow me on Twitter - @CodeNMore - / codenmore
    Comment, PM, or Tweet me for help!
    Teaching to understand all subjects to the fullest extent!
  • Jak na to + styl

Komentáře • 83

  • @CodeNMore
    @CodeNMore  Před 3 lety +41

    It may not be the finale everyone wanted, but it's a solid end to the series that sparked my channel. I hope everyone learns at least one thing from this episode - probably the most important episode in this entire series!

    • @Professorgenitals
      @Professorgenitals Před 3 lety +3

      this series has helped me so much , I really appreciate the work you have done .
      Is there any way you could do a tutorial on a crafting / recipe class for the items we have made ?
      I can't find anything useful at the moment and I'm kind of stuck. If you find the time ,I would really appreciate it .
      Thank you

    • @CodeNMore
      @CodeNMore  Před 3 lety +5

      @@Professorgenitals Thanks for the support! I won't be going back to the code for this series, but my newest Java series will be covering basic items/inventory/crafting, and the concepts related will be able to be applied in most games.

    • @jacobbell3745
      @jacobbell3745 Před 3 lety

      Hey man, this series has been amazing and thanks to you, I'll be able to create my own games without having to learn so much about annoying game engines. In your next java series, will you talk about sound effects and music in java? If so then great as there aren't many good tutorials on the subject.

    • @gaminglikeevan9924
      @gaminglikeevan9924 Před 3 lety

      @@CodeNMore will you be covering any kind of enemy AI?

    • @Int-Q
      @Int-Q Před 3 lety +1

      @@CodeNMore Hope it comes soon.

  • @aromez3
    @aromez3 Před 3 lety +26

    Your videos on "New Beginner 2D Game Programming" in java has been THE ONLY VIDEO I have come across that thoroughly explains how to create a game... in java. There is no other instructor/video out there that has been able to explain the inner workings of a game as you have. I have viewed many videos on 2D and 3D game programming but all they do is instruct you to write this code here and write this code there without fully explaining why the code is being written. I want to thank you for the work you are doing for the community of game programmers, thank you!!

    • @CodeNMore
      @CodeNMore  Před 3 lety +1

      Thank you for the kind words! I am very happy to hear my style of explaining has helped :)

    • @canadianblitz3468
      @canadianblitz3468 Před 3 lety

      I highly recommend ThinMatrix's OpenGL 3D Game Tutorial playlist

    • @CodeNMore
      @CodeNMore  Před 3 lety +3

      @@canadianblitz3468 ThinMatrix definitely has some very well-explained videos on the subject. I don't believe he uses LWJGL3 in his tutorials (I'm not sure), but they are explained amazingly.

  • @Menober
    @Menober Před 3 lety +35

    Finnaly! :D I've started and already finished IT university since last episode :V

  • @bewaryoftherabbithole8011

    Thanks, mate. this is the first series that I managed to finish and understand everything, Danke

  • @juandebenedetti2884
    @juandebenedetti2884 Před rokem

    Thank you very much for this series, I really learned a lot!

  • @alexshiny6078
    @alexshiny6078 Před 3 lety +1

    Thanks for the wrap-up. You are awesome.

  • @ogunrindedaniel9230
    @ogunrindedaniel9230 Před 2 lety

    Thank you so much for this series.
    It really helped me.
    More grease to your elbows.

  • @birbylikesfox1032
    @birbylikesfox1032 Před 2 lety +1

    This episode felt so much like a graduation day

  • @kathdial9675
    @kathdial9675 Před 3 lety +3

    This really made my day, because this was a satisfying ending to the project, almost even had me emotional at the end. Haha, thanks for all of this

  • @Curt_Johnston
    @Curt_Johnston Před 3 lety

    I was about to finish this series and you just uploaded the final episode! This series really helped me break out from tutorial purgatory.
    It's good to see you're uploading again! Keep it up. You make quality content and the views will come back soon.

  • @klanehz6291
    @klanehz6291 Před 3 lety

    it was a pleasure sir

  • @kiranbailey-stokes1044
    @kiranbailey-stokes1044 Před 3 lety +5

    This tutorial series is the reason I passed my gcse coursework, it was the basis of the project. Looking back (now having been a full-time java programmer for two years) there are better ways and newer packages but to a beginner it was incredibly helpful to get me to first learn java and object orinated programming. (Not sure what was said during the video, I haven't watched yet and am just remembering from memory)

    • @CodeNMore
      @CodeNMore  Před 3 lety +2

      I am glad this series helped; and thanks for the kind words! This video basically covered some of the good and bad design I taught in this series, how some of it could have been improved, and really served as a video to tell people that this is not the only way to do things, and how we all make mistakes and constantly improve as developers (as I'm quite sure you've discovered in your journey becoming a developer, as I have!) This way, I wasn't leaving people with an incomplete series thinking that this was the best way to design something. -- Once again, thanks!

  • @9nonami
    @9nonami Před 3 lety +5

    Thank you so much for giving it an end! I learned a lot from you! :)

  • @netfusionuk
    @netfusionuk Před 3 lety +1

    This was the basis of me learning java in the first place and i was able to apply it to various projects, I built a few basic games and even a way to pass in an rgb pixel image to create my tile gsme rather than storing ids in an array but had a hard time justifying putting all the work in creating all these classes when you have a thorough system like unity that does all that for you and lets you focus on actually making the game itself...i never really got into unity either unfortunately but still...thanks fir putting the work in and I'd love to see some stuff you need with your skills. 👍

  • @omarmajdi1212
    @omarmajdi1212 Před 2 lety

    broooo
    You are super great person, I learned a lot from this series and it's super cool and I wish you complete it and if not please make another series like this one but more advanced.
    the second thing is that I wanna ask you if it's possible to take your game and teach it to my student, if your answer is yes please tell me and thank you again.

  • @mikemikel654
    @mikemikel654 Před 3 lety +2

    Well I appreciate you finishing the series. I just started watching it so atleast I wont have to wait to watch it all.

  • @BornMiner
    @BornMiner Před 3 lety +3

    I'm sad that this series is ending.
    I had started to watch it this year June and had just completed watching episode 34 two days ago.
    I just wish you could teach me some more concepts of Java game development.

  • @akremevolution4459
    @akremevolution4459 Před 3 lety +1

    Wow its been a long time
    i'm actually creating a game based on your code
    nice to see you back

  • @motex_gaming_1667
    @motex_gaming_1667 Před 3 lety

    wow.. i never thought it would end..

  • @PROJECTJoza100
    @PROJECTJoza100 Před 3 lety +6

    Thank you very much for finishing the series and starting the series in the first place. I remember when I was 11, after I got my Java basics down, your series was the one I jumped to first and it was the first project I ever made! This exact series gave me further interest in programming and I've been doing it for 5 years now. When you said that the last episode was 4 years ago, first I thought bullshit, but I actually forgot how damn fast time passes! It passes so fast!
    When it comes to the code, I would like to give my 2 cents as well so here goes:
    - when it comes to the thread you made at the beginning, I also, whenever I learned something new, liked to use it even if it was unecessary because it felt cool to me. I understand you :)
    - I have a question about the static fields you said you shouldn't make such as the one in the assets class. I can see why you would call it bad practices, but at the same time, I can't really think of a time where those fields being static would lead to negative consequences. Are there any examples?
    - The entity system is the worst part IMO. Using the hierarchical system becomes a mess really quickly. I made a game as a school project a couple of months ago in C++ using SFML. I knew it will be a very small game so I went for that entity system, but it backfired immediately. For example, I wanted my object class to do the rendering part and contain the Shape, and then every child would pass it's own shape through the super constructor. This already became a mess to me because of the way that Shapes work in SFML and some really weird way that RectangleShape etc. inherit from Shape.. I figured out that every different type of Object would need to specify that it has a certain sub type of Shape so it also had to handle the rendering of it, instead of it being done in a super class. I immediately scrapped and went for a system which consists of Objects, Objects consist of Components and they consist of both data and logic. This is used by Unity aswell and it's a great system. ECS is better, but if you are implementing it from scratch like I was, the Unity-like system was much easier than ECS.
    - The state system needs to be talked about as well. I don't really like the idea of a State class that is extended by GameState, MenuState etc. Making an ObjectManager (or EntityManager, whatever) that would just go through all Objects and update them, allows you to use it as a State basically. You would have an EntityManager, you add the Player, TileRenderer etc., and then you could have a variabe like ObjectManager currentState; that you would just update every frame. You would also have a Class such as EntityFactory which would just contain static functions that create an entity, add certain components to it and return it, for example, createPlayer() etc.
    - The GameState containing the World containing the EntityManager is kinda weird. Shouldn't the GameState contain an EntityManager that would contain a World or something like that as an Entity and it would render tiles for example, while the player would be outside the World class and inside the EntityManager. That would obviously require some changes, but the hierarchy here is just weird to me.
    I hope that wall wasn't too long and that I wrote it as clear as possible, my writing skills are shit and those are just my opinions on how things should've been handled.
    Also, don't worry when you say: "I hope I didn't bash my code too hard so you think that watching it was a waste of time." It definitely was not. So many new programmers like me back in the day, didn't know what kind of project to make and just opted for making some sort of game first. While your code may not have best practices, it still allowed thousands of us to create a project that we were happy about and that we could expand to make a different game than yours. The reason this series wasn't a waste is because atleast in my opinion, a lot of us used it as a learning experience to basic programming rather than looking for an exact way to make a game. Let's be honest, nobody will go and create a title using pure Java with Canvas, most people would use a Game Engine in which most of the bad practices here would be lost because they would use something that handles the low level stuff for them!

    • @CodeNMore
      @CodeNMore  Před 3 lety +4

      Thanks for your response!! I'm glad to have discussions regarding this --
      I can only think of one genuine negative effect for using static fields like we did here; and, in my experience, I have seen very, very few projects that store state in static variables/methods. Like you said, I don't think there is anything inherently negative, but it's something I was taught down the line and, as I mentioned, certainly a general "consensus" among many Java users (i.e. some will say it "breaks" the concept of OO programming, though I tend to think strict-OO is often not followed for 100% of every application quite often to some extent). The one thing I can think of is that static fields can be managed differently on certain JVMs (i.e. a mobile JVM such as an Android device), not to say you can't get around those issues and still use static, it just requires a bit of extra thinking to free up statics (sometimes; just as an example, this can be a problem using LibGDX when managing resources in some scenarios).
      I very much prefer the ECS approach as well; but with that being said, I think there are benefits to using a hierarchy vs. an ECS (nothing I can list specifically, as I think it depends heavily on the project and target of the game/application). It is certainly becoming more and more a go-to for gamedev, rightly so, that's for sure!
      I think your state comment is geared more towards if we were using an ECS-approach? Also, I (somewhat) disagree with that opinion for this particular application, assuming we're using the hierarchy like we did in this series. I would find it much more intuitive to place the instance/management of the HUD/Inventory panel/Crafting panel/etc. in the GameState only -- and not have any of that available/running in the MenuState, for example. (This is of course assuming we didn't mix the inventory with the inventory display, and keep it all in the Player class like I showed in this series; that was certainly one of the bigger no-nos that I made and taught).
      I fully agree with the EntityFactory comment - I forgot to mention that in this video (I had planned to)! I think some of the stuff you mentioned is taking the approach where EVERYTHING in the game is an Entity, effectively, including inventory displays, for example -- which many game engines do now -- which I think is a great design principle, and just not something I knew much about at the time/also not quiiite as applicable to a hierarchical system. Just my opinion there.
      I so very much appreciate your comment/opinions/etc., and it got me thinking more!!! Your writing was fine! I am glad to hear I helped so many people; that truly was my goal at the time, and now. But, I also thought it was necessary to be responsible to provide this episode as a means to give new programmers a slightly clearer picture of a next-step, to not take this code as "the only way" to do something, and to show that we all make mistakes and improve over time! Many thanks for your support!

    • @PROJECTJoza100
      @PROJECTJoza100 Před 3 lety +1

      @@CodeNMore When it comes to the entities etc., yea, I was thinking of an approach where literally everything is an entity. Then we wouldn't have stuff such as GameState, MenuState etc., every button, every creature or whatever would in that case be an entity and it would be added into an EntityManager which would be a State. Then we would have a StateFactory that returns an EntityManager that contains all the Entities and Systems inside that scene. In that case, you could follow the ECS approach.
      Also, are you familiar with the way that Unity handles Entities? They've added ECS recently, but what I talked about in my last comment was just Entities that consist of Components and components have logic and data in them instead of being separated in Components and Systems like ECS. It may be something you should consider in Godot. When I played around in Godot, instead of adding a single script to a single Entity, I used the Unity approach where I would create components for different things and then add them to the entity by creating child nodes! For example, Instead of a Player script, there would be a movement script, a Damage script or whatever else, they would be added to Player's child nodes and perform operations on the parent node which would in this case be the Player. The Godot way of doing it works too, but this is something you should probably consider too in the future :)

    • @CodeNMore
      @CodeNMore  Před 3 lety +1

      @@PROJECTJoza100 Ah, yes, sorry if I was unclear - I fully agree with that method, I was just saying it was unrelated to the methodology that was used in this series, and something we definitely could have changed a bit to get working though. I 100% agree with you there.
      I've used what you describe for state management in Godot, where I have child nodes representing each state, basically containing the data/logic to enter/run/exit a particular state (i.e. for transitioning between running/attacking/flying/etc.). I can't say I've used that methodology specifically in the component sense you've talked about - something I will 100% experiment with in Godot when I have time for my next project! I'll try to remember to let you know how it goes for me in the future!

    • @PROJECTJoza100
      @PROJECTJoza100 Před 3 lety +1

      @@CodeNMore Alright! Thank you for the conversation and I wish you luck in life, you deserve it :)

    • @CodeNMore
      @CodeNMore  Před 3 lety +1

      @@PROJECTJoza100 You as well; thanks for the support all this time (I also subscribed to you as a thank-you, and it looks as if you're tic-tac-toe networking series is about to take off!)

  • @akivagrobman6436
    @akivagrobman6436 Před 3 lety

    Great job, thanks

  • @demis9879
    @demis9879 Před 3 lety

    Thanks for sharing what you know

  • @kshitijanand3045
    @kshitijanand3045 Před 3 lety +1

    Thank you very very much

  • @confused_beekeeper
    @confused_beekeeper Před 3 lety

    Yeah, not the finale we wanted, but the one that we needed. Thank you CodeNMore. Would you do a 2D game tutorial on Unity instead of GoDot? And perhaps zoom in a little bit on the screen so we can see your code a bit better. Its hard-ish to see on a 13' laptop.

  • @clxwnxD-vy7sf
    @clxwnxD-vy7sf Před 3 lety +2

    Thank you so muuuuchhh!! CODENMORE❤❤

  • @fillycheezsteak7643
    @fillycheezsteak7643 Před 3 lety

    I've been having problems with the State Switching. It seems to add all the Ui for all states at once?

  • @metalheadmaniac8686
    @metalheadmaniac8686 Před 3 lety

    I have never found a better tutorial
    you have taught me even better than books and teachers
    even if your not comin out with a new tutorial you have taught me plenty Thanks

  • @cerdomertas1687
    @cerdomertas1687 Před 3 lety

    PLEASE HELP ME. I want to know how to add music to the game and sound when player attack,... Sorry for my bad English

  • @printesagumitza1454
    @printesagumitza1454 Před 3 lety

    what if i want to make a new level for this game? what sould i do with that temorary entity code form map ? ( addEntity) PLZ HELP ME

  • @markrathbun925
    @markrathbun925 Před 3 lety

    Is there a source for a reference image depicting the class hierarchy in a program like this? I'm having trouble figuring it out, a visual aid would be helpful.

  • @Professorgenitals
    @Professorgenitals Před 3 lety +1

    thank you so much for everything .

  • @vurix8688
    @vurix8688 Před 3 lety +2

    Hey, first I wanna say that this series was amazing and taught me a lot about game programming. I'm a beginner to programming (started learning it like a few months ago) but I've always been into technology and games my entire life. That being said, I already knew most of the basics (actual basics) of the Java language coming into this series and although I can understand most of the code from the tutorials quite well, I don't know how to come up with code like this on my own. I'll try to look into the game jams that you mentioned in the video but I'd appreciate it if someone can give me some tips about what to do in the future. I want to create a game of my own (for academic purposes) and write the code by myself without just following other tutorials but I am unable to do it. For some reason, I can understand the code well but I just can't write them myself. I'm not sure if I'm supposed to find other sources that teach game programming specifically or what, but if anyone could give me some sort of tip so that I can become a better designer and create my own game without having to rely on others, I would very much appreciate it.

    • @foreversleepy4379
      @foreversleepy4379 Před 3 lety +1

      That's a common issue and the answer is almost always due to lack of experience. I'm a game programmer with 3 to 4 years experience and I've written many games now completely on my own with no outside help, aside from looking up documentation, obviously. I don't want to say that you don't put in enough effort but only a few months experience is no where near enough time to get coding independence. I'd go so far as to say that claiming you know how the code works when someone else writes it but not being able to write the same algorithms yourself, means you don't actually know how to program. I was the exact same as you when I started but it was because I didn't know enough of the basics and wanted to write complex games right away when programming just doesn't work that way.
      I don't want you to feel bad about what I just said because again, you're only a few months in or whatever. Just keep writing code, start with small game projects and keep your expectations realistic. You aren't going to write the next God of War or even recreate the first level of Super Mario Bros as your first game. Part of becoming a good programmer is picking good/realistic starter projects and gradually increasing the difficulty over time.
      I wish you all the best with your programming.

    • @vurix8688
      @vurix8688 Před 3 lety

      That makes sense. I was only taught Java through solving problems and stuff so running a game is a new thing. But for that, where do I start then? I don't think I'll be taught game programming anytime soon, and these tutorials on youtube are the only things I can find, so should I just give up instead?

    • @foreversleepy4379
      @foreversleepy4379 Před 3 lety

      @@vurix8688 You need to build around your current skill level and forget about all the extra complexity that you just don't need right now. Forget about building what you want and build what you can. Soon enough, you'll be able to build what you want.
      I started writing console/text based applications and games. Sure, they're boring to create but you actually learn how to program. The jump from text apps to GUI apps is pretty big and that's where it gets the most difficult.
      It doesn't help that many tutorials that teach a certain aspect of a programming language give examples in text based apps that most people don't really want to write.
      You need to make sure you get the basics before going forward, otherwise you'll just get lost. It's probably going to take much longer than you think and that's when most people quit. There's nothing wrong with quitting if you truly think that programming isn't for you, though. I can't make that choice for you. I wanted to quit many, many times. It's a normal feeling at the start but it gets easier.
      Game programming isn't for people with low programming experience. If I were you, I'd gather the patience to learn the basics and write text based apps/games that use programming language constructs like loops, functions, methods, etc. It will be boring but you'll gain an understanding that you can take to more complex apps. You'll get further by taking a step back from projects that are just too complicated for your current skill level. Notice how I said current, meaning it will be changing constantly.
      I know how you're feeling, honestly. It's up to you to turn things around but I really do wish you the best. Just get something done, anything. Don't worry about code quality, just finish something and you'll get a huge confidence boost.

    • @rorymax
      @rorymax Před 3 lety

      @@vurix8688 hi, I’m 4 months in the future! I hope things got a little more clear cut for you! Never give up. I thought I should add (in my opinion) that there is a fundamental difference between programming and coding - really they aren’t quite the same. Knowing Java syntax as you said you do is the coding aspect of all this, while the programming is the actual logic - the thing that you’re struggling with. To get better at that you have to lose the fact that you’re using a specific language, and think about how things should work from a logical perspective. You want a character to move when you press WASD? For that to work, something has to be able to detect key presses, and then somehow send that information to your player.
      You want collisions? Well Java has a built in function for rectangle collisions, so use that. You need to constantly check if a your player’s rectangle is colliding with something else, which means all collidable things somehow need to have a rectangle defined, which equates to a width, height, and position vectors.
      Walk through it step by step and most importantly PLAN HOW IT ALL WILL WORK. That’s such a vital component. First think of how everything should interact with each other in a broad sense (player needs a keyboard input thing, collisions need boxes or something, etc), then you can worry about how to put it into code. Programming is about design really, it’s “applied logic”.
      Hope this made sense!

  • @mattfoster9292
    @mattfoster9292 Před 3 lety

    I feel the need to add this 'hail to the Chief' to the already over-grown pile making up these comments; if you're even still monitoring this. I'm just gonna guess that I am in the small minority of your viewers that are quite old - I'm pushing 50 - and no longer have the luxury of time to learn newer and cooler things like libGDX and hardware rendering. I just wanted to something to get my game idea to a state that I could show potential investors using Java. Some 4 years ago I took to searching google for good tutorials: "Enter CodeNMore and his newest youtube series"!! . Long story short, I'm going to be at that state here eventually, due in large part to this series. I thank you for that, sir.

  • @morbiumoxx
    @morbiumoxx Před 3 lety

    so im in part 23 and thank you for finishing this and i hope i learn more through out this tutorial. I'm still a student and I hope you make more lessons in the future.

  • @shabilimran793
    @shabilimran793 Před 3 lety

    Ive watched this series 2 years ago for my Java project in my university, thanks to you I have passed it eventho the series is not completed. I legit learnt Classes, Instances, Objects and other Java stuffs from this series than in my actual class. I also added some stuff like random movements, hp bars :D

  • @delautrer2480
    @delautrer2480 Před 3 lety

    Hey, can you show how to turn this game into a multiplayer game?

  • @adrianfranciscocristobalgo3312

    Excuse me, sorry but I come late, I follow all the videos, the program run amazingly on NetBeans, but when I shape in a executable .jar, when I open it closes immediately. Somebody knows why my .jar closes ?

    • @row6666
      @row6666 Před 3 lety

      The assets folder is likely missing or not where the jar expects

  • @-KreedM-
    @-KreedM- Před 3 lety +1

    I learned that swing was very old, and that we should use the more efficient OpenGL for java instead. My questions is, in the case of 2D games does it really matter? Currently learning OpenGL with LWJGL, wondering if it's worth it. Thanks, would mean a lot to have this answered.

    • @PROJECTJoza100
      @PROJECTJoza100 Před 3 lety

      Tbh, I don't think that learning OpenGL will be too useful unless knowledge and understanding of what is going on behind the scenes is what you are looking for. Most likely, if you were to make a game, you would use an existing game engine that would do OpenGL or DirectX behind the scenes. LibGDX also uses OpenGL.

    • @CodeNMore
      @CodeNMore  Před 3 lety +1

      They're really two completely separate things; Swing is old, and utilizes software rendering. OpenGL is a form of hardware rendering. Even for a 2D game hardware rendering has countless benefits - and more options regarding rendering/effects, of course. So, in that aspect, it's really up to preference (but I'm going to take a wild guess and say 95% of commercial games are not software rendered). As for learning OpenGL (which is made accessible by LWJGL in Java) -- that is up to whether or not you want to go that low-level into graphics programming! I personally find that stuff fascinating. But, if you are primarily focused on creating games (rather than a game engine), I would recommend something more along the lines of LibGDX, which utilizes OpenGL, but provides a layer on top of OpenGL that is more suitable for direct game development. I hope this helps your understanding and decision making!

    • @-KreedM-
      @-KreedM- Před 3 lety

      @@CodeNMore I want to thank you for the recommendation. LibGDX is much more simpler than just learning LWJGL, though I had the benefit of learning enough about LWJGL to make a seamless transition. I plan to finish learning LWJGL after I'm familiar with LibGDX, wish me luck!

  • @michaelvincentcondeno6236

    Thank you for this tutorials really helpful, I wonder if you're going to do a tutorial A star search algorithm applying to this game?

  • @hazardousoriginations140

    Just finished up great series 💯 pitty it had to end im still learning and would love another video or 3 on enemies , friendlies with missions and building with collected materials would be great but I’ll try to program it in and see how it goes , Thanks 🙏 for a great series tho it flew by and I learned a lot

  • @gandalf1783
    @gandalf1783 Před 3 lety +1

    Hey CodeNMore! Im looking forward to turn this game into a Multiplayer! I finally got enough time, and will finish it and release it (on github ofc!) :D

    • @CodeNMore
      @CodeNMore  Před 3 lety +1

      Let me know when you do!

    • @gandalf1783
      @gandalf1783 Před 3 lety

      @@CodeNMore I already have the Player Movement synced up, but im going to sync the other Entities too. Gonna hit you up here if i have anything new!

    • @JA_RON
      @JA_RON Před 3 lety

      Do you have it up yet? I'm very interested in this game and any help would work.

    • @gandalf1783
      @gandalf1783 Před 3 lety

      @@JA_RON Well yes but actually no.
      It works, you can walk around, however, things like picking up Items, a combat system etc. makes it really hard.
      If youd like, i can make a video on my channel in a few weeks how far i've come.

    • @gandalf1783
      @gandalf1783 Před 3 lety

      Sooo, 3 Months gone by, and i am nearly ready to release something.
      Not huge, but fairly intresting. I can release the code on github if you want, if anybody else is interested, please hit me up down below, i could setup a public test server.

  • @slimanemesbah7003
    @slimanemesbah7003 Před 3 lety

    Finish the electronics serie please 🍁

  • @hanvu8008
    @hanvu8008 Před 3 lety

    Luckily I found this... Thank u veryyy much OwO

  • @chrono393
    @chrono393 Před 3 lety

    Thanks for everything I really appreciate that it's pretty unfinished because it forces you to learn new things I added a world manager multiple worlds and much more

  • @decorummortis5175
    @decorummortis5175 Před 3 lety

    Tiles could have just been an array of Tile and tile itself would have had a name, id, texture, isSolid, etc.

  • @mohammedhusain6446
    @mohammedhusain6446 Před 3 lety

    Countinue Electronics Plz 🙏

  • @chrono393
    @chrono393 Před 3 lety

    The funny thing is I fell In love with Java and I started off leaning with your videos. Now I am trying to learn LWJGL with OpenGL.

  • @KuebelHund
    @KuebelHund Před 3 lety +1

    i would love to make the 2D game a platformer, but i dont know how to implement stuff like "isOnGround" for the player and some physics, which act as gravity. If CodeNMore or anyone else here would like to help me with that, i would really appreciate that.

  • @kochukrissten8533
    @kochukrissten8533 Před 2 lety

    anyone else just skip to this to see the end result? no? just.. just me......?

  • @aks7124
    @aks7124 Před 3 lety

    Why so you delete pointless comments on your channel bruh

  • @nick46285
    @nick46285 Před 2 lety

    I thought I need to PAY to watch these videos instead of those stupid lectures in college

  • @bakihanma1680
    @bakihanma1680 Před 2 lety

    the way you made this game was excessively complicated and time consuming.