Mother
Can you hear me now? We good? Check. One, two, and two. Okay, we're
good. New headphones. So, we're struggling here to get the headphones. I'm trying to get the headphones to freaking be a monitor so I can hear if I'm clipping the audio or not. Anyway, uh I want to say a huge huge huge huge huge huge huge huge huge huge huge huge huge huge thank you to the new students here. Renie O, Patrick S, Indish D, Anika E, Joseph C, Vincent, Michael JP, Ross, Mark, Calileo, Michael, welcome, welcome, welcome to Fulltime GameDev. And by the way, guys, if you want to learn not only how to make a game in GDAU or Unreal, Unity, obviously we should start with Unity because that's my favorite. uh Unity, GDO, Unreal if you want to learn how to make games in those engines. My mic just fell over. Today's
falling apart. Um, and that's okay. Check out Fulltime Game below. It's 25% off for the next 5 days. Depending on when you click that link. When you click the link below, it'll generate a 5day coupon for you. 5day coupon. Check it out below. And you're also going to learn not only how to make a game, whether it's 2D or 3D, GDO, Unreal, Unity, take your pick. You're going to learn how to pitch it, whether it's Unreal, um, an Unreal game that you pitch to to Devolver or a Unity game that you pitch on Kickstarter and get funded on Kickstarter. That's what this course is for. And you're also going to learn how to hit the Steamfront page, um, which I've done multiple times as well. All of these things I've actually done. That's the cool part about this course. And by the way, if you're a student, let me know in the chat what you think about the program. Um, yeah, I think that's it. 25% off next five days. Anything else that we need to cover before we jump into um Unity here? No, I think that's it, guys. Oh,
let me pull up the chat. Yep. Thank you, Bayonette. Thank you so much. All right. So, you guys can hear the audio now. That's good. I'm going to pull up the chat on YouTube and we're going to hang out, guys, and get started and I'll answer questions as we work together on these changes. So, feel free to ask questions if you got any about gamedev, all that cool stuff. Hey, Tuck. How you doing? Did you guys know that it's gotten to the point now where when I'm working and I'm not live streaming, I'm really, really lonely. I prefer to live stream while I make games. In fact,
today I was writing music and uh I'm learning Qbase. I'm learning Qbase. Qbase is actually really cool. Let me show it to you guys. Do you guys want to see Qbase? I'm learning I'm learning Qbase. And uh the whole time I was writing music, I wanted to talk. So that's just how I I'm create now is I have to sort of verbally process how I'm creating. It's potentially a problem. I can show you guys Qbase if you want to see it. Um, it's basically Logic Pro for PC. Um, we need a music live stream. Well, let's let's do a few few bugs here while we open up Qbase. Um right here the goal is to export a a playable build um with these various fixes and export it to guys this is so
important and it's so hard to do. It hurts to do but you have to do it. You export a build that's fully playable. It's a essentially a rough cut. Okay, if you were a director you do a rough cut. And I actually was listening to a podcast episode with Theo Vaughn and um who's that guy? He it was on recently. Go ahead and look it up, guys. There's a director uh who was on um why can't I remember his name? It's what it Oh, it's so close. Anyway, the director was on and he was just saying that if you don't feel miserable watching the rough cut of your film, you've done something wrong. Yeah, Ben Affleck. That's who it was with. And the same is true with games, guys. When we when we export this full build and we let people play it and these are going to be advisers who play
it. If it's not like, oh boy, bad feedback. If that something's wrong, something's wrong. Um, okay. You guys ready to take a look at uh Unity here? We have a few things here. Add exterior to the floor map. Yep. What's wild about the Ben Affleck podcast? There's several things that are wild about the Ben Affleck podcast. One of the things that's wild about that podcast is how manic he seemed. Um, he's not that chill character that he plays, that sort of robotic, masculine, calculated, moody character. He was like just going, going, going, going, going. And I don't have a problem with it. I'm just saying that that's what it was. Um, let me open up something here really quick,
guys. Yeah, exactly. Hey, CG CGI guy says, "Bro, I released a game from a game jam." And then when you see streamers finding bugs or not getting what to do, you pan panic and you start to take notes. Uh, that's so funny. Um, absolutely. That's exactly how it feels. Okay, let's do this. All right, guys. Um, the first issue we had, My ADD is so bad these days. I'm pretty sure I have ADD. I just I say have ADD because I don't like to talk that way um about things, but I definitely feel like the symptoms of ADD are pretty prominent in my life.
but I don't want to do anything about it because I feel like it's an asset. Um, exterior and floor maps. That's why a list is so valuable. So, there's a map here on floor zero that we need to adjust. And this is before we do a playable build sent to our advisers. Okay. So, we want the game to be as good as it can be, fully playable with no real bugs. Um, and so this right here, this map is wrong. Okay. Does caffeine help my ADHD or ADD or whatever it's called? Yes, 1,000%. Tower top, light speeded land, cloud casino, welcome center, lobby, mer. That's good, actually. Now, what we're going to do this lobby here, I'm going to make it
small like this because there is our two levels here um that are going to be called fairground forest. So, there's the lobby and there's going to be this you are here thing. Although, I will say what's this? Yeah, we don't need that. Yeah, there's two levels on the side here of the lobby called fairground forest. And so we need to sort of extend those out on this map. We're going to do our best. Now, why are we doing this? This is something to keep in mind for your game. Giving the player a destination and a sense of place. Uh, in film it would be an establishing shot, some some far away shot that shows you where you are and then bringing the
camera in closer to the characters. That's super valuable in games. Giving some kind of establishing shot. So, in this case, it's something like an establishing shot. You're telling the player where they're going to go, right? Okay. So, we have these rectangles here. I think I'm going to go ahead and just rasterize this. And I'm going to bring it in here. So, this is going to be the forest level. I'm going to have some kind of green trees. And I wonder if we can have it say fairground forest somewhere else. We're going to have to figure this out. I'm not quite sure how we're going to do this, but we're going to figure it out. We have to play around with this a little bit. We'll do a
green. Okay. So, like this. Let's just hit save and take a look. Okay, so we have an issue with I believe the the metallic map. So, we'll fix that. And we're going to make these thinner here. We want to give the player an idea of where they're going. Okay, guys.
Okay, there we go. That should be good enough. Let's take a look. Yeah, that feels all right. And maybe we could have this sort of be a mystery. So do like a a question mark here or something or just trees. Just something to indicate that there's more to the lobby. Um I'm going to fade out these sides here. And we're going to we'll clean this up here just a sec, guys. Why can't I do that? Hold on. Yeah, there's some issues there down there with that golden piece there. Photoshop is connect Gerber. This is often a major I don't know why this is such a big deal to people and I'm not I'm I'm not trying to single you out. I I'm trying to help you. Photoshop has always been able to connect to Unity.
Always. I never save things as PGs. Ever. Ever. Ever. Ever. Never. Ever. Ever. Um, that's a big no no for me. That way we can just save it on the fly. The same is true with Blender. All right, let's go to the metallic. Well, let's add some trees. So, what we need to do here, I'm going to go to noun project. For some reason, noun project, speaking of things hooking up to Unity, noun project. It does look off center, doesn't it? We can fix that. Yep, it Oh, yeah. It connects to uh oh, looks like we need to upgrade. Let's see here. Okay, I'm on noun project. Let's type in tree pine. And this is basically going to be a pine
tree that we place throughout the uh image throughout the map just to say, "Hey, this is a this is an area of the the game you probably haven't been to yet." Is it off center? I think it is. Let's do this. Okay. Yeah, it's offc center. Dang it. So, what we're going to do, we're going to try and grab those pieces. This is a terrible way to make this, by the way. We're going to copy that, delete that, and clean this up here. There we go. Paste that
there. There we go. Okay, that pine tree here. Just going to put it over here and create sort of a forest. This will be all we need to do to signify that the player is able to go somewhere. Maybe do even do a little ferris wheel there. We don't want to be too specific, but I think overall okay, look, we can make them look like
there's depth there. Now, some of you are probably thinking, "Ah, you know, this doesn't look uh this doesn't look like the 1950s, blah blah blah blah blah. We're at the point in the game's development where we just got to get stuff done. So, there's only so much I can do here as a one-man team. this right here. We're just going to put that right here. There we go. And then this one we need to go move down. And then we're going to take all these trees, merge them together as one. That way we can cut them out right here. Okay. And now one final thing, guys. We're going to do a color overlay of
green. Here we go. So, the player will wonder, is is it possible to go over there, right? Is there more to the map than this? There we go. Now, you're probably noticing, why does it look wrong? you know, and that's because we need to go to our metallic map here, and we need to grab um these pieces here and this here. Is there anything else? Uh, that's about it. Merge those together, copy them, and then I can just put them there like this, and do color overlay of white. If it's white in the metallic map, um, it means that it'll be super metallic and shiny, right? Um, there we go. Does that
work? It's the albido, I believe. Let's take a look here. Okay. Yeah. Let's go to the albido here. The alpha on the albido needs to be white. And then we also need to adjust the normal map as well. Okay. The you are here. Hang on one sec. Yeah, this right here. The you are here is gone for some reason. Where'd it go? or tower map. That's gone. Did I Did I remove it? No, I didn't remove it. I think it was only in the metallic, which I think is a bad bad call. Watch
this. There it is. I'm going to be pretty unprofessional here. And I'm going to grab, let's see here. I'm going to do it with uh just a new text box here tower map. We're going to do Michelle and drop down this. And by the way, those you're just joining us, just check out full feel free to check out fulltime gamedev below, which is my massive course. teaches you how to go full-time indie. I can't make any promises. I can just tell you what I've learned. If making a video game from your bedroom is something you're interested in, it's the perfect course for you. Check it out below. See if it's something you're interested in. You're going to learn everything I've learned in the last decade of making indie games. And that includes learning a game engine like Unity, Unreal, GDAU, learning 2D or 3D, learning how to code,
learning how to hit the Steamfront page, how to market your game, how to reach out to the press, how to get publishers to fund your game, how to get Kickstarter to fund your game, and I've done all of this. So, be sure to check it out below if you're interested. And if you're a student, let me know in the chat. Okay, that looks pretty good. Um, I'm going to go to play mode here. That to me is great. I think we we definitely need a ferris wheel, though. So, I'm going to go to noun project here. Ragav says it's just a map. There's no need to spend a whole live video on a map. Okay, I can turn the live stream off if you want. Ragav wants us to spend only live
streams doing real game stuff, not this fake stuff. Let's see here. Where's the Where's a ferris wheel that looks like a ferris wheel? That one's all right. Are you going to localize TW uh Twisted Tower text and UI for other languages? Yep, that's on the list, which is I believe here. Yeah, localization. That's hopefully going to be done by June 30th. I think it will. It's I mean I I might even go so far dare I say um I dare I say I bet you I can get the
localization system built in a day. I really do. I'm having a blast. I could really go for some zen. This is a good day. I'm starting to feel it. It I was I was waiting for that. It's It's classic. It's um there is a feeling you get where you It's a rhythm and you know when you don't have it, you can just tell. Um and I finally found it. What's the point, guys? Why are we doing this? Again, the point
is the point is to show the player what they're about to get. Okay, you're giving them an incentive to play the game. Hopefully, when they see this, they go, "Oh, there's a ferris wheel and there's a freaking roller coaster. Are you kidding me? I want to keep playing." Right. I had a dream about the story of Twisted Tower yesterday or two days ago. A whole story appeared in my dream and it wasn't good. So, but it was interesting. It was very interesting. Um, I'm not going to tell you because it might get you guys excited and I don't want to do it. There we go. This one's
cool. Can you even swap assets depending on the language? You can. I refuse to do it though. Um, any asset like an a visual asset, I do not swap languages. I only do the subtitles and the UI for the menus. Everything else, including button icons, all of that. Opening doors, it shouldn't say open door. It should be a door icon so that you don't have to localize all of the interactables in the game. That's a big no no in my book. You know what I mean, guys? That's a big no no in my book.
Brilliant. These little thingies here I'm going to remove for that bottom right one. And there we go. What will be the future live streams when you stop the TT dev streams? Uh, I might do more like just playing around um writing music. Um, having fun, learning, uh, doing 3D art for fun. Okay, that looks good to me, man. The tower top, light speeded land, clown
casino, welcome center, mermaid palace lobby. You are here. Hey, that's good, guys. I don't think we need to do anything else with that. Um, anything else we need to do? Well, no. Let's go ahead and knock that off our list. Praise the sun says it looks like mountains, not a roller coaster. Really? I think it looks like a roller coaster just fine. Um, add exterior to floor maps. Fix map. That's done. Ensure grapple and pickups all show hints. Ensure buttons are not properly finishing floor two and exteriors. So, this is interesting. Um, I'm going to deactivate this one here and see if this works. Basically,
the problem here is to in order to get to floor negative 2, and this was something that I talked to with 3D Realms, my publisher. I'd like we what we wanted to do is reduce the consistency of the game loop, which I know sounds backwards. Um, but the problem was is that it was get the elevator key, go on the elevator, get the elevator key, go on the elevator, get the elevator key, go on the elevator. And so what um anyway anyway, so in this case, getting to floor -2 is not going to be possible, but getting to floor negative one will. And then you go from floor negative one through a hole in the ground down to floor negative -2. Okay. So there's that.
Um my theory is floor negative one should complete if we get Yeah. No, we should be good. Floor negative one should complete the moment we get the green medallion. Let's see here. Hang on. That's not true. The moment we get the card for for floor three. Yeah, which is negative one. That's the wrong one. It should be negative one, which is right there, I believe. What's this one? Two. Yep. Okay. So, this one will complete this one,
right? Um, okay. Now, I know none of this makes sense to you guys for those of you who aren't like religiously following the streams. Essentially, what I've just done here is I've made it so that if you get floor three's ticket, it will complete floor negative one, which means I can't go back to floor negative 1, which is good because you should not be able to go to floor negative one uh after you've gotten the the third floor ticket. It's a big no no. Um, now there's a loophole there that I won't tell you, but I'll I'll fix the loophole later. Right now, that should be fine. The next issue here
is one other issue here is how do you get back? If I want to go to the exterior again, is that a problem? Let me think here. I don't think it is. So that's that's I think that's all fixed. Um I'm going to go ahead and clear it up. Okie dokie. Um, Project Patty says, "I woke up with a racing heart and a cold sweat. My wife asked me if I had a nightmare. I said through a shaky voice and tears that I had to refactor the whole game." Yep. The things that keep me up at night, and it's becoming less and less of a problem the older I get,
honestly. Um, the things that keep me up at night are wondering if I'm ever going to finish the freaking game. to be completely honest. That's that's what scares me. You feel like um GameDev is the equivalent of who's the uh let's look it up. Seephus. It makes me feel like Seisphus. and short buttons are not properly finishing floor two and exteriors. That's good. That's done. Um, ensure right click shows up when picking up the needler. Oh, that's definitely important. Why is that a problem? Let's
take a look. This is why I feel like the game needs to be $15 because when I see this, it looks like a small indie game. It's like, oh, there's like seven or eight floors. But the truth is is that that's it's not true. That's the thing is like there's two other levels on the outside. There's a beach level, there's a boss. Um, you just read my mind, Moninoi. Manoi says, "I see toune shader and pixel look as a potential idea. I quickly wanted to know if you had thought of dithering on the textures
over an o or an overall screen space shader. Yeah. So guys, tune shading for those of you who are curious, tune shading removes two things. It removes metallic and it removes um it removes uh specular. That's really t this is toune shading. And I am very very tempted um in this game to anchor expectations. That's I call it uh expectation anchoring and it's nothing profound. Um but expectation anchoring is great for indie games because you can make a game that's inspired by something like a AAA game like Bioshock. However, um the player knows that they're supposed to expect something simpler when they see
this. Does that make sense? Um the problem with this is that now it's not as scary um or it's not as you're thrown out. You're not grounded in reality anymore. But if we were to do something like this, what is this, by the way? This little thing cutting through this. I don't know what it is, honestly. Um, but if I were to do this and do like a uh inscription vibe or what would you say clicking vibe, you could do 256 um with a 0.0 filter and do something like that. Um, you'd probably want to do 512 though. So, if you did a pixelated tune look, um, you could
potentially ground people's expectations more. Um, but we're not going to do that right now. We're not going to do that right now. I've always had a soft spot for um for toune shading. It's I've been I'm tempted daily to turn this into a toune shaded game. So, um I mean clearly this is a higher fidelity and it looks amazing, but I worry that the players expectations aren't going to be met. It's it's a it's a fear-based decision and that's why I don't make I try not to make decisions based out of fear. Certainly not perfect. Okay, what were we doing?
Ensure grapple and all pickups show the hint. Um, so let's go ahead and just give the player a We're going to do the first one, which is the needler pickup. Let's grab that and see if it gives us a hint. I mean, it it would definitely fix dropped frames. I mean, it wouldn't fix it, but it would help because you're basically reducing, guys, this is the beauty of of toune shading. You're reducing the the the material um settings by like a third to a third of what they are. You're just doing specul. What the hell happened here? Whoops. Why did I max out? Hang on.
Unity lighting definitely is worse than Unreal, but it looks it looks different than an Unreal game. That's always a benefit. There's so many Unreal games that are made, and no offense, seriously, no offense to anyone who's a brilliant high schooler, cuz there are brilliant high schooler developers. But most high schooler games, what the hell happened? That are made in Unreal. Why am I keep Why do you keep maxing out? Most high schooler games, they look like Unreal games. You get your assets, you put the lights in, and you add in a first person controller, and you put some scary music, and there you go. What the hell happened to you? Look at There's no right click there. [Music]
All right. For some reason, it's not showing the right click effect or the right click hint. Does length equal price? No, Jay. No. Value is determined by a lot of things other than length. size matters, but uh it's not everything. So, for some reason, we're not getting a hint there, which really sucks. It's a real shame, honestly. Um, weapon manager, is it there? Right click to explode. Uh, photons. That's good, I guess. Secondary fire action. What? What is
this crap? Dang it. What is happening here? Let's double check something here. Oh boy. Maybe it's in the weapon itself. We need some kind of hint. So the moment you shoot it should then have like a hint. That sucks.
I think what we need to do, guys, is we need to create a tutorial card for this. Yeah, I think we need to do a a tutorial card for this. So, we're going to do uh tutorial overlay. Let's just do dash for now and see if this works. Basically, the moment I get this, I need a tutorial card to appear. And it needs to explain it. Really sucks.
Crap. Heat. Heat. Um, wait, hang on. Let's do this really quick. the there's a pickup that already does this and we need to look at how the code is handled. Let Okay, I got I've got an
issue here. We need to look and see. The grapple and all pickups show hints. The grapple shows a hint when I pick it up. Okay. If I press E, it shows me this. If I press backspace, it tells me to grapple press middle mouse button. Okay, that works. Um, so how does this how does how is this handled? Let's double check. Player ability pickup. And then there's a tool tip here, right? So, we need to go ahead and bring this line of code. Um, yeah. Okay. We need to bring
this this code into the weapon pickup as well. Um, that's pretty much it. I love to pay. I love to play Twisted Tower. If we take a look at this, let's see. Oh my. Here's our tip. So, we're going to go to a weapon pickup and add this function to that. This is definitely redundant and ugly. U but it's fine. Towards the end, oddly enough, towards the end of development, that's
when I get less picky about my code because I knew that I'm almost done and I'm going to be able to throw this code out. Okay, we have the tool tip and the action name. So, if we go here and do this right here, I wonder why. What's the problem here? Wait, what? What am I do? What's wrong here?
Why is this not working? Oh, there we go. All right. So those are added. So the tool tip will be actually sadly the tool tips will also need to be localized. Um that needs to be localized as well which is fine. Show tip string ID ability pickup. What does that mean? Let's double check and see what's going on there. So if we where is the uh ID being used if activated tips contains ids what oh that I see it's just a save state basically and if it's been if it's been done then it it doesn't do it again basically.
Uh cool. Okay, let's double check and see if this works. I have my theories that it won't. I'm going to do a little That's why I'm going to do a little debug.log here. debug.log already activated tip already used tip. My daughter is just screaming downstairs. Hey Thomas, you mentioned in the stream before you would want to go for your next game, RE4, and I just retracted my message. Okay. Okay. Um, where'd my music go? [Music] Okay. Well, let's go to our
needler. Where was it? It's right here. We're going to give it to the player. We're going to go to pickup needler. Tool tip is What's the action name? Let's double check. Let's go to our input actions. Our input There it is. It's going to be right click secondary fire. Yep. I believe that's what it is. Tool tip to explode photons or explode photons. There we go. That's it. Please God, Lord, will you make this work for me? Even if I did it wrong, Lord, will you make it work? Pick up needler.
Here we go. What the hell happened here? No reference exception. So, for some reason didn't work. We need to clear out a lot of these uh debugs. Whoa. It's not a debug. So, for some reason it didn't work. Um boy, I don't know. Ray Ray Castley Games says, "Thomas, do you think you made the right call releasing the demo right before NextFest versus many months before?" Well, definitely in my opinion, don't release it many months before NextFest.
I was told by a publisher that's very very uh they're in this genre, an indie game publisher in this genre. And it wasn't my publisher, but it was a different publisher. They said released the day of Nexfest. I'm really happy with the results of the demo. Over a thousand reviews, plenty of let's players playing the game. We were at the top charts. We we got like 50 to 60,000 wish lists out of it. So yeah, I think that Well, it might have been like 45 or something, but No, no, no, no. It was like 55,000 or something. No, it was it was it was like 60. Um. Oh, Thomas, you silly, silly, silly gamedev. If we take a look here at
the weapon pickup, this isn't firing. [Music] Uh, if tool tip does not equal, then show tip with fade out automatically. True. Y'all, I was playing Resident Evil 4 the remaster yesterday and I realized that some games, and maybe I'm just stupid, but some games they just say, "Look, if you can't figure it out, you can Google it because I was playing the the lake on Resident Evil 4 remaster, and there's these symbols you have to memorize in certain areas to to unlock doors that are necessarily unlocked. You have to
unlock them." Had no idea what to do. And so I had to Google it and I I saw I read the comments and people were saying how yeah like I didn't know what to do so I had to Google it. So anyway, I guess that what I'm saying is um it might be okay that the player for some reason misses this. The hell out of them. They still didn't do it. What are all these null reference exceptions? if that exists. Well, yeah, but Mike, I don't know if I I didn't really rely on wish lists for the demo. You know what I mean? I didn't notify any of my
wishlisters. Well, yeah, I didn't notify any of my wish listers until like 3 days before NextFest. So, I launched the demo a week prior and then I waited to notify my wish listers until 3 days prior to NextFest. Okay, so it's still not showing up. So, let's double check something here. We're going to do a little bit of a debug.log here. Show tool tip, right? And then we're going to go to show tip. It's going to do all this stuff here. Ability pickup input action name. Huh. If fade out automatically does not equal true, return. What?
But if it's true, then it it will set the trigger to fade. And then there should be a debug that occurs here that says debug.log show tool tip whatever the text is plus the input name. I don't know why this isn't working, but we're going to get this to work. I promise. Show us the tip, says Project Patty. Okay, here we go. Check 1212. How's the audio, guys? A little quiet. Check 1212. There we go.
I'll try and answer questions. What the hell happened here? Show tip. Explode photon secondary fire. So, for some reason, it didn't do it. And I think it has something to do with the animator. I'm going to remove this for now and see if that fixes it. Okay. Um, this isn't causing a problem. It's for some reason it's not showing it. It's setting all the correct text information, but it's not showing it. How many wish lists did I have going
into NextFest? I think something like 35,000. Um, and then once NextFest hit. Um, we're almost at 100,000. Try again. What the hell happened here? There it is. And it automatically fades out. Now that's set to right mouse bumper. Why? Why did it freaking say right mouse bumper? That's not correct.
Why did that happen? Right mouse button. RMBB. Right mouse bumper, right mouse button. Yeah, we're good. There we Okay, good. I'm going to make that fade out not so quick and then we're we're real rock solid. That's done. Josh Torres. Yeah, kind of. Uh Josh Torres says, "Personally, I think your YouTube/Devlogs took the place of having a demo open for a long time." Yeah, it wasn't a ton of wish list, though. You know, 30,000 is fine. Um but and and I don't actually
know if I agree with Ray Cassley. Uh people say that, "Well, those are devs." And I'm like, I don't really know if that matters. I and I've been going back and forth on this. Um, don't devs play games. I, you know, that's like saying people if you targeted people who use the bathroom, you're not going to get um um No, if you target pilots, you're not going to get people who use the bathroom. You're targeting pilots who fly planes and they don't use the bathroom. It's like, what? No, pilots do use the bathroom. The thing about targeting devs is it's just you're not going to get a lot of views. You're still going to get wish lists. You're still going to get
players, but you're just not going to get as many. They're not as high value. Because with games they sell, okay, games sell for $15, $15 to $25, right? Indie games. So, you need a lot of wish lists and a big audience to make good money. That's why in my space, which is YouTube gamedev, not YouTube gaming, YouTube gamedev, I don't sell my games very much on my channel. I sell resources because resources have a higher price. Okay, learning knowledge material is a higher priced good or product. So you have a you can have a smaller audience but the revenue is good because you can you can sell higher priced um resources and materials like that. So assets, educational material, training, coaching, all that stuff is more expensive than a $20 game.
So, you kind of have to think about like, okay, if I want to make money as a YouTuber or use YouTube at to my advantage. Um, what's the price of the product? If the price of the product is small, you need a bigger audience. If the price of the product is big, you can use a smaller audience. But I do both, right? So, I sell games on Steam and I this is my third commercial release, but I also like that banner below. I also sell courses as well. Um, one of the many ways Thomas is a sleazy businessman, apparently. Um, I've seen many YouTubers target game devs and do very well from it. You know, here's the thing, guys. This is what people get confused by. Um, here's what people get really confused by. And I had a conversation with Chris Sakowski about this on the podcast. People are like, "Well, YouTube, they
they assume that if you're doing YouTube devlogs, you're that's your only way of making money and that's the only way of getting wish lists." It's like, "No, YouTube is the spark." And then hopefully the Steam algorithm sees that you're getting a lot of wish lists. If you can get 10,000 wish lists from YouTube, amazing work. You've done your job, right? That's that's the goal is to do something like 10,000 wish lists and then hopefully the the Steam algorithm continues to generate more wish lists for you, right? Okay. What's the next thing on our list? That worked. Let's make sure that that doesn't screw up any of other screw Let's make sure that doesn't screw up any of our Let's make sure that doesn't screw up any of our other weapons. Pickup pistol. This playlist is right
here. One of the best. Oh, this freaking YouTube channel. Nemo's Dreamscapes. So good. I'm a huge, huge fan. I think I might have been born in the 1940s um and 50s. It's just for some reason I'm only 34 years old. What the hell happened here? I like old TV. We're getting an issue here and I don't know why. Nice. Is this a toy? Guess we'll find out. What's the What's the null reference exception here? No, we're good. [Music]
Oh, it's attempting to show the tool [Music] tip. So, that's problematic. Let's take a look and see what's going on here. If we take a look at the pickup pistol, you can see that the tool tip is set to nothing here, but for some reason, it's trying to throw that tool tip up. Maybe I'm wrong. Let's try a different one. What about this one? It's set to nothing. So, we should not be getting any kind of null reference exceptions uh with the tool tip. Does anyone have any other
questions? The hell happened here? That's awesome. Jay Jay says, "I'm still working on the mechanics and when the visuals come to life, I get so hyped and I haven't even made my assets the way I want yet. Starting to come to life." You know, that's the thing is any any anybody like me, I I'll even tell people, don't make your visuals until you get the mechanics done. But let's be completely real. I don't even follow my own advice because truthfully, seeing the visuals of your game come to life, it informs the mechanics. That's like saying you should taste your food without smelling it or you should smell your food without taste. Well, you should smell your food without It's like saying you should taste your food without smelling it. That's probably the best metaphor I can think of. It's like in order sometimes in order to do the mechanics, you kind of just have to see the visuals because they kind of work together. Um, okay. I did get an error there, so I
think we're okay. Yeah, I think we're good, guys. Okay. Uh, knock yourself out, Hamsy. Knock yourself out. All right. I'm actually surprised that worked. Um, yeah, we had this problem when it comes to the visuals. Um, Felipe, Felipe and I had this problem. We had this conversation several times, which was I always told Filipe, I was like, "Bro, can you please can you please graybox the level before you set dress it?" And he'd say, "Sure." And then he he'd message me 4 hours later and say, "Can you please let me set dress while I build this because I can't." he'd have a hard time hard time
gray boxing and doing the level design without doing the visuals with it, which is, you know, it was expensive, but look that sometime that's the way my brain works. Um, so as much as I want to say gray box first, sometimes you just do the visuals, you know. By the way, guys, those of you just joining us, check out Fulltime GameDev below. See if it's something you're interested in. It's 25% off for the next 5 days depending on when you click that link. You're going to learn how to make a game in GDAU, Unity, or Unreal. Take your pick, whichever engine you want to learn. You don't have to learn them all. You're going to learn how to pitch your game to publishers and turn a demo into a paycheck. You're going to learn how to get funded on Kickstarter. You're going to learn how to hit the Steamfront page, get press coverage like Time Magazine, Washington Post, Kotaku, PC Gamer. You're going to learn how to get streamers to play your game. Like Game
Grumps or Game Theory. Was it Game Theorist or Game Theory? GMT Live. They played my games. Um Game Grumps. All those people have played my games. All of this I've done. And so I teach about it. Uh so check it out below. See if it's something you're interested in. If you want to start a game studio from your bedroom and make indie games, I can't make any promises. I could tell you what I've done, though. So check it out below. See if it's something you're interested in. Um, what was I doing before I started shilling my course? Um, oh, we were going to test the I believe it was the fairy wings. For some reason, the fairy wings aren't properly pick up. Double
jump. We don't need a tool tip for that one. No. Thomas, stop that. Thomas, don't hit play. Pick up uh midair dash. Here it is. To dash, jump and press sprint. So that tool tip should show up. What the hell happened [Music] here? That worked. I'm going to assume it works, man.
Do you think you'll stick with first person for the next game? That's the trouble that I'm having, guys. The game has crafting and it has building mechanics and those I'd love your thoughts, guys. The game has crafting and building [Music] mechanics, and that's really effective with first person. It's effectively done with first person. But I'll be honest with you guys, I've seen that games that have a third person camera and you could see the character walking around, they they do very well, at least on my social media. So if I have a third person character that the we get way
more engagement. And I also want to make a third person game. I would if if I could if I could snap my fingers and pick a game I really wanted to make, it would be Alice Madness Returns vibes. But I also want to make a game that's a little bit more modern, a little bit more creative. Yeah, I don't want to do that, John. I appreciate it and I thought about it, but I don't want to do that. Toggling between the two of them. Oh yeah, third person is expensive for sure. All right, that works. Um, double jump. That works. Bounce shoes. That
works. So, I believe that's the only one. So, I think we can go ahead and uh clear this out. Grapple right clip shows up when picking up the needler. We We finished that, right, guys? Yeah. All right. Destroy meshes and enemies that are unnecessary. We had this uh this this was brought up to us uh or to me two weeks ago and Gordon, I believe Gordon in the chat, he was like, "Why are we not why are you not just deleting the meshes in the enemies?" And I'll show you what I mean in a second. It's because I wasn't sure that the enemies were done, but we have finished the enemies officially in the game. So, we can delete all of the meshes. Um, yeah, we can delete all the meshes and I'll show you what I mean here. So, let's go ahead and push really quick to GitHub. What do you Hey guys, do you like my old studio or my new studio? The
vibes. Does anyone have a uh let's say old studio, which that was the built-in shelves or new studio? And I'm not going to be offended either way. All right, let's go ahead and go to uh Unity here or GitHub. Let me open up GitHub. I could smoke cigarettes all day. Save GitHub. [Music] New is kind of cozy. You like the new one? Yeah, we got old, we got new. Well, I can't um do that built-in shelves just yet cuz we're we're currently renting so that we can build our the new house in the new studio. So, the new studio new studio is going to be
really big. And what I want to do with that um is I want the new one at because we're building a new house. I want to be able to have it so big that I can have guests fly in for the podcast and we can do it at a big table Joe Rogan style. Now I'm curious. I'm like, how do you how do they do this? You know, would would a would a higher tier guest want to fly to um my studio and come to the house and do the podcast? And my only way of thinking they might be is if I had a place for them to stay, almost like an Airbnb. And so I'm thinking about doing something like that, having an Airbnb type setup in this massive studio. They could stay there and then the next day, uh, depending on when they fly in, we do
the podcast the next day. So that would be that would be the ideal. And I think the views would go up by like three 300%. Right. I mean, we would just get 100K views minimum per episode just because having having it set up with really nice cameras. Um, yeah, it's a big upgrade. One FPS stream. Are we getting a slow stream? Hang on. Let's see. Hang tight, guys. Let Let me see if I can fix it. Is that
better? Is that better, guys? Okay. I had to cancel a Twitter upload. I have a new episode of the podcast. I could tell you who it's going to be with. Has anybody played Inscription? All right. So, the next thing I want to do here. Yeah. So, long story short, what I want to do with the podcast is I want to have guests fly out, stay a night at the property, and then record the podcast at a big giant oak desk. We just hit record, we talk for an hour and a half to three hours and then they fly home and we get it all in one studio setting. Um, so that's that's the
idea. Yeah, Minoi. So that's that episode is airing tomorrow. All right. Well, I'm going to go ahead and push on GitHub. Hang tight, guys. We're going to push all those fixes really quick. Inscription is perfect. Yep. That's That's uh So, so you pay for their flights? I don't know. Maybe. Um is it does this work moneywise? Boy, you know, I don't know. I think so. I think so. You know, it would be what? a total of $1,500 to $2,000 per episode. Um, why not do it remote? Because people, how seriously, how many of you are going to watch an episode longer if it's actually this beautiful setup?
Like, here's the vision. The vision, guys. The camera quality is like this. But we've got this huge desk, this huge table with coffee. We've got cigars. We've got Zen. We've got candles going. You've got this beautiful setup. You've got three cameras, one on the guest, one on me. Then you've got another one that's sort of panning slowly right around this giant studio with beautiful natural light. The quality is equal. This mic is going to be used on both guests. You've got lights that are perfect. Oh man, closeups of emotions. That would be amazing. That would be amazing. Um yeah, at this point I think sky's is the limit of the the kind of guests we can get on, you know. Um,
Tuckback says, "Bro just wants a podcast for nicotine. Everything is then justified." Does that sound ideal, guys? We need someone to pull that up. Yeah. I think the talk is important, not the desk. What? I'm not talking about the desk. I'm talking about quality p like a quality video and quality audio. It's that is so valuable. Um that's exactly right dot. I think people just talk better face to face. Um that's exactly right. Cyber consumers don't realize that they want the subtle details. Yeah, they do. they're gonna stick around longer and really engage when they feel like they're in this intimate, beautiful setting. I mean, that's just what happens. I think we would double our views. You know, right
now we're getting 20 to 60,000 views per episode and I'm like, "Oh, we'd be at 120,000 easy with like minimum with high quality high quality cameras with the guest there at the studio. I don't see why this podcast can't be like the best podcast in the creative space. Um, game development is becoming the, believe it or not, guys, this is crazy. I really believe this. It used to be Hollywood had the um Hollywood had the the the ability to gatekeep and they had sort of this this prestige. It was like you become a director and you become an actor. And I'm this is not I don't know if this is me just blowing smoke up my own butt, but now it's no, the video game industry is king. The
digital interactive industry is king. Because I've had a lot of directors, believe it if if this is true, I've had directors reach out and say, "Hey, I want to get into games. Can you help me? I mean, a handful. Okay, a handful." So, and then you got people like Ben Affleck coming on shows with Theo Vaughn, and it's like Theo Vaughn is now actually the king, right? He's the king, uh, not a Hollywood star. So everything's flipping. And so my theory is is that making games and interviewing game developers on YouTube is like the greatest thing ever. Um Cherco, you you're you're misinterpreting it. 120,000 game developers. No, I'm saying 120,000 views. Um yeah.
Yeah, tuck back. Stephen Spielberg reached out. Did I not Did I not say who it was? It was Stephen Spielberg. Oh, man. Where's the chat box, by the way? It's not showing up. All right, let's see if we can get the chat going. For some reason, it's not showing up on the screen. That's so weird. Why is that? Oh, it's because it's below this. There we go. Even in the current version of the podcast, I would love to see more footage of the dev's games edited in the relevant memories of the conver Oh, wait. I just did that. That's such six foot draft.
Amazing amazing feedback there. Seriously. Um I I you know what's funny is you watch someone like Joe Rogan and you say, "Well, they don't have to do that." And it's like, "Well, yeah, it's Joe Rogan." Um but with with with this podcast, I think you're totally right. I think what you need to do, what I need to do, and I did it with Daniel Mullen's podcast, which is coming out, is frankly every like 10 seconds to 10 to 30 seconds, you need to show footage relevant to what they're saying. And this is mainly because a lot of game developers aren't the most exciting people and so the footage can help make it more engaging. Um whereas a lot of the guests that might come on Theo Vaughn, they're charismatic personalities and that is like their number one forte, right? Actors, philosophers, politicians. So when it comes to game development, you kind of got to go in there and spice it up a little bit with footage.
Um yeah. Yeah. Yeah, I think 120k views would be the average for the podcast. If it was in a setting like this with a giant table, cameras, coffee, cigars, zen in all of my mouth, it would be so many more views. Um, especially with with consistent quality audio and video. So, that's the dream. Please, Lord, can you make it happen? Yes, I want to do it, Lord. So, can you make it happen? Okay, what are we doing? Oh, we've pushed it. We've pushed to GitHub. Let's jump back to our task list here. It's amazing how this task list is just not helping me stay focused. Playlist is this right here. Uh, Nemo's soundsscapes or
dreamscapes. if you want to make people watch the podcast. Well, yes, I I I agree with you. Um, however, Spotify is doing video now, and I'm actually uploading it right now to Spotify, the whole video. Okay, let's take a look at our tasks. Destroy meshes and enemies that are unnecessary. So, I can't show you guys everything, but I can show you at least how this is going to work. Okay. Okay. So, what we actually need to do here, guys, is we need to we need to start cuz okay, every enemy is a is it's at its core has a variation of an initial prefab, which is this first enemy called Walker. So, what we need to
do is we need to go to the highest tier prefab variant and drill down from there. Yeah, Jeff Jeff, I agree with you. Jeff R says, "Please don't do um rapid fire of only one or two seconds per scene in the clips you show. Those drive me insane. I can't even focus on what they spam in those kind of clips." Hey, Jason. How you doing, bud? Jason says, "New headphones. Aren't these cool though, guys? Look. I did my research. They've got kind of a retro look. I like them. And they they sound great and they feel great, too. Uh the purpose is more of a natural conversation. Yeah. I don't know if I'm going to do clips to be completely honest with you guys for much longer. I I I think that that's actually
jumping into the wrong lane with the YouTube algorithm. So, I think I'm going to do just beautiful, [Music] delicious, long conversations. Now, if I can if I can get game devs to fly out. Oh my word. What a what a phenomenal idea. Jason says, "I'm good. I'm just about to start work on my own game." Jason, that footage you sent me on Discord was really cool, by the way. I did I did watch it. And it's cool seeing the multiplayer working. All right, Thomas, use your brain. We're going to start with the highest tier one, which is Walker Magnum Teleporter. And we're going to go ahead and unpack this. Oh
boy. Let's unpack this. I can't unpack that either. Really? Can I unpack this one? No. I can unpack him. This is tough. How are we going to do this? I really don't want to unpack completely, but I think we might have to. Well, we could take these graphics here. Man, this sucks.
What happens if I delete these? Can I delete stuff? I can. But if I look, if I do this and delete these and I go to this one, she's going to be gone. Now, let's go to the Walker Magnum. There she is. She's not there anymore. Yep. Okay, we got a problem. Go back to GitHub. We are guys, we are in a situation here where I'm not quite sure what to do. Um, I I think
I reached out to your producer about talking about a gamedev conversation with Rocket Music and you. Yeah, I'll talk to the uh I'll talk to Hector. I got to think this through, guys. I need to unpack this. It unpacks there. Can I unpack it again? I need this to be unpacked
only. We could potentially copy this and paste it so that it's like this, right? But my worry is is that if I delete this that she won't animate properly. Oh no, she does. That way I could delete all of this. Let's see if that works. And I could just put her here. There she is. We'll try it. So, what I did was I duplicated I just didn't want you guys to see the enemies. What I did was I duplicated this charact this graphic out of the prefab contents and then I deleted it. So, let's double check here. We're going to put her right here and see if it works. Is Instagram a good place to
market your game? guys, at the end of the day, sorry, I'm talking like um um who's the guy who owns UFC? Dana White. At the end of the day, uh what matters is not necessarily is it a good place to market. It's is it easy to click a call to action. That's basically it. The hell happened? You think you're a prince? You're a prick is what you are. You dare us serve my crown. It works. Okay. Rock solid, baby. So guys, the issue here is um that the issue here is that we're trying
to remove all of these efficiencies or inefficiencies that were in place for production purposes. So for example, the clown here, he's got we've got all these other graphics that live inside of this clown and on startup they're destroyed. But that's ridiculous, right? We don't want that. So, what the the solution here is to duplicate this, pull it out, and delete. That's it. It's all we had to do, right? And and he should animate just fine. There we go. So, there's our mesh. Let's go through all of them. Um, walker rifle, actually I can't show you this. Sorry, guys. I don't want to show you too much because then you're going to lose interest in the game, and I don't want you to lose interest. I want you to
buy it, giving me your money. So, we we really need that. Does he animate properly? He does. All right. So, go ahead and ask questions, guys. Oh, yeah. That Yeah, she's amazing. She's an amazing actress. Ask questions, guys, while I I can't share my screen, but we could still hang out. Okay. Um What do we make music in? I'll show you. So, I usually make music in um I usually make music in Logic Pro, but I'm tired of using Mac. I can't keep switching to my Mac to
write music. So, I I'm officially learning Cubase. Um and it's awesome. Qbase is way better than Logic Pro, honestly. Mainly because it's just on the PC. That's pretty much that's enough for me. Um, so like this is a track I was writing today. It's not very good, but let me load this [Music] up. I'm just practicing. Let me close out Nemo's soundsscapes here. So like this is Qbase. [Music] kind of sounds like the underwater theme of Mario. So, you can go to like stuff like the mix the mixer here and increase the
reverb here. make it sound more like um Mario [Music] here. You can go to the shaker here. Solo that. So that out. That's too much. Let's turn that down. There we [Music] go. Let's turn this down. I like I like this one. Let's turn it down. There we [Music] go. Let me go to the back to the beginning here.
[Music] And what what what really makes this probably end up working is uh if you put on some delay, I could actually probably copy this one um and put it into the piano. Paste the settings. [Music] Let's see here. Let's remove that one. Actually, I want to do the studio delay. I like studio delay because you can pick these cool [Music] settings. Now it sounds like Mario. [Music] We're going to mute the uh bass. We don't need it right [Music]
now, but the cool thing about it is obviously, you know, it's connected to the piano. So, if I wanted to noodle around, I can do it, you know. But obviously I would move this over here if I was doing a full like an actual song, right? [Music] right? You could just mess around and noodle on it. Um, and it's right there inside of your uh, it's playing through this. Like for example, this right
here. Let me turn this down. And you can play drums. [Music] So that's kind of how I write music. I have never live streamed music because I never had it on PC. Uh so yeah, it's really fun. [Music] Why does it sound [Music] better? I need a [Music] snare. Let's do it really quick. So, let's duplicate this track. I just It's funny how all of a sudden it clicks and you're like, "Oh, that's what it's
missing." Um, let's do a different uh instrument here. So, if we go if we select our VST here, we can load a new preset. I could do a drum kit, you know. Uh, let's see here. Rock and rock kit. Okay, we'll turn on the metronome and let's find the the right instrument. [Music] Where's the snare? So that's [Music] bass. There we go. It's uh A and G. So hit record.
Here we go. You're thinking, "Wow, Thomas, that sounds horrible." Well, that's called being a bad music or bad performer, but I'm a really good producer. So, here we go. We're going to go to 1/16th here. Bang. There we go. And [Music] Let's see here. I like having that first initial uh kick. We need to do this cut. Did I quantize the proper one? So quantizing is when you b it's just automatic. It's automated. Uh, it's
automated like rhythm syncing basically. So, it's right. Yeah. Cut this one. It's super loud. So, hang tight, y'all. It's all about the producing and the editing. I'm a I'm a good editor. I'm not a good performer. And that's that's my magic. That's how that's how I've done everything in my life. I'm really good at editing also in like when it comes to relationships. I'm terrible at performing, but I can edit it so that it seems like I'm really good [Music] socially. We're going to duplicate the or uh have this loop. The way you do that is controll K and you're going to do a shared copy with one, two, three, four, three counts. So these are basically prefabs, right? This one I'm going to remove over top of that one. And so for the problem with with the problem with when you loop
things, the problem with looping things is it sounds repetitive. So the way to solve this is if I double click this, I can go I can think about, okay, how loud do I want the loudest drum hit to be? Well, I want it to probably be here. So it's right. So you're going to sort of bring these [Music] down. That first was a little too quiet. We could probably create some really cool uh like a fun sort of exciting techno song. [Music] So, you're like, "Wow, Thomas, that
sucks." I agree with you about the reverb from the drums. Um, hang tight, y'all. [Music] Quantise. We'll turn it down a little bit here. Yeah, I agree with you about the reverb. Let me let me turn this off really [Music] quick. That was kind of cool. That was a That would be a really cool uh end sequence, actually. Watch this. So, if I cut this here, I'm going to do one here and one here. That was like a really cool end sort of fill almost. So, if I cut this, I can bring this over here. And we can do that at the last [Music]
[Music] measure right here. That almost sound like the Ringtons. Um, so let's double check here. We're going to remove that. And then loop [Music] here and then this. All right. So, we're going to merge all this together. Actually, let's take these two and make a shared copy. And by the way, I'm just learning this, so I'm not going to be perfect. Um, [Music] Okay. So, I think I'm fine with this not having we're going to have just a simple
What I'm going to do is take these two shared copies, merge them together, and what you want to do is even though they are technically like looping, um you're going to basically take one of them, you're going to take the whole thing, and then if you put a sn [Music] uh a symbol, let's uh go ahead and add one [Music] Here a crash [Music] here. That's a little loud, wouldn't you say? We go. And then we need a fill here. [Music]
[Music] So, we need some kind of cool like uh let's go ahead and do a control K here and loop it all the [Music] Okay, we're going to add reverb to Let's turn off [Music] this. And what you could do here is I feel like this right here, we want to do we want it this to sort of just transition in. So I'm going to cut this so that I can have silence here. So sort of a [Music]
swell wait [Music] and okay. Um now we're going to kill all this crap. And we don't want anything [Music] [Music] here. I feel like a Christian soccer mom walking through the mall on a Tuesday. Isn't it great? [Music]
[Music] All right. So, what are we going to do here? Well, we're going to stop doing this. I'm having too much fun. We can't have that. Um, let's go back to Unity here and finish up our Steth All right. So, let's go ahead and ask away questions and I can chat with you guys while I work. Um, Walker Magun. Let's take a look at that one. That's good. Walker [Music] deadlier. All right, Jeb. Stop. No. And by the way guys, as you're just
joining us, I cannot share my screen with you. Are we made in URP? Yes, it's in URP. I can't share my screen with me because with you guys because there's a little too much I got to do here that is um confidential, right? [Music] And you know, a lot of the stuff, guys, with great with a great track is the mix and the effects and the reverb, uh, and the delay and all that stuff. Um, so you could take something like that that's super simple and make it sound really awesome with a really good mix, you know. Uh, when am I going to finish? What? [Music]
[Music] and what I'm doing right now is I'm just getting all the enemies finalized. I just can't show you them. Thanks for sharing the piano music, Thomas. Thanks for the great What was it? What was it? Will you finish it or will you give up? Don't be so dramatic. Uh, no, that's not I'm not writing a song. I'm just I'm learning I'm learning Q-base right now. And so I just in order the best way I've learned and I've recommended this to you guys before as well is the best way to learn is um to make something. And so I might finish it, I might not. Or I might want to say, "Okay, well I made a cool uh soccer mom song. I'm going to also just move forward and then make a more cinematic song or something." Uh okay. Almost done here with these enemies.
Oh boy. Dang it. Ladies and gentlemen, we have an we have an issue here with the walker with the elephant enemy. So, I need to fix that. I know you can't see the screen. I need to go back to the walker machine gun um and discard the changes there. Okay.
We're almost there, guys. One sec. And then I'll be able to share my screen. Uh, any other questions? By the way, why did you choose Cubase? I'd recommend you Ableton Live if you get any chance to still switch. The workflow of Ableton is second to none. Uh the only thing Qbase is lacking, well that's exactly why I chose Qbase because of familiarity with Logic Pro. So Ableton I've heard is kind of a loop workflow whereas Qbase and Logic Pro are more of a linear uh workflow. So I I like Cubase. I mean, and this is just sort of proofs in the pudding. When I opened up Cubase, I immediately knew
what to do. Um, so I really like Cubase a lot. Uh, it's very similar to Logic Pro in my opinion. Okay, so we're going to go ahead and try to finish up these enemies here. Good. Oh boy. So far so good. This lion. Get rid of the lion. Okay, good. Keep asking questions, guys, though. That's why I chose Qbase to give you an answer, though. Uh oh. Crap. Ah. Okay. Walker runner teleporter. So
the walker deadlier. I have an issue with that one. Okay. Almost there, guys. Why did I choose Unity over UEIE? because of again workflow the paradigm right that's really all it comes down to and often you know this is what I think people get confused this isn't this isn't a slight I think it's just it is true though game developers or musicians what composers who are new to the craft like to think in terms of which engine is better. Seasoned game developers who've been doing it a long time like to think in terms of which is better for them. Totally different way of thinking about engines. You have somebody who is um working or coming from the Flash era,
they're going to like Unity. Uh you got a new 17-year-old high school student who wants to get into gamedev. this is probably going to be better for Unreal um because they're not trying to learn a new paradigm, right? It's really comes down to the framework and the paradigm. Uh yeah. Okay. So, anyway, let's let's double check something here. Okay. So, we got a weird issue with this with this uh duck enemy. Okay, we're almost there.
Fair point about feeling good in Qbase when opening it the first time, but as you say, you choose Unity because of workflow. That's why I recommend you Ableton. I switched from Qbase to Ableton after 10 years. Well, it's that's fine. Um, but I really like Qbase. So, but I appreciate that. Thank you. Um, okie dokie. You're pro. And you might be right. Honestly, I'm not going to argue with you. Almost there, guys. And then I can share my screen. There's the best engine and then there's the best engine for you, right? There's the best software and then there's the best software for you,
right? All right, I think all the enemies are done here. I've cleaned them up so that they don't have to delete a bunch of meshes. Give me just a sec here, guys. Okay, one sec. All right, good. ZNA is much better. Hey Thomas, I'm having a hard time learning gamedev, but I'm using the
same room, desk, and monitors as my full-time job. I can't get into the right mindset and creativity feels drained. Any advice? Well, the way you framed that is almost like I frame things with chat GBT. I'm expecting them to tell me an answer. Um, I think what you want me to say is you want me to say to go find a better studio. Um, but I don't think that's the solution. Um, I think that getting into the right mindset is a problem. Um, one of the problems with mindset is uh that no matter how hard you try, if you don't have an end goal in mind or some kind of visualization about what you want the future to look like, it's so hard to get into the right mindset. The reason why you're in the right mindset for your full-time job is because you're going to get a paycheck. And so it's easy to get into that mindset because you have that security of knowing well every second I do something I get paid to do it. So with a making a game, I don't think you need a new environment. I think you need a visualization. You need to visualize what you're trying to achieve. What are you going to get in a year? What's the
goal after you finish a full year of working on your game? Is it going to be done? What are the reviews look like? Write out those reviews. I put those I I'll put those reviews on my wall or I'll write them down. Like what what do I want Kotaku to say? What do I want PC Gamer to say? What do I want? Which streamers do I want to play the game? How much money is the game going to make? And I visualize exactly what I get out of it. And that makes it so much easier to actually follow through and finish something. So, yeah, that's the idea. Um, what am I doing? Move. There we go. Clean up the teddy bear. Good. B Studio says, "I want to say your videos have meant a lot to me over the past few years. They've really helped me keep going for a long game dev journey." Yeah. Yeah. I agree with you
there, Spectrum. Oh boy. Dang it. Okay, we need to go. Give me just a sec, guys. This is a really painful process. Essentially, what I'm doing is um I'm deleting a bunch of meshes. The problem is is that deleting a bunch of meshes, it it's hard to explain, but all of my enemies have a root prefab. And so if I delete the root prefabs unnecessary meshes, all of the parent all of the prefab variants that are created from that root no longer have them. So I have to go reverse. I have to delete the unnecessary meshes from the variants at the top all the way down to that initial one. It's kind of a pain in the butt. We're almost there.
Almost [Music] there. Ah, that's not right. Give me a sec, guys. I'm trying to think of something here. Ah, yes. Any other questions, guys? Hey, Thomas, I'm rooting for you and I hope the final stretch of the product goes well. Good. Anyone have an idea why my human mesh, this is from Spectrum, which is UV unwrapped like Thomas showed in a tutorial, won't take my changes I paint into Photoshop. What What software
are you using, Spectrum? Well, you're thinking about it backwards. You have to you have to reimpport. you you if you change your UV in Blender, it's going to screw up all of your textures in Photoshop. You have to start over if you're going to change your UV. Um Oh, yeah. You if you're I I'm going to assume you're changing your UV. If you change your UV, it's going to screw up your your textures. Um, also if you're changing a Photoshop document and saving it, when you go back into Blender, you have to reimpport the Photoshop document texture. We got some lag. Sorry, guys. It's just the way it is.
Got to do run exploder first. Dang it. [Applause] Okay, give me a sec. Give me a sec. Shoot. You guys good? Are we good? Are we back? Does that Does that potentially um help you when it comes to the UV? If
you're trying to update that UV in Blender, you have to do it manually. It's not like Unity where it just uploads on the fly. updates on the fly. Okay, so we need to go to the runner exploder. Yes. Got it. Got it. Got it. Okay. This is such a surgical process here. [Music] Um, okay. Shoot. Okay. Shoot. Shoot.
Okay, I think we're good, guys. Shoot.
Sorry, I know this is boring, guys. Give me just a sec here. I know this is boring. Give me just a sec. Going crazy here. Okay. Okay. Okay. Okay. Okay. We're good. We're good. Good. Oh, we're so close.
I want to go to Disney World. Okay, almost there. Almost there. Good.
Almost there. All right. So, what I have done is basically every enemy now only has a single mesh inside of it. Uh, originally it was like 15 meshes and they all get destroyed based on what type of uh enemy they are. They get destroyed on start and we don't want to do that. Um, so we're going to remove No, that's good. Actually, we want to keep the random material swapper. So, yeah, they're all their own. Uh, wait, that one even we need to remove. Yep, there we go. So, they're all their own mesh now. So, there's it.
This was causing potentially a lot of issues when it came to loading in a scene because you have all of these meshes getting destroyed. like that's potentially like 300 meshes destroying on start which is hugely ineffective. Um, we have an issue here. Hold on. Wow. Hold on, guys. Tons of random meshes just living rentree inside of my uh there's more inside of my uh objects. This is crazy. So many. Wow.
Okay. Really cleaned that up. Well, we're not enabling and disabling. We're destroying. Um, yeah. No, we're not instantiating enemies in in this case. We're not instantiate instantiating enemies. Yes, you're right, null script, but we were destroying a bunch of meshes, which is not good. So, yes, you're you're correct. You're correct. Um, we're going to double check and make sure everything works here. I kind of show you guys the enemies that are in the demo. I think that's fine. Um, yeah, this is a temporary studio. This is my rental. Let's see if this works.
Works for me, man. Okay. Yeah. Right. It's most of these are made at start. I will say during the arena though, they're instantiated, which is fine. I don't know. Thomas, would you consider yourself a gym rat? No, I'm not a gym rat, but um I do like I go to the gym every day. I didn't go today because I am going to be uh well, I got a lot of hours to get in today. I got a lot of hours, a lot of work I need to get in.
Yeah, it's okay to destroy, but we're in in this case, I'm destroying like a thousand enemies or I'm sorry, like uh 200 meshes, and we don't want to do that. So, that's all done. Yay. That actually makes me really happy. I didn't realize it would be that simple. So, let's go ahead and uh push this to to to to to [Music] [Music] GitHub. Uh, what was I doing? Oh,
pushing to GitHub. Final fixes. All right, for those of you just joining us, just remember to check out Fulltime GameDev below if you want to start a video game studio from your bedroom and you want to make indie games and be make money doing it. I can't make any promises, but I can tell you what I've done. And that course below has 4,500 students worldwide. There is a 30-day money back guarantee. Meaning, look, if it's not for you, after 30 days or before total of 30 days, you'll get an instant refund, no questions asked. All you got to email is [email protected] and you'll get your refund. So, there's really no risk here. Check it out below. Use that 25% off coupon. You're going to learn not only how to make a game in GDO, Unity, or Unreal, whichever one you want to learn, 2D or 3D, but you also learn how to get publishers to publish your game, how to get uh hit the Steamfront page,
how to get funded on Kickstarter. There's a ton of stuff that you're going to learn, and you're going to learn from someone who's actually done it. So, click the link below, check that out, see if that's something you're interested in. Um, what other things do There's a guy who's been blowing leaves for the whole day. It's been 6 hours. Arm day. All right. What else do I got on my list here? Destroy me meshes in the enemy that are unnecessary. Well, we did that. We have a really interesting uh Oh, stop blowing leaves, please. Lord, can you make him pranking stop? [Music] Um, destroy meshes in the enemies that are unnecessary. Let's undo that one. This right here. Yep. Clear
that. All right. I honestly don't know what the heck is going on. Okay. Um, destroy sides that are unnecessary. This is going to be an interesting problem to solve here. Um, so basically what we're going to do here is there are a lot of parts of levels. So for example, floor one, there's a lot of parts of levels that have a bunch of stuff that just
live there and they're side they're they're really sides of the level that are randomized. So what I mean is, so let me show you. If you've played the demo, you know that this side is unnecessary. You know that's unnecessary. Right? You know that this left side is unnecessary. You know that that's unnecessary if we only go on the right side here. Yet all of this stuff exists. Now does it is there value in
destroying this? Um, I don't think there's value in destroying this stuff because it's deactivated by default, you know? I mean, it's a I think it's a memory issue, wouldn't you say? It's a memory issue. So, look, when I hit play, this stuff on this side is not relevant to the game because the right side is what you you're probably what you're going to play.
It's randomized, but let's just assume that the right side is what you play. The left side is all deactivated. It's never going to become activated ever. This whole side over here will never get activated during this playthrough. So, my theory is is that do I need to destroy this area? I don't think I do. It's not going to increase performance at all. It's memory. Right. This is a memory issue, not a GPU or CPU issue. The game doesn't really have memory
issues. I feel like no, it's not even called out. It's disabled. It's never enabled. So, my theory is it's a memory issue and it's not going to solve much problems for us. In fact, it may even cause more problems because you're going to destroy on start. I agree, Jason. Well, that's a whole that's a massive undertaking, Alex. I wish you could activate objects recursively. Don't you guys? Don't you wish you could activate objects recursively? Let's ask uh Grock. [Music]
Okay, let me get answer this message from Daniel Mullins because I want to get this video live. Yeah. So, that's not going to that's not going to help destroying the sides that are unnecessary. That's not going to help our our our optimization issues for
the game. So, I'm going to remove that. But I do I do wonder is it possible to activate objects recursively or additively I'm asking Grock, is it possible to activate objects in Unity without an FPS dip? What what do what do you call that? It's not a dip. It's a uh um it's a yeah in a routine. It's like slow. I wish there was a activate object slowly function. A frame drop. Yeah, an FPS dip slashframe drop.
I'm activating hundreds of objects at once and it causes a frame dip. A frame hitch. That's what it is. Thank you. All right, let's see what Grock says. Activating hundreds of objects in at once in a unity in Unity can cause a frame hitch due to the over due over overhead of enabling game objects which triggers various Unity systems. To minimize or eliminate FPS dips, you can use several optimization strategies. Spread activation over multiple frames. Okay, that's one object or uh one solution. Pre-instantiating objects at startups and keeping them deactivated in a pool. Um, no, that's not how it's not going to work.
Use entity component systems batch rendering. If objects are render heavy, use GPU instancing for identical meshes. Okay. Um, there's there's a question here, which is if I I I do want to batch my meshes in the game because there's like thousands of meshes in the game and and we need to batch them and and combine them. So, I wonder if we want to combine them first before we even want to try to do any of this stuff.
I don't love this because some objects require other objects to be active. You know, I don't love this because certain objects require other objects to be activated. And I think that's just going to cause a a ton of null reference exceptions.
No, I totally understand that. Totally mental games. I I do understand that. But there's certain objects like this one here. I'll show you. There's certain objects like Um, look at this. Here's an example. It's like why not just uh combine, you know, this set with mesh combiner, you know? Um, I don't know. It's just a thought. No, no, no, no, no. I mean, it's not a loading problem. It's an activation problem. It's not a loading problem. We're not loading anything. It's activating,
right? I Yeah. Yeah. I'm trying to solve this. It's it's a it's an interesting conundrum. Um I could show you guys it in action. We're using trigger zones that activate various objects as we move through a level. That's what we're doing. Gyro, but it's not loading. It's activating, right? So, if we zoom out, I'll show you how it's working. And obviously, we're using occlusion coloring, but you can see here
this area, all of the objects are activated. [Music] Um, but uh this area over here, nothing is activated, right? And that's a good thing. We don't need all this activated. Make sense? And then we make our way through the level and this area will activate, but you're going to see a hitch. The hitch will occur right about now. There it is. Did you see it? And that's because of all these objects activating. Um, there's part of me that thinks there's just a ton of uh I mean, no matter what you do, even if you get rid of all of the debugs, it's still going to have a hitch.
So, yeah, we're activating a hundreds of objects at once. Um, let me ask rock. Is it possible to activate an object and its children if it's a prefab? When you activate a parent game object, all its children are automatically activated. Oh, that's right. Duh. Okay. I mean, let's try this. We'll see if this works. Um, what's going on in the start here?
I don't like Okay, I like this script. Okay. the the activating of the objects. I like that. So, let's do this. We're going to go to our object activator script. Could it be this simple? Yeah. I Well, we're not going to do it by small batches. We're going to do it within the context of uh like five, maybe three seconds. One, two, three. Um
Let's push on Discord or uh on GitHub first, though. So, by the way, there's two performance issues that we're trying to solve with this game. The first one is frame hitches, and then the other one is just frame frame rate being low consistently. Um, oh, we already pushed on uh on like Steam Deck. A child cannot be active if its parent isn't though, right? So, basically, we're just going to go ahead and activate the parent objects. And my hope and theory is that um boy, we'll see. We'll see here. So I'm going to open up the object activate trigger here and um start go root. Okay. So this is our object activate trigger. Object activate trigger. It's very
messy. Okay, we can activate two objects. All right. Got it. Okay. So, what we're going to do is paste this script here. Activate all objects. Objects per frame. That's cool. It's so you can choose the speed. I love that. Um, and then we're going to start with like a parent group. Um,
okay. Uh, add let's create a new list. We need to create a new list here. This is this is going to be kind of confusing, but hang tight. This is really me. What we're what we're doing is we're working with a three-year-old script here. That's a mess. Um, okay. So, basically on start, we're going to create these various object pools. Um, can we do it this way? Really? There's object one pull. There's
object two pull. There's or list. There's two list. There's going to be four list. It's a mess. Just believe me, it's a mess. Um, and then we're going to do a comma here. That's going to be a list. Which pool? Why can't I do a list there? May I need it like this? You have to determine what it is. There we go. So, this function is going to go through a list and we're going to tell it which one to do it to, right? Um. Mhm.
Uh, what's the error here? Why is there an error there? Oh, it needs to be defined. Does it need to be defined? So, object one, what that is is it's a giant group of objects. Object two is like an optional group of objects that we can activate as well. It's a mess, believe me. So, we're going to go ahead and just do object two here. We're going to do deactivate which object one. There it is. And then this one's deactivate which object two.
Okay. Wow. Beautiful. Beautiful code, Thomas. Brilliant. Uh, it needs to come second. Okay. Right, right, right, right. Yep. Correct. You're right. Correct. Good. Thank you. Uh, that was great. I loved it. Um, Just for consistency sake, just so we don't go crazy here. All right. Good, good, good. Oh, I agree with you, Pab Cavalero. I totally agree with
you. No, here's guys, here's why we're not going to clean this code. It's like scaffolding. Okay, the game is about to be released and what's happened is every prefab in there's like potentially a thousand prefabs in this game where this object activator trigger script is being used and I've all I've precisely assigned which areas of the map are being loaded. And what's happening is if I change this code too much and I change the core variable, the the assignments go away and I have to go in and drag in every assignment on each level. So that's right. It looks like mom's spaghetti. And sometimes mom's spaghetti was fine. It was good enough for a Wednesday night, right?
Here we go. In itself, set active is not expensive is what I read. Correct. But components enabling and disabling meshes enabling and disabling lights, shadows, all of that stuff. Enabling is expensive. right there. Yeah, there's rigid bodies, there's physics, right? There's a bunch of stuff. So, we're going to try this out. See what happens, guys. All right, we've got a nice little co- routine.
here object. These are where the objects get activated. And what we want to do here is on awake, what we want to do is we want to add all of the objects in activate which object to activate which object. Activate which object we're going to change that to which object pool. There we go.
using it knows it knows what it needs to do. There we go. Okay. So, this is a for loop that's going to be created. So, what I'm going to do is create a new function called add objects to list. So basically all of the objects right on start all of the objects in that parent object all of the children are going to get added to the list. Is it possible? Let's try this. add all of the objects that are active by default to the object pool. Does that
work? Dang. Dang. This isn't going to work. Okay. add all of the objects, but only if they're active by default. So, it's only going to activate the ones that are currently active by default. Man, this is this is rough, but we're going to try it because there's a lot of objects that aren't active by default.
Okay. Add objects to list. And we're going to choose the game object. Which object? Good. If which if okay when I is lower than the child count then add them all. But only if they're active, right?
um and add them. It adds them to the correct pool. It's a list of game objects. witch pool. Okay. So now we need to go ahead and add on awake. We need to add all of them to all of this. So now it's going to automatically add the various objects to activate which object activate which object two
and then this is which object to object pool right same is true with the uh deactivate um let's let's let's figure this out here. Does deactivating Does deactivating thousands of objects in Unity take as much time in a frame as activating thousands of objects?
What do we think, guys? Do we want it to handle both? Well, the the problem with this, okay, you you said just handle it with both. The problem with this is that as we make our way through the level, certain things will get activated. Um, and having the parent just close it makes it a lot easier. Brent Todd, that's what we're doing.
All right. Yep. So, the activation. Yeah, we could do this. So we could say um it's a boolean set active equals true. That's its boolean. Uh it's default value. Okay. This right here is bull set active equals true. That's its
default. Actually, no, we can just do it here. There we go. Um, and then we say set active to set active. Right. I have a theory this is going to cause some serious problems, but we're going to go ahead and try this out. Um, here we go. If activate which object exists, do it to this list. Oh my goodness. It's activate object object. We don't want
that. We're almost there, actually, guys. Deactivate object pull. Deactivate object two. Pull. My brain hurts. Why am I getting errors here? Activate object pool does not exist. Oh. Okay. Uh, scroll down here. Same thing. Activate which object pull?
Activate object pull. There we go. And this one's going to be activate which object activate object to pull. and we'll we'll put all of the proper variables in there. So, it's going to be um true or false, true. So, activate um objects per frame. We're going to do it slow so we can see it. Same here. This is two and then this is going to be false. And it's going to be deactivate object pool false. This is two. Um, here we go. Oh my
goodness. I'm scared to press play. Um, good thing we pushed all of this. And I mean, I'm expecting some crazy hang-ups here. Uh, none of it's going to be used on start. It's only during a trigger event. [Music] So, we're going to see if we can watch it occur. This might really work. Basically, guys, what we're creating is uh an asynchronous load that occurs within the context of like five seconds. And hopefully the hitches are
minimal. Whoa. Already got a glitch there. I wonder why that happened. Hello. Hello, Buzz. Uncle Frank, where are you guys? What? I wonder if we got it. We're getting like a null reference exception at the beginning. Um, for some reason that
door something has it's something to do with the list. Oh my goodness. It's right here. That's one issue. Um, that's right, Jason. Uh,
activate me should only be firing when I trigger something. Whoa, my brain Okay. If the if activate which object name starts with D
or E, we want to use the activate all objects function. Oops. Let's do this or function. Come on. If the activate witch object starts with a
E or a D. Then we want to start we want to activate them the list using activate object pool. Why doesn't it want to build the There it goes. I think it's writing it. Why did that not work?
It could be Cabalero. I I tried Unity 6 twice and it didn't do anything. It didn't help. We need a new function here. So, we need to simplify this. Um but let's create write the conditions first. If the activate which object name starts with E or D. Okay, let's it should write it. Go on. I've noticed that about
co-pilot. Yeah, I've never written a script where we use starts with um like a Mission. Thank you. null script. We already know what it is. I've already done that. I've already
done all that. We know I know exactly why the hitch is happening. It's because we're activating a thousand objects. Um, okay, here we go. I just needed to know what the condition was. If activate witch object.name starts with e or d then you're going to do this sta this you know pull activation right otherwise just do a standard one that's really annoying. Um then otherwise we're going to do the a standard one which is uh activate object pool or no no activate which object set active equals true. That was what was going on with that door. Pretty straightforward. Um this is going to be a massive
function. Activate all objects using Um, activate all objects conditionally. I don't know a better way to put it. And the conditional check is going to be
which object. Okay, we're going to do which object and we're going to do true or false um boolean is active or set active. If which which object blah blah blah blah blah and then you say which objectactivate objects um which object let's think here we also need to pull
Why is it doing that? Oh, the list and then it's a bull set active. All right. Which object? which object pull and then set active. Uh otherwise this right here. Which object set active? Um which uh set active. Yep. Okay, so we have all these freaking functions here. Now, here we go. This is uh the biggest
mess I've ever seen. Activate all objects conditionally. Which object? One. Let's put that up there. If which object activate which object equals this? Boom. Activate which object two. Boom. And this is going to be which object pool. Activate which object pool. True. Good.
True. False. Now, for those of you who are just joining us and you're like, why isn't he cleaning up the initial impetus of all of this, which is why not use a list for the various object groups you want to activate? Why is he using which object one and which object two? Because we've used this system throughout the entire game, and we've manually dragged in all of the references for every single object activation trigger. And if I change it, it it's gone. And I have to redo it all. I have to go through every single level and redo all of the object activation triggers. So really, it's the Thomas you should blame is the Thomas three years ago who created this this
mess. Deactivate object pull. Nope. If de deactivate object one. Wait. Yeah, there it is. There we go. Do this. Do this. Good. Good. Good. And boom. Bare minimum. Um, this was a fun little experiment. So, what are we trying to do? If a game object starts with E or D, and that's how our naming conventions work in this game. Those are considered giant folders of objects. They're sections of levels, massive sections of levels that enable or disable or activate and deactivate. If that's the case, then we need to go ahead and do a
big old fat object activation that takes uh that does five objects um per frame slowly like Minecraft appearing. Otherwise, do it instantly because it's it doesn't even have that many objects. Let's go. Is that the correct name? Yeah, you could see the conventions here. These are giant um objects here. But there's certain things that won't activate like this right here. Right. Uh let's enter play mode here. game object clear. Uh but if the
children and parents are saved as active, one instance you set to active and then when you need to set active, all of the children will follow suit. We'll we'll see. We'll see. Hang on. I just want to see if this works like to some degree. Okay, let's see if the door gets fixed here. This should be fixed. Yay. Okay, that works. So, that's good. Tiny, I have a confession to share. It's about the prize. Okay, here we go. With care, the prize is not quite what you'd expect. It's true.
Hello, Mom. Dad. Okay, let's see if that that the list was even made. [Applause] We have all these act object activation triggers. Um, so we're going to select them all and find out where they are. So, there's one right here. This is the object activation trigger. It's right
there. There it is. Is the list generated? Well, it's not public or uh it's not serialized. So, let's go ahead and serialize it. We're going to try again and we're just going to look and see if this is even act generating a list, right? um that. So something's something's something's breaking throughout these various functions. What? Something's frozen. Okay. Um All right. Here's the list. It's
empty. And it should spawn the list. And all of them will spawn immediately. These giant pools. There we [Music] go. That's great. That's what we want. Now, deactivate witch object. That's not spawning a list, which is great because wait for it. We don't we don't have a deactivate which object too. So that's great. All right. I should really rename it to deactivate which uh group. Okay. For some reason the activation is not occurring. So that we're going to find out where is there we go. Okay. Activate which objects? Activate all objects
conditionally. Okay. So, let's do a little debug here. debug.log activate objects now and they are which object pool right debug.log activate single object
[Music] We are making progress. Yeah. Yeah. Yeah. All right, let's go ahead and test it out. Welcome. Tiny. I have a confession to share. It's about the prize, so handle it with care. The prize is not quite what you'd expect. Activate object pull. Now, which object?
Why did it happen five times? What? Oh, wow. You have to activate the self of that object. That's the problem. What is this called? This is called the door choice hub. Okay, this needs to be active for any of this to be relevant.
see. Okay. So, we need to set that object itself active first, but only the active self. Um yeah. So what we need to do is which object we need to set active. What is set active recursively? What is that? deprecated. Is it possible to use set active recursively
in I know what it is. I I used it six years ago. Yeah. Which objective self equals set active? That's a readonly set active self. How do you do set active self? This is a big problem. Oh, wait. Let me think here.
You can't use self. No, that's not it. man. The problem with this is
uh man Um, what we're going to have to do is activate all objects, set it to false. Uh, what do you do? Is it this? No, it's this. The opposite of this. And we need to do like a thousand. And then set the object
active to false. So you basically deactivate everything. Then you set it set the object active to false um or the opposite of whatever it is. And then you activate everything.
This is going to be terrible. The computer's going to catch fire. Well, it's not going to be slow because it's checking a single object string. Gyro, because gyro, that's what we're doing. That's what we're doing. Um, okay. So, what's happening here is if it's saying, "Okay, I want you to activate an object." It's saying, "Okay, we're going to activate everything or we're going to deactivate everything in the list. We're
going to activate the parent object and then activate all the children." Bing, bang, boom. Honestly, we should do this. Yep. This should be done when the list is generated.
So when the list is generated, we then deactivate uh this right here. Yeah, we deactivate this. We deactivate that object. [Music] Okay.
Okay, so we're adding we're adding a bunch of objects to a list. Um No, we don't want to do it here because because we're adding objects to lists and sometimes those objects are actually activated um by default.
So what we need to do we say if which object if which object is uh active. If it's not then we can go ahead and deactivate all those object all the children. No, sadly I think this is going to have to happen at runtime, which is a real shame. Boy, this is a this is going to be a tough
[Music] Now, let's look. That's set to active, and it shouldn't be. Those should all be deactivated. Why is not Why is that not doing it? [Music]
Wow. No, we're not going to do it here. We don't want to do any kind of stuff with object activation until here. Activate all objects. Which object pool set active? We're going to set this to the opposite of it. We're going to do it fast in a frame. So, we deactivate everything.
Okay, this is hilarious. How do I deactivate everything instantly? The problem, guys, what what here's what's going going on. I can't just activate the parent object and then activate all the children without all of them being deactivated to begin with. The problem with doing that is it's redundant. I'm going to have to deactivate them here.
[Music] Yeah, I agree with you there, but I'm not sure that solves anything. Um, but we can try that because at the end of the day, if if an object is a child and it's deactivated, if this is deactivated, it
doesn't matter if I activate this. It doesn't do anything. Look, doesn't do anything. Well, ladies and gentlemen, we've got to figure out this solution. We're going to, but not today. Be sure to check out full-time gamedev below to learn how to secure funding from a publisher. Guys, making games is going to be a pain in the butt, just like it was today. Welcome to gamedev. That's how it goes. Um, even if you're an idiot like me, you can still make games full-time. Trust me, I've done it. I could show you how to do it. So, check out full-time gamedev below. Get 25% off for the next 5 days. If you want to learn Unity, GDAU, Unreal, but more importantly, and you can pick whichever
engine you want to learn, but more importantly, how to secure funding from a publisher, secure funding from Kickstarter, uh, hit the Steamfront page, get press coverage, get YouTubers to play your game. Check it out below. But Thomas, your coding sucks. Well, what what am I supposed to tell you? You know, you could be a terrible coder and somehow like me still get funded. I'm currently funded by 3D Realms. I've been published by Armor Games, Serenity Forge. So, hey, if an idiot like me can make games, so can you. So, check out the link below. And if you're a student, let me know what you think about it in the pro in the chat. I love you guys.
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Distilling the key insights…
Thomas Brush · 2026
Deconstructor of Fun · 2026
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