GAME IS OUT NOW. Also, on the note of 11:38 Getting rid of bushes. In the comments it was correctly pointed out that you don't need to lift the block nearly as much. If you're lucky, just interacting with the control node for lifting the bottom might do it.
Definitely wouldn't be surprised if this comes in the future, mod community could also do amazing things with this game. Hopefully it will be as simple as steam workshop support
would be really cool but I imagine it would be quite a problem for the AI with how we build doors and stairs, use walls and fences, or paths, water and flower fields as decor (to make walls and building blocks behave the way we want too). Not to mention the multi-layered building walls which have no doors or pathways at all. I personally hope for Campfires, Candles and Hearths for the Lighting decor. Pavement as a path option. Better or more intelligent ways to make stairs. Retaining walls (eg. after placing you can increase terrain behind the wall but the other side is unaffected) Timber as a wall option (and i mean full timber and not half-timber) Grain and Crops for Flower brush. And maybe bridges when using paths (or fences) over water but the stepping stones are also quite nice
I tweeted the same thing to the devs. This "game" is so good that it already feels alive even without actual citizens walking the streets. But having Gladeians live their life in this game will be phenomenal.
I kind of have the opposite problem! All my building has become so... formalized and formulaic that I'll build something that I think is so technically impressive but then I see somebody else post their whimsical "I just started and kept going and this is kind of what I got" build on the Discord and I'll look at it feeling like "That's so much more creative than anything I produce! qq" Other people's builds will always look better than our own, I think :D
It's the double-edged sword of "building tech," innit. The things that I build myself fall apart into their component parts when I look at them. "Ah yes. Block with arcades. Rustication for the ground floor. Some buttresses to detail this area where I couldn't fit a window. Executed reasonably well. Nice job, I guess." But when I look at something somebody else built, I have no idea how they did it initially so my eyes get to take the whole thing in and I recapture that WoW!-effect of being able to just look at something and say "Looks great!" The whole is greater than its parts, etc. etc. but with 300 hours in the game so far, I struggle to see the whole when I build! Edit: That being said, I've been absolutely blown away by all the positive feedback, thank you truly! Edit after the Edit: It also doesn't help that I tend to build what I know! So people building what I don't know has a whole different effect on me :D
This is so cool!! I am really looking forward to the day a mod will allow to put nice little characters in there and let them enjoy their nice village and wal around those beautiul streets
Great video and I must say, not like you haven't heard it before, this build is on a level that most Architects only dream of achieving throughout their entire lives.
ich saß hier grade 'ne Minute sprachlos vorm Bildschirm - wie krass ist das bitte, was du da baust! ich hab mir das Spiel direkt geholt, aber schon gemerkt, dass es auf meinem Laptop recht stockend läuft und ich außerdem wohl nicht so intuitiv bin, dass ich tolle Dinge bauen kann. deshalb bin ich sehr froh, deinen Account gefunden zu haben :)
Wish I had a better suggestion than "In the video settings: Turn your Render Scale to 0.7 and see how that runs" but that's all I got unfortunately... on the off-chance that you *haven't* tried that yet, that's the only real remedy right now. That and turning off Vsync - which also isn't a guarantee.
Been watching ton of Tiny Glade videos and impressed with people's smaller builds. Had no idea it was capable of this kind of scale. Really hoping they continue to expand the game, bring other architectural styles, etc.
Holy moly, I just got the game and am only a few hours in. I am proud to have two story buildings in a tiny village .... LOOK AT THAT! Wow, the patience you got to build in those narrow spaces and guiding the camera. This is very inspiring! *.*
I love this video sm. I've been dying to try this game ever since I found out it was being developed and just bought it a couple of hours ago. I played the demo but was extremely confused about the mechanics, so it's amazing to find a tutorial SO WELL EXPLAINED about every single thing. ❤️
Can’t believe I watched this whole thing! It was very fascinating. Just bought the game and played with it today. Will be trying your tips for sure. thanks.
I am so excited you finally posted a video in full released version of the game! You did an incredible job with this city, it’s my favourite screenshot from the steam page 😊 so detailed! I learned so much from your tutorials, thanks to the very inventive glade community ;)
Ur a G man. I subbed about 2 weeks ago when I saw another creator use ur tips. Been watching all your vids since. Keep it up man! And I’m excited to see where your channel goes in the future!
Found out about Tiny Glade yesterday, right before release. Already sank 5h into the game, looking forward to buying it. Very excited to see Tiny Glade's future!
Go and have a blast, hope you enjoy your time! Plenty of fun to be had before worrying about "build tech" Come back if you find yourself at an impasse!
A RU-vid video on Tiny Glade popped up on my feed last night which prompted me to get out of bed at midnight to download it and try it out. Group selection and duplication would be very welcome.
I really enjoy your videos. Love the tips and tricks, by the way. I really enjoy this game. It is so relaxing. I can only think of 2 things that could be very helpful. A clone tool would be fantastic. Also I would like the ability to manipulate the 8 points on a cube. Even with out those tools I find myself losing track of time playing this. It is so easy to spend a whole day in this game. Thank you so much for sharing your time and creativity. I always look forward to more. 😀
Deine Stadt sieht ziemlich nice aus! Fühle mich jetzt allerdings ein wenig ahnungslos, hatte keinen Plan was alles möglich ist :D Danke für die ganzen Tipps!
o7 my pleasure. I do think that's one problem the game suffers from. If the player doesn't make the first step in connecting the dots - if the player doesn't go "Aight, these are my tools? Well I know what I want to make so I'll milk these tools for all they're worth to get there." then the game's sort of lost on them ^^ Beyond the example glades that you get when making a new map, there's nothing to poke people into thinking bigger or more intricate than the two default block options. But how to motivate a person to be creative with a blank slate of tools is also desperately tricky to design for... Hope you get your money's worth! Thanks for stopping by
This game looks so beautiful! The main thing I'd wish for is more creatures. Our own planet is being destroyed by biodiversity loss, and a game which shows how more types of plants and water etc. means more beautiful animals would be amazing! Maybe this has already been made but I think it would suit this style of game so well ❤
It's not much but at 6PM there's gonna be another video that's just me walking through the city from the intro but without commentary. Consider it a showcase of sorts of the entire build! Will have to see about fresh video ideas beyond that. I do have assignments due :'D
Get out of here, this was made in Tiny Glade? This is insane. Totally going to get this to up my DnD get handout game. Your creation in this was outstanding!
Cool, need to see a floating castle build taking that glitch and running with it. Btw requesting any way to make boats if at all possible for the water areas
Very helpful, thanks. I shall be watching small parts of your video and then trying to reproduce what you have done until I understand it, then move on to the next tip ... going to be a lot of dipping in and out.
Dieses Spiel ist ganz nach meinem gusto. Übrigens hört nur ein geübtes Ohr deine Deutsche Herkunft heraus. Dein Englisch ist Einwandfrei. Sehr guter Video
The demo was limited to a small circle within the clearing, yeah. The new bounding box runs through what used to be the edge of the wooded area. It's about 24x the size of the demo area.
Honestly? I "blame" the fact that I was in the first playtest. Plenty of people consider the game limited in its tools now. So you can only imagine how it was July of last year. There was some low-scale experimentation pretty early on, but for me personally there was a real paradigm shift between the first and the second playtest. Where I reflected on the feedback I had written and the game and started to think of ways that I *could* have done X, Y or Z. So starting with the second playtest the floodgates were open :D That's kinda how the "Thinking out of the box" paradigm started for me and for others in the community. And of course, as time went on and we got more and more used to Out of the Box solutions, those Out of the Box solutions also became easier to arrive at because you get used to thinking that way. I definitely get MAJOR idea block still. But it's giga helpful that there's others to come up with something who can get you thinking about a given tool differently again. To not see it through the lens of the uses you've already found for it, but from a perspective of what it can *actually do* Hope that makes sense :D Certainly I owe a great debt to all the other creative people in community
If I had to put it down to one thing, I'd say space management. Individually most of the houses in the city are quite small. If you were to take them into an empty glade and just plop them into a field, you'd be justified in saying "That's hardly a house at all!" But once amassed in a city block, that small size of each individual house really is what sells the illusion of a large town. For my city it also helps that I kept a lot of the roads narrow, saving space. I've tried also tried to make sure that I break up long sightlines. In the original layout I could see from one gatehouse through to the other side for example. That broke the illusion of a large town. So I changed the road layout to make sure that I can't see the other side anymore. Hope that helps!
I can't say that I've heard of them before - had to check them out now that you've said it, of course - but with years of Minecraft under my belt and a penchant for rustic medieval builds, I can see it.
How much time did this build take you? Omg! I feel like you could walk around this village for hours and find new things. I’m so excited to start playing this game.
I honestly can't say. I know that the church in its original configuration took 3 hours and something. Each segment of the wall took 15 minutes. I worked on the main bulk of the town over 3 days. Then I've been revising it on and off ever since. I honestly can't say.
Tolles Video. Ist deine Intro-Stadt-Map riesig, kann das sein? Ich hab das Gefühl dass die normalen Maps relativ klein sind, dabei würde ich auch gerne wirklich eine ganze Stadt bauen :D Danke für die ganzen Tipps!
Same size as what everybody else gets in the full game! The map can seem smaller than it really is... or larger than it really is. A lot of it really comes down to space management and a bit of ...artistic direction... I guess. If you keep your buildings small, make sure to break up long sightlines so you can't see from one end to the other and keep things organic so your eyes get lost in the sauce... then you can squeeze quite a lot out of the building area. Otherwise if you start too big, space your buildings too far apart and skimp out on detailing, then you might find yourself running out of space way earlier than you would have expected and feeling like everything is a bit "barren." Thanks!
I bought this gamr 1 day after release, but I feel so less creative then everybody because they have creations like yours, what can I do to to be a bit more creative?
For me it's a process of looking at what other people have built, getting jealous like "Aw man that's a great idea, I wish I had thought of that!", then working on emulating their build while putting my own spin on it, so in the end I at least have "I may not have thought of it first, but I did it better!" And that satisfies me until I look at the next build somebody else did. All in jest and without any ill will, of course, but that kinda is my driver a lot of the time
I can! And I actually did for the town walkthrough qq because that's a more... visual ...experience? If that makes sense? For this one I saved myself the rendering time because I figured as long as you can see what I'm explaining it'll be .... fine? But for the future I'll keep in mind that there's an interest in visual fidelity even if it's just me trying to peddle couch designs! Thank you!
@@freakout3516 I think watching almost 3hours with a more confortable viewing experience would be great but I can understand if the rendering time is nuts. But I think almost all gaming videos I watch on YT are 60fps so this one stands out to me, idk maybe do a poll to see if your viewers care or not ^^?
I can totally see that. I'll count as another reason for recommending people not to watch it front to back lol And nah, not necessary. Subsequent videos, whatever they may end up being, should be shorter so render time should hopefully be less of a concern! Hopefully... I'll find out first time I try :P
I don't understand how they neglected the variety of plants, bushes and flowers......having only the same trees and the same flowers is depressing and not in line with certain dioramas.
I can see that, yeah. Obviously I'm more drawn to the brick and mortar aspect of the building so I don't think about it too often. But yeah. The default plants the glade comes with, two types of bushes, a purple flower, the same flower in blue.... vines I guess.... and....yeah. Definitely room for more variety. Thanks for stopping by!
It would be really helpful if you made a bunch of shorter videos explaining the different features. It’s going to be easier for people (ok, easier for me) to watch a 5 minute video of “How to Make a Portcullis in Tiny Glade” or “How to Make Boulders in the Water in Tiny Glade” or “How to Build Sky Castles in Tiny Glade”, etc…
It's certainly a possibility for the future! And I'll make note that there's interest in it. I've gotten a couple other comments regarding it. I might try and straddle the line in the future. Only put as many things in a video as I can fit in the title perhaps. I couldn't subject my existing to subscribers to 62 videos on their page for release though and didn't want to dripfeed existing tech to people for a couple of weeks. So the "This is what we have so far" megadump was my solution lol Similar to the video I released for the demo. But for the future, a change in format may be in the cards. Gotta figure out what works for me and what is still bearable for a viewer. Thanks for stopping by and taking the time to give feedback!
I'm afraid the map is one size fits all. The city that the intro and some of the subsequent sections are set in is your best indicator for size in this video because it pretty much fills out the map. The main gameplay consideration is that the game hits a CPU bottleneck once you've filled out the map. Because of the way the building engine works with its procedural elements, it checks a lot of nearby objects whenever you make an edit. Optimization should only improve, I hope. But yeah - give the players a max map size that's too large and they'll be able to stuff it full to the point of unplayability. That sort of deal. The other thing is that I don't think the devs expected people to want to use Tiny Glade as a city builder as much as we did lol So our demands are kind of at odds with the original vision. It's an ongoing debate. If you give the game a try, I hope you'll be able to get your moneys worth with the size that the map is. The future is very murky in this regard though because *a lot* of people have been asking about a future increase.
Aye, it can get pretty nutty. Depending on what you're trying to do anyway. If I wanted to use e-sports terms, I'd say that Tiny Glade has a pretty low skill requirement but an unexpectedly high skill ceiling. I'd be willing to sell the game to anyone as a silly little doodling game. But what I'm trying to sell you guys is the idea that with a bit of elbow grease, it can be so much more. And... yeah. That's gets hard fast.
thanks for the tips. I found it strange that we are claiming responsibility for or taking ownership of things that you can do in the game, but what do I know.
Truthfully, I don't think anyone cares. Certainly nobody that I ever asked before. The one thing I don't want to be is the kind of RU-vidr that plays himself up to be the genius of XYZ-Game building but when you look behind the scenes, you find out they're just repackaging other people's ideas lol So I credit. More because it makes me feel better than anything else
Oh, crud! I've been asked for them on previous videos and I was like "Oh that's so true, I should really do that." then I immediately forgot for this one. Absolutely. I'll get right on it
Aight, I pushed out the automatic captions. You'll probably have to reload the page, but they're live now! Thank you for pointing it out, sorry I didn't have the mind to think of it myself!
@@freakout3516 that's ok to forgot no worries, thanks a lot for adding them this quick 🥰🥰 you seems to have push the game to another level again it look amazing !
Couple of things I could put it down to though I'll have to guess, of course, without being able to see. The most "Did you turn it on and off again" first step would be: Because the "folded in half arch" tech that we use for the crane requires a fence arch/gate/whatevertheyrecalled, we do need a patch of Path in water where the fence is placed. Beyond that if you got your arch just fine, then it'd be: There's two different controls that affect height. The height of the wall and the height of the arch. For fences the max height of the wall is quite low. But the max height for the arch is much larger so you'll want to crank up the latter. The arch height you should be able to access by hovering your cursor over the "inside" of the arch. If it's folded properly, then the white overlay should look like a ] type deal. You should be able to click and drag that upwards. You may know that you can right-click walls and fences for controls. So I'll point out here that the arch-height controls aren't included in that. So if you have the fence right-clicked, you won't be able to interact with it. I hope any of that helps!
Yes! If you place a house - not a wall - a house onto water and draw path underneath the wall, it'll generate an arch with bars through it. So where the normal calculus is House + Path on Ground = Empty Arch It's House + Path in Water = Arch with Bars
Ah, you're right. I took some of the footage before the Path Brush was changed from 3 preset sizes to one sliding toggle. Stairs will appear anywhere where a path intersects a block with a flat roof if that block is too short for doors and arches. There's an indicator that appears on the side of the block when it's the right "height" to receive stairs. It's a bit of a ... toothed... brick sort of skirt. I recommend taking a block, putting it on flat ground, setting the roof flat and then just decreasing its height until you see something spawn on the side of it. That should show you. I might do a video about Controls 101 soon. I made one for the demo but having looked around a bit, there does seem to be a market for an update. Hope this helps!
It definitely performs noticably differently between a starting glade and the town I built. It used to border on unplayably bad but has already come a long way since then. Hoping for further optimizations. Generally, you're more likely to get bottlenecked by your GPU in emptier glades and more likely to get bottlenecked by your CPU in more built-up ones. I filmed this on a PC with a Radeon RX580 GPU and Ryzen 7 2700X CPU. Make of that what you will.
100% agree. That's why I lead with the timetable right at the start lol Take a look at the chapters either on the timeline or in the description and click on whatever sounds interesting. Nobody should listen to me waffle for three hours. But I also don't want to shower people in 62 shorts...
As in, the inside of a building? Depends on what you're looking for and how you're approaching it but generally: Yes-ish. You can't hang a lantern from the inside of a wall unfortunately, however: The inside of a house is usually just empty so you should be able to place a lantern on the ground just fine. Position it right and you can most of the lantern beam in the wall so it looks like it's *kinda* hanging from the wall. If you're using a "base plate" like I am at 1:16:50 and onwards, it gets a little harder. You can place lanterns on the ground there as well, but they'll be literally sitting on the floor. No beam to hold them up high. In this case, you'd actually have to place the lanterns first (or move the floor out of the way) and then bring the floor over top of them. You'll lose a bit of height on the lanterns because part of them will be clipping through the floor but that *would* work. Hope that answers your question! Anything interior-related is very much an exercise in abusing the game mechanics.
Bought this game an hour ago and can't for the life of me work out how to make a door (even with watching the "open doors" section of this video). Please can someone give me a clue? I also saw in the FAQ that there's a link to a discord channel in the main menu but I don't actually see it. Help pls!
There's two kinds of doors! Place a house - square or round - on the grass. Take the Path tool and draw a path leading into the wall. That should create one day. Note: Not just up to the wall, but straight through it. The other kind you make with windows. You need a wall and underneath it a flat rooftop. If you move a window down to the ground level of the flat roof, it should morph into a door. I made a video about the basic function of the demo a while back. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fm17yiDKTzs.html At 4:40 ^ I demonstrate the Path + Wall = Door ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fm17yiDKTzs.html At 6:57 (same link, new timestamp) I demonstrate Window + Flat Roof = Door Hope that helps! As far as the Discord Link is concerned, I believe in the demo it took a while to show up! I hope that's still the case, otherwise I have no idea qq
@@freakout3516 Thank you for the swift response! I'll check it out now. Very much looking forward to finding the discord so I can bore people with my stupid questions there directly. Fwiw the game looks beautiful. I have a stressful job (QA lead for an online security company) and this seems like exactly what I need to unwind after a long day's work. Thank you for making it.
Generally you should be able to change them at any time after you've placed them. However, before placing you can click & hold left mouse button. If you click & hold you can drag the mouse around to change the dimensions of the block before placing it.
The "game" is to create a massive, uninhabited ghost town? Can I export my buildings or towns for use with something else? No? I can just look at it and take pictures? Yay.... It looks cool and all but it seems like this has MAYBE a couple hours of gameplay before it gets old.
Aye, same as playing Minecraft in Creative mode and just building for the heck of it. A creative outlet for the absolutely talentless (me). Definitely not for everybody, much like Townscaper.
@@freakout3516 But Minecraft has an entire game you can play. I would imagine you can take the stuff you learn in Creative Mode and utilize it in the regular game. The demo for this felt hollow to me since there's a lack of life and nothing we can do with these cool things we've created. And yeah I agree, it seems like a lot like Townscaper. A friend bought that for me "to unwind with" and I think I played it for like 30 mins.😆 Although Tiny Glade is a lot more cool than Townscaper.
@@SchmokinJoe I can understand why some people may find it a pointless endeavour, but many people just enjoy building environments and love to experiment with how far you can push the 'limitations' of such a game. I enjoy it less when I'm given everything I could need to build something, to me, the gaming element is finding quirky ways to create things that the game did not predict I would do, and yes, afterwards I can just just walk around it and take pictures and think 'I made this'. Not for everyone, but there are types of us that adore this kind of thing,
I am excited to doodle while listening to audio books. To me it has hours of potential while I fall into a deep reading hypnosis lol one man's trash is another man's treasure I guess
From that description I can only sort of guess at the problem. What decorations? Window decorations, ground clutter, something else entirely? What window, if applicable? etc. etc. As a general note: The square windows have decorated varieties. The "gothic" windows with the pointed arch do not, nor do the arrow slits. The ground clutter itself can't be clicked as its tied to windows. Clicking the window *should* generally change it but sometimes the game comes to the same result a couple of times in a row which can make it seem like it won't change. Would need more info to be sure though
"You can exert control over these bushes" way to make me feel like a fucking god MUWAHAHAHAHA 😈 these bushes exist only with my permission. Pesky bushes.
It's a very common sentiment, yeah. It does kinda feel like the playerbase has taken the game in a much more... lively direction than what was originally intended. At least the early showercases seemed to point more towards ruins, lone shacks and hamlets where the lack of people is less noticable. For myself, I kind of enjoy the atmosphere - empty though it may be - because it gives me a liminal sort of "everybody is just out to get water right now" vibe. Oven's on but nobody is home - kind of deal. From what I can tell on the Discord, the feedback regarding lack of people/life in general *is* being heard. Certainly the devs seem more open to the idea than I myself are, admittedly. So I hope for you and everybody else who's been sharing the same sentiment, that they'll have good news about the road ahead once the immediate post-release period is behind us. Thanks for stopping by!
Hi there! I made sure to double-check so the reply is a bit late. Unfortunately not. The flower eraser only erases what the flower brush placed down. Other plant clutter doesn't care about it. Really is quite ironic that you can use the flower brush to remove flowers but the flower eraser doesn't work for them... Hope you're having a good one!
It's the biggest ongoing debate, yeah. The scale at which the players want to build has overtaken and is now running laps around the scale that the game was designed for. Only the future can tell if the devs will catch up and readjust the game's scope or if Tiny Glade will be Tiny Glade forever. Nobody knows, really.
I can’t play the game because of a convoluted mess of graphics driver issues and not being allowed to download a needed one because it can only be HP specific driver but also HP drivers for Windows 11 don’t exist and I can’t go back to Windows 10. So until I have the money for a WHOLE NEW LAPTOP I’m just plain old fucked! Genuinely ruined my otherwise amazing day.
Drats. Sorry to hear it. Drivers have definitely been the most pervasive issue with the game's development. Drawbacks of the devs writing their own engine - GPU/Driver compatibility is all up to them. Hope things improve for you in that regard before long
Update! Person on HP Community Support found me a slightly convoluted workaround involving extracting the exe file with a separate zipfile application so I could select it as an option in device manager to manually force it to update. So now I can play the game!Unfortunately my computer and it's base graphics card are old as balls by computer standards (six years old) so the game runs incredibly slowly. On the genuinely bright side the devs responded to my comment about this on Steam and they're hoping to have the game working with GeForce Now in like a few days or so! (?) So then hopefully me (and anyone else with issues) can play it using a digital pc.
Oh wow what an adventure! Glad things are looking up in any case. And yeah, Tom and Ana have been awesome about community outreach. I was surprised to learn how many people actually use the Steam forum. Fingers crossed for Geforce Now!
It's in the works, I'm told! But with an uncertain future. The main problem being that the API that the game uses for a lot of its graphics stuff is not supported by Mac. The current approach AFAIK is to translate from the API to the one that Mac OS uses. But that's been very buggy so far. If they can iron out most of the bugs, we'd be golden. If it turns out that they have to rewrite a lot of the graphics-related code in order to get it to run on Mac... then we might be in for a longer wait.
'fraid not. PC only, currently. Game relies heavily on raytracing and other fairly resource intensive tech. So a version of Tiny Glade that could run on mobile is not likely any time soon.