I remake his 2D game in Unreal Engine ! - Devlog

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  • čas přidán 13. 06. 2024
  • Xanderwood has challenged me to remake each other's game in our own engine. I remake his 2D game, originally made in Construct 3 for the WannaYam 2022, in Unreal Engine !
    Can I remake his 2D game in Unreal Engine ?
    The game:
    rockymullet.itch.io/hookshoth...
    My itch page:
    rockymullet.itch.io/
    Xanderwood's devlog about his remake of my game "Tuff Fluff":
    • Construct 3 v Unreal E...
    Music for the video and the game by Steven Melin:
    stevenmelin.itch.io/
    #devlog #gamedev #unrealengine
    00:00 - The Challenge
    03:57 - Devlog
    22:10 - Xanderwood plays the game
    30:00 - A Fun Experience
  • Hry

Komentáře • 76

  • @XanderwoodGameDev
    @XanderwoodGameDev Před rokem +19

    Love it! What a wonderful devlog. You really did make my game so much better!

  • @HelperWesley
    @HelperWesley Před rokem +8

    Very cool devlog! 💪

  • @Marandal
    @Marandal Před rokem +3

    Wow the production in this video is excellent.
    I checked the views expecting 500,000.
    And the remake, omg Amazinggggg!!! 😱

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      I wish 😂
      Thank you for the kind words 🙏
      and thank you for watching !

  • @StevePixelFace
    @StevePixelFace Před rokem +6

    A lovely devlog journey. I remember playing Hookshot Hero during that jam, fun game. I love all the little touches you added like the hook availability indicator. Awesome stuff.

  • @cerberus_prova8593
    @cerberus_prova8593 Před rokem +7

    Man,You REALLY Improved Since Your First Game Here,Good Job

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      Thanks a lot !
      I've been practicing pixelart a lot !
      And also video editing 😅

  • @kilboygaming8123
    @kilboygaming8123 Před rokem +5

    I really love the fact that you make these games in Unreal. I too like to make 2d games in Unreal (nothing like what you can do). I wish you would make more videos about what you do and how you do it.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      Thanks ! I'm still trying to figure out what people are interested in tbh. I generally make a game, keep a build of the game once or twice a day, then make a single video about all the things I made chronologically and it often ends up in a way too long video (this one is 31 min 🤣) so I need to skip details or even not talk at tall about some things.
      Like I didn't talk about the fact the pink balls turn teal after detroyed, I did that so they don't do damage for a moment, since the hookshot would sometimes throw you into the balls you just destroyed, so I did that as a quality of life change. I also wish I could've talk more about the math and the technicalities of the hookshot movement. I also don't really talk about how the spiderwebs are animated and destroyed progressively and the shop and the world map invovles a lot of UI work and most of it is in blueprint, which I'm kind of proud of since I do a lot (too much ?) in C++, I could've talked about it for like 10 min, instead I say "I did the shop" 🤣
      Anyway, I can't wait to reach 500 subs so I can start doing community post and ask people what they are interested in, so I can take your feedback into account to know what to go more in detail on and what kind of tutorials to make etc.
      Thank you for watching !

  • @BrunodeSouzaLino
    @BrunodeSouzaLino Před rokem +4

    The best part about the whole hookshot ordeal is...99% of those you see in games are harpoons since there's no hook being launched.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem

      Oh no, I was worried I made a grappling hook instead of a hookshot, but did I end up making a harpoon ? 😱

  • @wouf_
    @wouf_ Před rokem +3

    Omg this is one of the best devlog I’ve seen I wasn’t expecting much but the result is incredible the explanation and the editing too I hope your channel blow up 😮

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +2

      Wow thank you for the kind words 🙏
      and thank you for watching !

  • @Microplay-Interactive
    @Microplay-Interactive Před rokem +4

    Wait is finally over !!! Awesome devlog. ❤️❤️

  • @CBSuper
    @CBSuper Před rokem +1

    Such a great video! Love how you took all his aspects. Great to see someone using UE for 2d.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem

      Thank you ! Yeah Unreal's 2D feature are not awesome, but they do the job and an engine is more than it's graphics. Unreal has a lot of things I like no matter if the game is 2D or 3D.

    • @CBSuper
      @CBSuper Před rokem

      @@RockyMulletGamedev 100% agree.

  • @FullMoonGame
    @FullMoonGame Před rokem +4

    Nice job man!
    You can rebuild collisions on tile maps after changing tiles but when I tried it everything froze for a few frames

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +2

      👀
      I was a bit worried about that actually, since the tilemap editor can sometimes lag like hell when modifying large tilemaps, so I was worried it would do that at runtime too.
      I'll probably dig deeper into it and I didn't want to spend to much time on it to get the game finished, but now that I looked under the hood of the tilemap code, I'm curious to know more and see what I could do with it.

    • @FullMoonGame
      @FullMoonGame Před rokem +2

      @@RockyMulletGamedev it would be really handy if you could rebuild collisions on single tiles instead of the whole map. I couldn't find a solution for that, but I'm only using blueprints

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +2

      @@FullMoonGame I'll keep you posted if I find anything. Affecting the environment through gameplay is always fun.

    • @FullMoonGame
      @FullMoonGame Před rokem +2

      @@RockyMulletGamedev thank you, and again good job :)

  • @RockyMulletGamedev
    @RockyMulletGamedev  Před rokem +8

    If you want to try the game: rockymullet.itch.io/hookshotheroremake
    Xanderwood's video about his remake of my game "Tuff Fluff": czcams.com/video/NXeouyuVRsI/video.html
    Or if you just want to check out my other games: rockymullet.itch.io/

  • @justlyx_0772
    @justlyx_0772 Před rokem +3

    your games are awesome, you never disappoint me, all of your games are fun and worth a try

  • @ChadWWolfe
    @ChadWWolfe Před rokem

    For future reference, on the circle of nails, one idea would be to use modulus to determine in which position in a circular area that the nails could spawn. For example,
    Lets say you have 3 "Circles" and a mid point. Each circle has 8 potential places that the nails could spawn.
    This means you have 25 points the nails could spawn. So, get a random number between 0-24, and if it's not equal to 0, subtract one and divide by 8 to determine which circular area to use to spawn, from this we will get the index.
    Instead of having "spawn points" where the nails would spawn, you could divide the total range of the AOE by the index of the circle area to use to spawn, this will be the distance away from the player the nails will spawn.
    Then divide the randomized number minus one by 3 instead, and you will get a value between 0-7. This number can be multiplied by 45 to get an angle. Then, to get the actual world position to spawn the nails at, you simply use The player's position + Sin and Cos on that angle * the calculated distance away.
    Then, you could also add some amount of randomization to the the spawn position, or rotate each circular area by simply multiplying a "rotation" factor that multiplies to the circular area index.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem

      Yeah, well I didnt go in detail, but that's what I mean at 10:58, where random could lead to effects not being spred properly. Maybe I missed something, but what you seem to be suggesting is just pure random, randomizing first for the distance and then once again for the angle ? The reason I went for spawn points was to have a somewhat even spred of the FX that will always look like a sphere shape. I do shuffle the array, so the spawning is still random in term of the order that the points are used.

  • @hippiekofi
    @hippiekofi Před rokem +3

    Very cool game I just found your channel through xanderwood. Now am a rocky mullet enjoyer very cool game 👍

  • @calicow
    @calicow Před 5 měsíci +1

    You did a phenomenal job with this. The game is so responsive and polished! And I can tell you really understand the fundamentals of animation. You sell the movements really well in such a limited space.
    Since this is a collab with Xanderwood, are you planning to enter the GDKO for 2024? It will be my first year entering. Been looking forward to it!

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před 5 měsíci +1

      Thanks a lot ! It's great to hear. unlike a lot of people, animation is actually my favorite part of doing pixelart 😄
      Thank you for playing !
      Hum I registered to GDKO when Xanderwood announced it, I think I was in a good mood or something at that moment 😅(I think I'm in "pig dev" or something team) but I'll most likely give up right away. It's a bit too much, it's like the equivalent of like 4-5 jams or something in 4-5 months. I'm the kind of person who just can't do things casually 😅 so I would probably go tryhard and it would take all my time and I really want to focus on finishing my citybuilder instead.
      That being said, the concept is very cool and if I didnt already have a packed TODO list I would definitely do it. So you probably should 😉

    • @calicow
      @calicow Před 5 měsíci +1

      @@RockyMulletGamedev Totally understand! I'm expecting to be knocked out pretty early, so it feels more manageable. My strategy is to work on things I can then apply to my current project. Making new games that are unique to the jam, obviously, but exploring things in micro scale that I can learn from for my own game.
      I'm sad you're not competing, though! Pretty sure I am also on Pigdev's team. 😂

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před 5 měsíci

      @@calicow Excellent way of approaching things ! Those little jams / challenges can be fun yes, but having a goal, a small thing to learn, is a great way to always improve and get better and better ! You definitely have the right mindset. Good luck 🙂

  • @LudvikKoutnyArt
    @LudvikKoutnyArt Před rokem +1

    Great job. Just one hint - Newer UE versions enable a lot of bloat by default. For example, Intel's Open Image Denoise denoiser used mainly for non-realtime denoising of path traced renders. That's the polar opposite of what your game is - a pixel 2D art. When you look into the Binaries/Win64 folder of the game you are distributing, there is a 48 megabyte OpenImageDenoise.dll just bloating your game with no use. If you just disable the plugin, the game will compile without it.
    You can also choose to not include prereqs installer with the build in the packaging section of the project settings, which is another 40MB file in the Engine\Extras\Redist\en-us folder of your game. And I think there's a few more plugins you can disable to also reduce contents in the \Engine\Binaries\ThirdParty folder.
    The reason I am mentioning it is that just by disabling the inclusion of the prereqs installer and the OIDN plugin, you can reduce the zipped up size of your game from 140MB to 60MB.
    UE gets a lot of flak for not being a good engine for simple games, especially 2D pixel art games, because it's just too complex and bloated. Since you are in the business of taking on this very myth, I think that you'd appreciate making your simple, small games also physically small, in terms of actual file sizes :)

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      Hey thanks a lot ! Yeah I totally agree, default settings of Unreal are mostly "everything turned on" to make it easier for onboarding begginers. I kind of have my check list I do for every projects, like disabling VR and removing starter content and optimize packaging, but I'm happy to see there's more thing I missed. I'll look it up, thank you !

  • @chance_E
    @chance_E Před rokem +1

    Great video! Love how the game looks.

  • @XaviAndreu
    @XaviAndreu Před rokem +1

    I love what you do

  • @BlainesEscapeCorner
    @BlainesEscapeCorner Před 3 měsíci +1

    Older vid, but do you have any info on your Mullet TileMap? Im working in a tactics game using Unreal and being able to use tilemaps to draw levels seems easier once that's set up.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před 3 měsíci +1

      I did end up making an autotiller tool for Unreal and made a video about it:
      czcams.com/video/V7PzNrtIWUg/video.html
      That being said, it's a bit clunky and not ready to be shared.
      (more info in my yearly recap: czcams.com/video/0mowbOwP9u4/video.html )
      But the video does explain the overall idea behind it, if you want to try to create something similar.

    • @BlainesEscapeCorner
      @BlainesEscapeCorner Před 3 měsíci

      @RockyMulletGamedev I watched that but didn't see how you put an array in a tilemap. I want to be able to store, get and update the tilemap with building tiles and which player owns the tile. Currently it feels like I'm going to have an array with the data and a tilemap with the visuals and some items floating on top to update them

  • @CreatorSlashDarma
    @CreatorSlashDarma Před rokem +3

    what a cool video also why do you use unreal engine as your "2d engine"

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem

      I'm a C++ programmer, I like "the rest" of Unreal, so I try to make it work for the graphics since I like pixelart (and it's what I can make 😅).
      So Unreal is definitely not the best when it comes to making 2D graphics, but it's great for the rest.

    • @CreatorSlashDarma
      @CreatorSlashDarma Před rokem +1

      @@RockyMulletGamedev i'd like to use unreal engine as a 3d personal engine

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem

      @@CreatorSlashDarma Yeah Unreal is definitely good for 3D. I make pixelart because I like it and I want to make my own art and I don't feel like learning how to make 3D art 😅

  • @NazariyDudnik
    @NazariyDudnik Před rokem +1

    Hi!! You mainly use c++ or BP?

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      I'd say around 85% C++, 15% BP.
      I prefer C++ as I'm a C++ programmer. I make the playable character, the enemies, boss and systems (like the resource system) in C++. I use BP mostly for audio and UI.
      Like the shop in that game was about 90% done in BP, the buttons for crafting and buying resources, the only C++ part was the resource system, spending resource and giving resource were C++ functions called in BP.
      I feel Unreal is great when using both, it's pretty easy to create new BP events in C++ and new BP functions. So I like to make the "generic" stuff in C++ while I do the specific stuff in BP, like audio, UI and level events, something like entering a zone triggers something etc, there wasnt much of that in Hookshot Hero tho, but a lot of it my games "Tuff Fluff" and "Fast".

    • @NazariyDudnik
      @NazariyDudnik Před rokem

      ​@@RockyMulletGamedev Thank you for your answer! I'm not a programmer, but I work with 3D and I want to make games. I will try to learn how to do that with c++ and Unreal, ones again thank you!

  • @aarononeale7727
    @aarononeale7727 Před rokem +1

    if you do tutorials please do one on your process of implementing pixel art vfx and effects

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      Interesting ! I never though of that, it's actually something I feel I'm not that good at haha.
      They are generally a sprite animation, trying to make chunks as parts that split and goes in a somewhat coherent directions. 10:53 if you watch this is 0.25 speed, it would be easier to see, I throw the nails in 4 directions at a somewhat constant speed and rotating them 90 degrees every frame and for the smoke, I use a trick I stole from Adam C Younis, to make the smoke go fast and the slow down and disappear slowly from the center.

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      I really liked this particular video from Adam C Younis:
      czcams.com/video/Gi8Vncrd_uY/video.html

    • @aarononeale7727
      @aarononeale7727 Před rokem

      @@RockyMulletGamedev makes more sense now that you say how its done. Thank you

    • @aarononeale7727
      @aarononeale7727 Před rokem

      @@RockyMulletGamedev i watch him alot. Never saw this video pop up. Will definitely try it. Thanks bro

  • @Glitchero0880
    @Glitchero0880 Před rokem +1

    We need Tutorials :c

  • @patypotato5522
    @patypotato5522 Před rokem +1

    Hey Rocky your the like only reliable dev for 2d on unreal so i need to ask a question?
    do you know how to make a simple enemy chase script? there are no tutorials online that ive been able to find that work so this is my last resort.
    I hope you respond as im desperate!

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      I made chasing enemies for my game "Rosa's curse" here's the devlog if you're interested in:
      czcams.com/video/D29FByvJFa4/video.html
      I use a state machine. When the enemy is not aggroed, they do a line of sight check using a line trace, once they see the player they walk in a straight line toward them (based on the difference in X position) and keep moving forward for a duration or until they find a wall or ledge (my game has pogo jumping, so I want the enemy to keep moving while the player jumps over) then I create a timer meant for a "cooldown" on the attack, so the player can attack the enemy a bit, before they turn around and go toward the player again. Pretty simple "AI" but it does the trick, it was mostly based on the simple early enemies of Hollow Knight.

    • @patypotato5522
      @patypotato5522 Před rokem +1

      @@RockyMulletGamedev Ah yeah I've seen the video I'll check it out later thanks :)

    • @patypotato5522
      @patypotato5522 Před rokem

      @@RockyMulletGamedev Do you have a simple explanation for how you did the flying enemy? because thats the exact type of enemy im trying to make
      thanks

  • @KawsMeDev
    @KawsMeDev Před rokem +1

    7:16 Grappleshot Gyro?

  • @viniciusschadeck4992
    @viniciusschadeck4992 Před rokem +1

    i guess i need to learn some game engine and smaller scope... i never finish a single game... LOL

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      I feel deadlines work for that. Infinite time means you are never pushed to finish it (we all made that homework we had 2 months to work on, on the last evening/night before the due date).
      But deadlines are easy to push and not respect if you are the one in control. So I think gamejams are great for that, a deadline outside of your control, but a scope in your control. They allow you to scope appropriately and finish something or fail and learn something and then scope better the next time.

    • @viniciusschadeck4992
      @viniciusschadeck4992 Před rokem +1

      @@RockyMulletGamedev thanks... maybe i try. I not that fan of gamejams, i had low amount of free time to make games, my job as programmer, is quite stressfull, but i want to shift and make indie games in some place, but i never want go to big places, small team and passion, earn enought to keep me and my famile well. Is my main goal. Also, i love to make my own game, but for sure make any game is better than code a fucking program to deal with boring stuff as i do now. And i not even can slice a pinch of my job due to work contracts, buts is like record screens and vital data for some industry big companies out there

    • @RockyMulletGamedev
      @RockyMulletGamedev  Před rokem +1

      @@viniciusschadeck4992 Well another thing that's been working for me is "external accountability". This spring I wanted to make a game and didnt find any cool gamejams, so I made my game "Auto-Corrected" which was a self appointed challenge to make a game in 48 hours and to be sure I don't just give up when it's time to do it. I made a short YT video, talking about doing it, so that people know I'll do it and if I don't, they'll know I didnt. It was just enough external drive to make me do it, to not disappoint others.
      I'm guessing you don't have a youtube channel, so maybe just talk about it to others, your friend, some other hobbyist game dev community, try to get others to know that you are giving yourself a dead line and as you are doing it, remind others of that deadline and the progress you are making, it will force you to take a look at where you're at in your project, what's left to do, can you do that in the time left ? Cut the extra fluff you don't need and get the thing done.
      Obviously you do you, sometimes you don't have the time and I get that. That's why I think planning it is the best way to finish something, if you give yourself no deadline and have very little time to do the work... well infinite scope mixed with little time, you don't really get anything done.
      Anyway, good luck with that, I hope you can create something cool that you like, making games is a lot of fun.

    • @viniciusschadeck4992
      @viniciusschadeck4992 Před rokem

      @@RockyMulletGamedev thanks!, may i need to close my entire scope and throw out some parts, to finish what i had and at least tell, this one i finished!