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Why Solo Developers Should Use Unreal 

Thomas Brush
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I chatted with @TwoStarGames to discuss why he used Unreal as a solo developer to create the smash hit Choo Choo Charles...
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27 дек 2023

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Комментарии : 867   
@thomasbrush
@thomasbrush 4 месяца назад
For the record guys, I'm sticking with Unity! But it's good to know the reasons why Unreal can be used as well! ► Get 50% off Full Time Game Dev: www.fulltimegamedev.com/ ► Enroll in my FREE 3D course! www.fulltimegamedev.com/sign-up-easy3d ► Get my 2D Game Kit Free: www.fulltimegamedev.com/free-game-kit ► Learn Game Dev (Get 25% off with code LETSGO): www.fulltimegamedev.com
@fuseboxjackson2789
@fuseboxjackson2789 4 месяца назад
this is 100% random, watch the indie show bigtop burger made by worthikids DO IT!
@Nullscr1pt
@Nullscr1pt 4 месяца назад
you add in a bunch of 3rd party addons to unity and its pretty darn close to unreal.. especially for a solo dev. with Unity 6 when they fix alot of the issues with performance with the meshes, it will be even closer... at the end of the day, its not "Unity" thats stopping you from making money, (like being on Unreal would fix it). its your own effort / talent / skill, you can make a good game on both platforms...
@BadBanana
@BadBanana 4 месяца назад
Agreed. I'm always telling people there's hundreds of ways to code a simple movement controller No one developer does it the same way. So go learn your way and save it as a script or blueprint and keep updating it as you learn Eventually you'll have a game you can import and reskin and resell
@NoiseFr3ak
@NoiseFr3ak 4 месяца назад
Id say that purely for 2D the best thing to go with would be Godot
@embrex104
@embrex104 4 месяца назад
Hey, I wanted to know your thoughts on Godot too? Seems like an up and comer.
@onethousandxp
@onethousandxp 3 месяца назад
Bro really doesn't want what's behind that door to get out.
@nikdudnik
@nikdudnik Месяц назад
He's keeping his darker side in there. 🤣
@Allibie
@Allibie Месяц назад
Thats wherre he keeps the people that say "thats impossible to do in blueprint"
@revalreval
@revalreval 4 месяца назад
Did anyone notice how many locks Gavin has on the door?
@prestonwoolsey2488
@prestonwoolsey2488 4 месяца назад
Yeah wtf?
@Paul0880
@Paul0880 4 месяца назад
Meant to be a joke from the Dev logs, but it wasn't funny from the start tbh.
@Ab19647
@Ab19647 4 месяца назад
First thing I noticed. It’s like someone is out to get him. Probably the folks at Unity. Their decision making hasn’t been the best of late… 😅
@Ceej16
@Ceej16 4 месяца назад
yeah i think charles is after him
@YVZSTUDIOS
@YVZSTUDIOS 4 месяца назад
I thought it was a Silent Hill 4: The Room reference 😅
@capitanhotcake1378
@capitanhotcake1378 4 месяца назад
6:14 "You can make a game wrong and it be profitable" AAA games: Yes
@SlumpogMillionaire
@SlumpogMillionaire 4 месяца назад
EA liked that.
@dtracers
@dtracers 4 месяца назад
making a game wrong only matters when you need to fix a bug or it is a live service. if you dont touch it after release who cares what it looks like
@cibularas3485
@cibularas3485 2 месяца назад
FIFA: YES
@Ezfar1995
@Ezfar1995 Месяц назад
Ubiaoft: **coughs** **leaves**
@ChipboardDev
@ChipboardDev 4 месяца назад
As a struggling indie dev, I like how you mention that there's a million ways to do something, and that even though you're making it "wrong", if it works, then it works. The end user doesn't care as long as they're not lagging or suffering. Edit: this is getting misconstrued as supporting bad practice in programming, but that's not what I'm talking about. All I'm saying is that it's ok to not be 100% conventional all of the time as long as you're doing so responsibly.
@Quixoticrow
@Quixoticrow 4 месяца назад
Bethesda built an empire on borked games. As long as the player is satisfied the game is good.
@ZayJayPlays
@ZayJayPlays 4 месяца назад
Totally agree. While making my game (real small, nothing crazy), I kept thinking "Am I making this the most efficient way?" And then I thought "No. But they don't know that."
@TheXev
@TheXev 3 месяца назад
Undertale is the best example I can think of for this.
@1337Jogi
@1337Jogi 3 месяца назад
Just stick to the trusted and true phrase: "If its stupid but it works it ain't stupid." Obviously if you do somtheing differently than everybody recommends and it does not work you have every right to be called stupid.....
@abc-yg6tk
@abc-yg6tk 3 месяца назад
@@Quixoticrow Excuse me, I am not satisfied with Starfield or Bethesda games since Skyrim.
@soundhunter846
@soundhunter846 4 месяца назад
Gavens "wrong" way of texturing is not as wrong as it seems. He did something quite similar to trimsheets, which are commonly used by AAA studios for texturing models like buildings etc.
@lhmsc
@lhmsc 4 месяца назад
Exactly, if you're using trim sheets or tileable textures it's common to adapt the UV to the texture since the texture is reusable across many models.
@SirRebonack
@SirRebonack 4 месяца назад
Agreed, this is a totally valid workflow. Uniquely unwrapping and texturing every prop in a game causes texture memory issues more than trimsheet workflows. Which is why I personally prefer the latter.
@atch300
@atch300 2 месяца назад
Yeah idk why this guy thought it was ridiculous. Vfx artists do that all day everyday for photogrammetry.
@CoffeeAI201
@CoffeeAI201 4 месяца назад
2:53 that door behind him tho… Gavin knows/has seen things he shouldn’t…
@ronnmozz
@ronnmozz 4 месяца назад
was wondering why no one was mentioning that lol
@Novanimator
@Novanimator 4 месяца назад
The real chochoo charles😢
@SSLCKtv
@SSLCKtv 4 месяца назад
Bro has 40 locks on his door behind him LMFAO what the heck
@BraveAbandon
@BraveAbandon 29 дней назад
its the door to his haunted basement lmao
@colonelb
@colonelb 4 месяца назад
On the gaming front I too have found that blueprints can do pretty much everything, maybe like 95%-99% of all the things you care about with that last small part being only relevant for complex things you may not even care about in an indie game. The separation from blueprint and C++ is really meant for larger studios where you'd have a few senior coders that write all the core gameplay logic in C++ and then let the level designers and artists consume that in blueprint, so that there is a separation of workflows based on department and skillset, but as a solo or even a small team that's not really important anyway. And regarding the "you can make it wrong and still be profitable" applies to not just games but all software. I'm a programmer w/ over 25+ years experience and work on HR software and I swear to god if folks saw the code that powered their online banking and 401Ks they'd keep their money in a shoebox, lol
@joantonio6331
@joantonio6331 4 месяца назад
Trust me, there are many things you can not do with blueprint, this is why I switched my project from blueprint to C++ because I saw the limitations
@Helthurian
@Helthurian 4 месяца назад
Many will say something can't be done just because they couldn't figure out a way to do it. That's kind of the beautiful thing about programming something so crazy complex like video games.
@protophase
@protophase 4 месяца назад
@@joantonio6331Such as?
@joantonio6331
@joantonio6331 4 месяца назад
@@Helthurian this comment show that you have not made a game more complex than the average... Try to program mass AI just with blueprint, program the processor, the mass processor. Once your project become more complex than the average, you will see the limitations of blueprint
@davidcauchi
@davidcauchi 4 месяца назад
Disagree entirely as comments like this will 100% drag new devs into dev hell. Being able to hop in a debugger and trace the game flow from entry to shutdown is so powerful. Sadly blueprints can only scale so far before you enter a stage of dependency issues and bouncing between many blueprints causing confusion. blueprints should fill the gap between logic and visuals. I tend to write systems like pickups in C++ and expose events for designers to hook into and script logic on top. Even if solo I still do this because, at the end of the day, debugging is king and blueprints cannot beat C++.
@Helthurian
@Helthurian 4 месяца назад
I love blueprints. It's the only reason I started game dev because raw code never clicked with me. The cool thing is too, I now can read raw code better because of my use of blueprints since the terminology is similar. Glad to see yet another successful dev call out gatekeeping.
@azzaamnasir5819
@azzaamnasir5819 4 месяца назад
This is how I learnt coding for the first time. Learnt gamemaker visual scripting, which slowly turned into coding and now I code. Honestly, I would actually recommend some people who are intimidated by coding to start with visual scripting.
@zoiskiee28
@zoiskiee28 3 месяца назад
@@azzaamnasir5819 Yep. Started with Game Maker Visual blocks, learned some GML, got a hang of the foundations. Started learning Java and a lot seemed very familiar! Now learning intermediate level Java, and my goal is to become advanced and start C++ by the end of 2024. COME ON GUYS, GET A TASTE OF CODE, there's so many opportunities out there! I'm struggling a bit but we gotta push forward; no turning back when we already started.
@DeathCloudGames
@DeathCloudGames 4 месяца назад
1000% agree on the gatekeeping "what's right/wrong" discussion!
@douknow57
@douknow57 4 месяца назад
You see it all over these comments LOL
@Raecast
@Raecast 4 месяца назад
which is then followed by them gatekeeping how to texture things. hilarious
@user-og6hl6lv7p
@user-og6hl6lv7p 3 месяца назад
Nope. There are objective rights and wrongs. People who say so otherwise have no clue what they're doing and get offended by their lack of skill. Please stay out of programming if you are this type of person.
@PanSkrzynka_
@PanSkrzynka_ 3 месяца назад
@@user-og6hl6lv7p But usualy in programing thare are multiple ways of doing it right, and oblivious ways to do things wrong. From my experience its always some kind of trade. You trade your solution between optimalization, code acces, readability, modularity etc. Most of the time you dont have data to choose right solution, and end up guessing. In industry as chaotic as gamedev best solutions rarely exist.
@gnoel5722
@gnoel5722 4 месяца назад
Wow what a great interview! I could listen to you 2 talk for 3 hours... As a guy who has zero background in game developing and is currently learning UE5, I am so happy to hear that I can do everything in blueprint and C++ is not necessary.
@hamzahgamedev
@hamzahgamedev 4 месяца назад
As a Solo Developer myself who is working on a massive open world farming game, I am sticking with Unity for now, but I do have second thoughts for switching to Unreal after this project mainly because there are a few bottlenecks that I have encountered in Unity... Although Unity has been my bread earner from almost a decade now so it feels like i am doing unfair with the software. Lets see what the future holds.! 🤞
@dreamcatforgotten8435
@dreamcatforgotten8435 4 месяца назад
What bottlenecks, specifically? Have you considered DOTS (ECS, Jobs and/or Burst Systems?)
@gfujigo
@gfujigo 4 месяца назад
I have decided to use both Unity and Unreal. I am now learning Unreal Engine.
@hamzahgamedev
@hamzahgamedev 4 месяца назад
@@dreamcatforgotten8435 there are a few limitations with post processing when i am using multiple cameras and there’s no in built LOD system like in unreal. Although Unity is a BEAST when it comes to mobile and 2D. But for 3D it is sometimes giving me a haard time 😅
@dreamcatforgotten8435
@dreamcatforgotten8435 4 месяца назад
@@hamzahgamedev A guy named Chris Kahler(sp) is working on something called Nano Tech for Unity, which will basically be a Nanite-like solution for Unity. I think he plans on selling it as an Asset for 100-200, or so. I'm looking forward to it. As for the Post Processing, I don't have a solution since I typically avoid that kind of stuff unless absolutely necessary.
@hamzahgamedev
@hamzahgamedev 4 месяца назад
@@dreamcatforgotten8435 hmm, i know him from his cloth physics asset. Didn’t knew anything about nanite, i will definitely give it a look. Thank you 🙏
@shadowlordalpha
@shadowlordalpha 4 месяца назад
I mean, if it boils down to programming there is basically just a bunch of different ways to do the same thing. The thing that matters is what the side effects are of doing it the way you did as some are faster, some are easier to read, some merge in with other code better. and so on and so on
@theonesantiago
@theonesantiago 4 месяца назад
My guy Gavin never plans on leaving his house ever again. 😅True dev.
@THExRISER
@THExRISER 4 месяца назад
Already doing it. Been using Unreal for a month now, never going back to Unity.
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
Is it unreal lot better i kind think to go to unreal
@THExRISER
@THExRISER 3 месяца назад
@@twdmoments-zd2qx For me it's a lot better, blueprints make it so much easier to code, and Unreal was easier to learn personally.
@thewhyyyguy6274
@thewhyyyguy6274 3 месяца назад
I’m a new solo game dev using ue5. Started about a week ago. Already have a player controller, basic hit detection and combat animations for the player. I have a map and new sky boxes. I also just got the beginnings of some NPCs working. And this is just within a week starting with zero prior knowledge. It’s easy to learn if you are willing to fix something 200times before it works the right way!
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
How you doin now its been almost 3 weeks
@thewhyyyguy6274
@thewhyyyguy6274 3 месяца назад
@@twdmoments-zd2qx good. Things have been slow bc I started college again but I’m still working on it. I have basic npcs now and a health system. I’m working on the combat and damage system rn. The game will never release for money it’s just a fun thing for me to work on but if I ever post it for free I will post here and lyk!
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
@@thewhyyyguy6274 thats pretty nice bro what kind lf game you are creating?
@thewhyyyguy6274
@thewhyyyguy6274 3 месяца назад
@@twdmoments-zd2qx it’s like a third person action adventure game. I’m focusing heavily on getting the game mechanics and hard code to be as good as possible because I really start to nail down the more in depth game design
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
@@thewhyyyguy6274 thats nice update me
@peevee5588
@peevee5588 4 месяца назад
Actually Gavin’s way of texturing was a very legit way back in the day when you had a very limited texture budget. In the ps2 area that technique was a super effective way of ensuring your texture budget didn’t blow up.. and made it easy for models to share textures.
@andreww2208
@andreww2208 4 месяца назад
5:42 Thomas is right, you should listen to the people who've done it. Hundreds of developers have used C++ to build their games in Unreal. *Gavin* is actually the special one, capable of doing it all in Blueprint. I very rarely see people in the forums stating that x/y/z can't be done in blueprints. Though, whenever someone asks about building a multiplayer game, the answer is inevitably going to involve C++.
@ShadoFXPerino
@ShadoFXPerino 4 месяца назад
I wouldn't say that, C++ network coding is not very safe. Mess things up and you can end up putting in a memory error, and all of a sudden hackers are installing ransomware on your customer's PCs using your matchmaking system. C# is safer, and better suited for networking, since the signal is traveling through kilometers of wire, the small performance benefits of C++ don't really contribute significantly.
@GC-jm9bt
@GC-jm9bt 4 месяца назад
​@@ShadoFXPerinowhat are you talking about?
@indiecore-2022
@indiecore-2022 4 месяца назад
​@@ShadoFXPerinolol bro, the biggest most successful games ever made are in C++. Also hackers can get into any network and alter client experiences via mods and ransomware. The language the game was written in even for the backend code has nothing to do with the security, it all comes down to the failsafes created by the developers to encrypt client connections to the servers and confuse anybody who is trying to breach the network.
@indiecore-2022
@indiecore-2022 4 месяца назад
​@@ShadoFXPerinoalso a signal traveling through kilometers of wires is safer than what? Signals traveling through wires can be intercepted physically, that's why they twist the metal strands inside the casing of ethernet cables so people can't get clear data from them
@IdealIdleIncremental
@IdealIdleIncremental 4 месяца назад
Using Unreal Engine is a good idea, but only if you are making a 3D game. If you are making a 2D game, working in Unreal Engine might feel like fighting windmills. Unity is much more universal in this case.
@WesleyVanroose
@WesleyVanroose 4 месяца назад
Not really, you can use paper 2D plugin for making 2D games ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TBpbGaEERI0.html
@KhroMcKrakken
@KhroMcKrakken 4 месяца назад
I wouldn't say this. I'd say Unreal out of the box is not 2D friendly. But there is a free plugin on the marketplace called Paper ZD that makes it more 2D friendly, and some tutorials on it around. That said, it's better for 2.5D games like Octopath Traveler. In fact, Gavin himself made a 2.5D game before Choo Choo Charles called My Paper Smile. I just want to be careful about scaring people away from Unreal engine just because they want to do 2D. It's possible, and there are resources for it. But yes, Unity is better made for 2D games and has more resources. But if you want to make a game, and regular coding is scary, you can do it with Unreal. It will just be a little challenging. Personally, I'd love to see more 2D games with Unreal so that Epic learns there's a market for it, and to build better tools for it.
@RockyMulletGamedev
@RockyMulletGamedev 4 месяца назад
It still works, an engine is more than it's graphics. Making 2D in Unreal still allows you to use everything else that doesnt relate to 2D/3D.
@Generalsiris
@Generalsiris 4 месяца назад
Wasn’t there a plugin for 2d in unreal?
@AL-lh2ht
@AL-lh2ht 4 месяца назад
Or Godot and gamemaker.
@oncgm
@oncgm 4 месяца назад
This is a perfect example on why you should work on having you game out there and not stress too much on making it in the perfect way and worrying about the small stuff. Learn from the project and do it better on the next one, as this perfectly exemplifies that you can be successful while doing things in a less than optimal way. Thanks for the wisdom, great video!
@codepeas
@codepeas 4 месяца назад
I work as a Senior Tech Artist in the automotive industry and I couldn't agree more. Indie games can entirely be made with Blueprints. In the automotive field there is much to be done by C++ Programmers as they want very specific 3D pipeline related stuff or strange stuff like tracking a cars position to kind of make a Mario Kart VR thingy with realy driving cars but anything that goes into the region of games, we just use Blueprints.
@rekware9320
@rekware9320 4 месяца назад
Agreed on the blueprint stigma. I develop in blueprint and really enjoy its flow, and generally havent been limited by it at all yet. Theres always a way.
@ShamerGamerJM
@ShamerGamerJM 4 месяца назад
yeah i've started working in unreal at work recently and yeah the majority of the work we're doing is still in blueprints even though we are working on a AA game. THe main things that are in c++ is the networking stuff and the GAS system or just simple base classes to be used as the base for blueprints, which if needed should be simple enough to learn
@rekware9320
@rekware9320 4 месяца назад
@@ShamerGamerJM I have heard that regarding replication.
@tanura5830
@tanura5830 5 дней назад
Keep coping nothing beats programming
@AsheLucia
@AsheLucia 4 месяца назад
"you can make it wrong and still be profitable" - This applies to everything in life. I'm a writer and artist, learning to do game dev and I have to say you can write things poorly, you draw things badly, you code things horribly and people will still love it. It doesn't matter. All that matters is your game resonates with the player. All it needs to do is generate some sort of emotional response. If you have done that, people will buy and play your game, regardless of how bad your art, music, writing, code, etc is.
@piratemin_vr
@piratemin_vr 4 месяца назад
A great interview. I've been a Unity dev professionally for a while now and I feel like if there's something I want to do, I can do it if I focus enough, so this year my new years resolution is to learn UE. I'm intimidated but interviews like this make me feel much more confident about it.
@ericb6048
@ericb6048 4 месяца назад
wtf is with his door ?
@MatiasFatias
@MatiasFatias 29 дней назад
I think cho cho Charles is on the other side
@nge_headshot_2097
@nge_headshot_2097 14 дней назад
@@MatiasFatiasnot gonna say it IS the meths but deff not gonna say it ISN’T the meths either 😂💀
@btark91
@btark91 9 дней назад
It's probably a joke. He is a horror game dev, I'd be surprised if he didn't pull something like that.
@foofofdeath
@foofofdeath 7 дней назад
He’s keeping the IRS out of his room 😂
@andrewshandle
@andrewshandle 4 месяца назад
The number one reason most people say to use C++ over BPs is the claim that BP is slower. While that may be true, it's also a premature optimization thing, and in most cases the what actually slows a game down has nothing to do with the BP anyway, it's the objects in a scene or lighting. C++ isn't fixing that. But it's still the default answer for most people, and they just can't find a way to get off it.
@Helthurian
@Helthurian 4 месяца назад
​@@evvveeeeeeeeYeah and to the point made in the video most indie devs won't be making something so complex where C++ is going to make a huge difference compared to other optimization.
@evvveeeeeeee
@evvveeeeeeee 4 месяца назад
@@Helthurian I think the point more was “understand the line drawn on what C++ benefits you have and what benefits BP have”
@Helthurian
@Helthurian 4 месяца назад
@@evvveeeeeeee I meant Thomas's interview. I could have worded that better. :)
@yagamilight08
@yagamilight08 Месяц назад
I always had this notion that while u could do most of the things in blueprints it might not be as optimised as raw code so I thought that for higher level of optimisation Devs would still go to c++
@TheMikirog
@TheMikirog 4 месяца назад
More on Unreal seeming complex: there is a lot of systems in it that facilitate creation of big games with fancy graphics with good performance. Stuff like texture streaming, TAA/TSR settings, HLODs, PSO caching are all optional and not required. If you're making a small game by yourself, you won't need to touch most of those systems. Default settings for most systems are fine for vast majority of cases. For a beginner, Blueprints and Material basics is all you need to get something running and that's already going to be a huge step towards a finished project!
@wilpuriarts5895
@wilpuriarts5895 4 месяца назад
Great stuff about gatekeeping. The amount of things I’ve done where people have said ”you can’t do it”. People really need to understand how filled the internet is with people who try to drag you down or make you discouraged.
@ayo4911
@ayo4911 Месяц назад
great advices, totally fell in love with that podcast format, that is all i needed. "making progress" is the key here, there is no smart or talented, it is just matter of focus and dedication. as a software engineer i don't like working with blueprints, even if i'm doing it, probably because it feels less controllable. but i definetly see how powerfull they are, and i totally agree with what Gavin said.
@gamawoodev
@gamawoodev 4 месяца назад
Thanks for sharing your experience, instructive as always ! just do it is the best advice ,still please tell also about best practices as they are always time savers !
@RockyMulletGamedev
@RockyMulletGamedev 4 месяца назад
I use about 75% C++ and 25% blueprint and that's mostly because for me C++ is easy, generally easier to make something complicated like a full on system, AI or a playable character, but I also love using blueprint for anything simple like triggering an event, changing music, sound effect and I do all my UI stuff in blueprint, cause for UI is definitely better than C++. Sometimes I even take a peek in the code of a blueprint node to know how to do something in C++. I definitely wont gatekeep on it. As Thomas mentioned, there's always people telling you that what you are doing is wrong and they know THE ONLY RIGHT WAY, but the truth is: there is no right and wrong way, there's only something that works and something that doesn't. The players don't care, they just want a game they enjoy.
@narmjep5674
@narmjep5674 4 месяца назад
Hi, I am considering creating my next project in UE5. The only thing that kept me from UE for now was blueprints. I like writing code. I also know how to code in C++. However since I discovered shader graphs in Unity,I have to admit that visual scripting can be very efficient. That being said I still don't want to rely 100% on blueprints, as this guy did. May I ask how you deal with looking up stuff for UE, because most of the time, the tutorials are for blueprints?
@RockyMulletGamedev
@RockyMulletGamedev 4 месяца назад
@@narmjep5674 Like I said up there, I do the majority of the coding in C++ and pretty much everything can be done in both C++ and blueprint. I generally chose based on how easy it is to do it one way or the other. I use blueprint generally when it involves a lot of reference to specific assets / objects, so generally to trigger level design events, sound or UI, since they are specific things and not systems. And C++ when it involves a lot of code, with states, variables and specially when it involves a lot of mathematics. I had experience with other engines and with C++ prior using Unreal. So I first bough a Udemy "C++ in Unreal" course and followed a portion of it until I knew the basics. Then I... often just look at the code really. It's an option when you install Unreal that I STRONGLY suggest doing if you plan on doing any C++: download Unreal's source code as well, way easier to debug and you can just look the code to see what exists. Also since 99% of the code can be done either in C++ or blueprint, following a blueprint tutorial will still teach you what to do. You can right click on blueprint nodes and open the C++ code directly from the node, so you can see what's the code under the hood to know how to do it in C++. Blueprint is not some black magic shenanigan, it's just visual scripting calling a C++ function. With the source code, you can just look at said C++ code. People bash Unreal's documentation and in good part because... it's autogenerated from comments in the code, BUT it also means that the doc is basically directly in the code. I often just wander in header files, searching for what I want.
@janlucsaneaux1915
@janlucsaneaux1915 4 месяца назад
​@@narmjep5674 A lot of the functions share the same names so a good way to get started with that would be to transfer an existing Blueprint class to C++. I think there's a mini class on it in the Epic learning services or it might be on RU-vid.
@alienrenders
@alienrenders 4 месяца назад
@@narmjep5674 Shaders are materials. They have their own set of nodes for their blueprints. But you can write custom expressions or even full HLSL code with a plugin if you want. Very flexible. As for general blueprint use, you can and should always have a blueprint even if it's empty. I create a C++ base class and parent the Blueprint to it. So the Blueprint can have access to everything available in C++. There's a menu to create these C++ classes for you (and any unreal C++ class really). Going the other way is usually done by defining a function in C++, but implemented in the Blueprint. This lets you call BP functions from C++. What I often do is prototype in a blueprint. And if it's good or starts to get too unwieldy, I just write a function in C++ that the blueprint can call if necessary. Inheritance is BP->My C++ class->Engine base class. You can reparent a BP anytime. So you can create a blueprint first and add a C++ base class later if you need/want C++. To look stuff up, there's online docs and the UE forums are great if you ask your question clearly with enough information. There are people at all hours of the day just waiting to help people. There is also discord if you need more immediate help, but you need to be a bit persistent. If you go with Unreal, first thing to learn is what is an actor and a component. You can't use Unreal if you don't know what those two things are in Unreal. They're simple, but you need to make sure you know them. Then learn the difference between Actor, Pawn and Character. There's a running joke that when you find out, please let us know :) There is a difference, but some parts aren't always clear.
@daniel_wust
@daniel_wust 4 месяца назад
Thanks for make this video (both)!
@HailSkroob12345
@HailSkroob12345 4 месяца назад
This was the right video at the right time, for me. Super encouraging. Thank you
@The3DSphinx
@The3DSphinx 4 месяца назад
Unreal had been a real beast for me and at this moment I am more focused on the filmaking aspect. But want to do game dev eventually. Very interesting talking points but the barricaded door kept catching my attention 😅.
@jtms1200
@jtms1200 4 месяца назад
right? what's up with that?
@The3DSphinx
@The3DSphinx 4 месяца назад
@@jtms1200 I was waiting for something to burst through.
@TheRealMovieNerds
@TheRealMovieNerds 4 месяца назад
I love that door!!
@michalparkola
@michalparkola 4 месяца назад
Yeah, video about the door pls :)
@qwelty3202
@qwelty3202 4 месяца назад
what da hell is in his door
@bike_n_fish
@bike_n_fish 4 месяца назад
"pick something and move forward" that the kind of thing you should always have in mind in any situations
@sinistrity
@sinistrity 4 месяца назад
blueprints are fine as long as the functions and events are short and tidy to keep track of, anything that is way too complex with 100s of nodes connected in multiple branches, only then becomes a problem down the road, since its hard to keep track of while fixing/adjusting or removing bugs, that's where c++ comes in handy in both performance gain (slight) and easier to track the code, i've done development in both so I m a bit familiar with it, that said, for indie blueprints are the way to go for pumping out games faster cause the market is tough
@slbmd-dupont1610
@slbmd-dupont1610 Месяц назад
If I had to take one thing I learned from this video is to always do things that u feel comfortable doing it in even if others think it’s wrong if it works for u keep doing that and find ways to improve that method because who knows maybe eventually it will become the best method
@TitancanFall
@TitancanFall 21 день назад
to be fair the way gavin is doing it is a technique called trim sheets. it is very useful for level designs and texturing larger assets. i would 100% recommend people learn how to texture assets like that.
@simonfinnie2900
@simonfinnie2900 4 месяца назад
I think the c++ gate keeping was a little overblown. There is some functionality that is cut off from blueprint in standard unreal engine. While external plugins might solve that, there are thousands upon thousands of external plugins and you can't expect people to know all of them. Also worth noting that these plugins likely are just porting the functionality from c++ to blueprint, so it is true that it was only doable in c++, someone just did the work for you, which is perfectly acceptable.
@HE360_Games
@HE360_Games 4 месяца назад
I would love to have used Unreal Engine. But that Engine is so massive. It takes several gigabytes and sort of clogs my computer up. I even asked the Unreal Engine developers to make a condensed version of their engine and they said that they might do it. As of now, I use Godot which takes up megabytes instead of gigabytes. Thus, as of now, Godot has less strain on my computer.
@absentspaghetti4527
@absentspaghetti4527 4 месяца назад
Godot's also better for 2D. The problem is with it's 3D pipeline though (and I'm saying it as an avid fan of the engine). Godot's 3D is.. lacking? As of now, it doesn't even offer a good real time global illumination solution. I'm probably bad at optimization, but Godot doesn't seem suited for big, open world games, like Gavin here was making. The lack of a marketplace/asset store that's deeply integrated into the engine doesn't help. Yeah there's the asset browser, but it lack the potential of something like Unreal's marketplace Unreal Engine is also just really pretty
@containedhurricane
@containedhurricane 4 месяца назад
Unfortunately, we'll never be able to make a massive game like V Rising with Godot, because it doesn't have DOTS technology. But it's very lightweight for mobile and 2D games
@megac0ffee
@megac0ffee 4 месяца назад
@@absentspaghetti4527 Don't they have VoxelGI and SDFGI? Do they both suck?
@mattseaton5832
@mattseaton5832 4 месяца назад
​@@megac0ffeeno they are fine. Godot has some rough edges but gi is not one of them imo
@irql2
@irql2 4 месяца назад
The attitude is a whole vibe. I love how you're encouraging people to get away from whatever the cult is saying and just focus on progress. Did you move forward? You did! Great, keep moving, the learning comes for free during the ride.
@gfujigo
@gfujigo 4 месяца назад
Amen! So true
@user-og6hl6lv7p
@user-og6hl6lv7p 3 месяца назад
"As long as you feel good, you're program can't possibly be slow!" Massive, massive, massive cope right there.
@jasonabc
@jasonabc 4 месяца назад
Beautiful work dude so talented and congrats on releasing the game
@Tomasuu1
@Tomasuu1 Месяц назад
I am currently developing a game on my own using unreal engine (video on my channel) and this was very inspirational thank you!
@juicenot2481
@juicenot2481 4 месяца назад
Why so many door locks?
@ResonanceRebirth
@ResonanceRebirth 4 месяца назад
You're great. I've been facing the issue of everyone saying "you can't do that in blueprint" too, and I've always been able to achieve the thing at the end of the day. WISE WORDS!
@GlassesAndCoffeeMugs
@GlassesAndCoffeeMugs 3 месяца назад
There's definitely a point where you will *want* to start using cpp even if you don't *have* to, especially with a large and complex project. If your project is relatively simple you probably won't need to. But your BPs can start to become a bit overwhelming as you increase complexity. What I try to do is take chunks of BP code that I haven't made changes to in awhile and refactor it to cpp. That way the lower level stuff runs under the hood and makes room for new prototyping stuff in BP and keeps your graphs clean. I also try to create all of my base classes in cpp because it's extremely simple to just make an ACharacter cpp class that is BP exposed when I inevitably decide to write stuff in cpp for it later. Also I like to create structs and enums in cpp, as well as any "core" variables that would be an annoyance to re-create later in cpp if I need to access it in code.
@SimpleDeveloperOfficial
@SimpleDeveloperOfficial Месяц назад
As a small indie game dev, my moto i always go by when programming something is I don't care how I do it, if it works, it works. Really enjoyed this video, it gives a lot of good information about how Unreal works and its Blueprints system.
@Scorbutic
@Scorbutic 4 месяца назад
Great video. Appreciate you posting this.
@martinsvanda5874
@martinsvanda5874 4 месяца назад
Thank you !!!! Thank you very much .... I wasnt born in english speaking country( I think that my biggest problem), and allready 2 years im working on my game in UE5. And I ALLWAYS come to situacion where all peoples on all chats and forums saying its imposible just with blueprint or just with blender or just with free assets and than all tutorials are to much complex with not good results .... and ALLWAYS I just stacked for couple months until i find way how to make this or that ( first half year with blender was for me really pain ) . And this ten minutes with someone who allready made something gave me more than last 100 hours of tutorials !!!! THANK YOU VERY MUCH BOTH !!!!
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
Whay game you making bro?😀
@martinsvanda5874
@martinsvanda5874 3 месяца назад
@@twdmoments-zd2qx Souls-like Rough-like Survival Game...... its sound like something hard but principiel its really simple game style
@twdmoments-zd2qx
@twdmoments-zd2qx 3 месяца назад
@@martinsvanda5874 thats nice keep me updating bro i will play this
@moderncreep9385
@moderncreep9385 4 месяца назад
Literally the same thing with audio engineering. I started self teaching 4 years ago and just recently got to a point where I can make a jump doing it full-time. And that whole journey consisted of me listening to only a few people who actually do it full-time while filtering out all the others who think they know what they’re talking about but don’t actually do it. Lately, I’ve been debating game development too since games are another passion of mine. I feel like this would be a good time to get in since AAA companies seem to be pissing off a lot of people.
@hound_of_justice
@hound_of_justice 4 месяца назад
Installed Unreal days ago, my gamedev journey just started :D I also practice to be 2D and especially 3D generalist so i do my assets, animations and co. as well. And yes, C++ is my first language to actually learn as well so good luck to me lol. I might have got my brother as a partner tho but this will be seen in 1,5-2 months. Let the party begin ;)
@ronentai5950
@ronentai5950 4 месяца назад
i KNEW it! i played that game when it came out and LOVED it! When I saw the players train, i knew the textures were hand drawn, he says its an example of doing something wrong, but in all honesty, thats the one charactaristic that truly stuck with me as an artist, its one thing to pick up an asset and flip it onto the market in the indie space, but to take the time to create your own asset, and skin it yourself, high quality or otherwise, thats a personal touch, and i noticed that immediately and i loved it, it gave me bendy and the ink machine vibes but i didnt care because i knew in my core he did it personally. You can make a b-rank game with hand drawn assets from the heart, and ill play the life out of that game and itll feel like a AAA title to me the whole time, an A-rank cookie cutter game thats just been following the trends could release the same day i start playing it and ill stick to it because it has Heart and passion. So my thanks to Gavin for putting his heart into it, you had a vision and you made it happen with a personal touch to it as well! thats true craftsmanship. cheer man!
@admazzola3569
@admazzola3569 Месяц назад
also.. you CAN use blueprints for anything but they become insanely unweildy as you get above medium complexity. Im talking about spaghetti hellscape
@nikdudnik
@nikdudnik Месяц назад
I wasn't expecting anything and got the best indie game dev motivational video ever! 🙏
@bluebukkitdev8069
@bluebukkitdev8069 3 месяца назад
Gavin's door looks like he's anticipating Choo Choo Charles.
@DarkBelow-nw6tg
@DarkBelow-nw6tg 3 месяца назад
6:45 Lixian: As long as it works, that's what matters
@kembel2761
@kembel2761 4 месяца назад
Hey Thomas love your videos. Starting my game dev journey :) Is your course for Unreal updated to the latest version?
@Raziaar
@Raziaar 4 месяца назад
Getting into Unreal. I am a C# developer(not game programmer), trying to learn C++ as I go. My issue with blueprints is that when they're simple, they're fine. You see em, see the flow simply and you're done. But it looks like to build complex thing, you have these exponentially scaling blueprint designs that are so chaotic and sprawling. It is infinitely easier for me to scroll vertically in the code of something, occasionally jumping to a different file (which again, just scrolls vertically when you're in it), than it is for me to wrap my head around the logic of blueprints that have lines flowing all over the place, with tons of used and unused nodes. isolating the signal from all the noise is difficult for me and my ADHD brain.
@xthisdayforwardx
@xthisdayforwardx 4 месяца назад
You can highlight specific segments and right click them to collapse the nodes into one. You can double click the single node to access all the nodes you just collapsed. It really helps keep things tidy, especially for menus and other widget blueprints. I'd also recommend using structures and blueprint interfaces whenever possible.
@senbujohns4489
@senbujohns4489 4 месяца назад
I'm currently using Unity and it's good to know I can switch to Unreal and still not need to code.
@wildkami1345
@wildkami1345 4 месяца назад
I FRICKINGG LOVE THIS VIDEO. ITS SO REFRESHING seeing a good honest videos. reminded me of my childhood when i used to watch alot of pewdiepie's video back in the amnesia day. this was therapeutic and revived my will to live. thank you for an absolutely amazing video
@radon_slp
@radon_slp 3 месяца назад
as an indie dev, its great to hear im not the only one who just tries to get things to work and not make everything perfect
@Daniel_Parke
@Daniel_Parke 4 месяца назад
The gatekeepers nearly stopped me from building the game I have wanted to for quite a while. So glad I found this video when I did, I was very close to making the wrong decision. Great video thank you 💗
@Dzwalkthrough
@Dzwalkthrough 4 месяца назад
i don't think what he did with blender is wrong, smart uv + premade texture in gimp is the classic way and it is so efficient technique, this is was the main texturing way before substance painter, and if it works than its good in my opinion
@Dzwalkthrough
@Dzwalkthrough 4 месяца назад
@@karlwest437 yes exactely
@CitizenCoder
@CitizenCoder 4 месяца назад
On the subject of gatekeeping, Unity has several very good and very complete "gamemaker" plugins or modules on the asset store. One of them is called Game Kit Controller that not only makes building a full fledged game of almost any type with no code/low code, it has a lot of things built in such as animations (shooting, melee, etc). For someone who doesnt want to jump right into codig but wants to make games, tools like these are great and not something most engines have.
@sourdoughbread952
@sourdoughbread952 Месяц назад
Both engines have their own advantages and switching can be a bit hard because you have to abandon a lot of your skills and learn a lot new. So if you use any of those engines and are happy with it then try to stick to the one you use or learn both if you want
@wormmworks9645
@wormmworks9645 4 месяца назад
I love this video keep slaying lads one day at a time!!
@ghosteyes2708
@ghosteyes2708 Месяц назад
Blueprints are an awesome way to learn programming. Because programming and syntax, are different things. I always struggled with coding, but when I learned blueprints I understood the logic behind programming without having to worry about the syntax. Now I'm learning C# and it's so much easier because I can focus on the syntax exclusively. What matters is that you learn math, no matter if you use visual scripting or blueprints. Knowing trigonometry and linear algebra will get you a long way.
@YVZSTUDIOS
@YVZSTUDIOS 4 месяца назад
I actually really liked this video!!! More vids like this would be epic 🤩
@brotatochips
@brotatochips 3 месяца назад
You have no idea how much this helped/encouraged me. I'm starting my first game soon and have been discouraged by not knowing much. Hearing you guys explain some of the "wrong" ways you did things, but it works makes me feel awesome. "As long as you're making progress" - Thomas Brush 2023
@harrygameprod
@harrygameprod 4 месяца назад
One of the big advantages of Unreal to me is that it all comes out of the box. You don't have to look for plugins on the marketplace to complement the engine unless you really want to. Everything you can possibly want for your basic needs as a gamedev comes with the engine. And it's so flexible, even though many people consider it to be hard to learn. Blueprints is a superb system even for programmers, but especially for non-coders. And day by day it becomes more powerful and reliable, it's not just for prototyping, but for releasing entire games (not to say it's perfect, of course). The only way I would not recommend Unreal is if you want to do a 2D or mobile game. After Fortnite it got much better for mobile, but still, it should present some challenges that Unity probably handles better.
@blackinc.6821
@blackinc.6821 4 месяца назад
As someone who is trying to become a game dev but who hates programming (at least for the time being) and just prefers the artistic side of things. Game engines such as unity and Godot I find to be challenging and off putting due to it using programming language such as c# and since for whatever reason I can't wrap my head around programming I don't know why but I just can't perhaps i am just too stupid. I am trying my hardest to learn but it's difficult it's for that reason why I use UE5 I know its equally difficult if not more difficult to learn but i prefer it as the UI of the engine feels more up to date and friendly. Whilst it also uses blueprints (Visual Coding language) I still find Blueprints hard to learn but am making more progress with that than I do with any other programming languages plus I want to make 3D games as well. I wish the very best to any indie devs/solo devs reading this and thanks if you made it this far and best of luck out there. P.S. if anyone knows any good tips on how to learn code or blueprints plz let me know thanks.
@kaikun2236
@kaikun2236 4 месяца назад
Spline meshes are awesome. Also why does his door have so many locks 👀
@ZoiN86
@ZoiN86 3 месяца назад
On the topic of "It can't be done in blueprints", some of that is true, sure you might be able to find a plugin that allows you to do it in blueprint, but that plugin would had to be made in C++ for that to work. I use blueprint all the time, but try to augment it with some C++ as I just find certain things easier to do in C++ easier, and vice versa 😅 - Blueprint is great though, you can probably develop the vast majority of what you need for game development in Blueprint. Just specific functionality like being able to create a new class which is the instantiated on an object which allows for different kind of framework, and modular functionality that you can't get through blueprint unless you have this set up through C++ initially and then using that as a base class.
@Josh_Alfaro
@Josh_Alfaro 2 месяца назад
Bro really charging $1000 for a course? Cmon man..
@Smabverse
@Smabverse 4 месяца назад
Wow, it's so funny, today, as a ex-Unity developer I actually launched Unreal Engine for the first time and then this vid edit: I made my first (and kind of only) game also in Unity and only used Visual Scripting for that as well while also thinking i couldn't maybe do everything with Visual Scripting. I did need around 10 lines of C# code tho, but that was for connecting Unity's Online Services (I wanted to make it possible for me to let ppl know in-game, whenever there was an update available for them)
@puraasneira
@puraasneira 4 месяца назад
Really wish I could enroll in your course, but with the conversion to BRL the price becomes impeditive. It would be so nice if we could buy more specific content, like just Unity for example.
@jamescdolan
@jamescdolan 4 месяца назад
Is that door thats all boarded up real or a green screen ?
@chrisproductions6262
@chrisproductions6262 Месяц назад
I'm a 3D Animator and import/exporting in UE5 is weird, but once you get the hang of it, it's actually REALLY good
@telluscitizen
@telluscitizen 5 дней назад
I've been struggling with the blueprint concept. Am I on the right path with thinking of them as C++ classes of sorts, just way more multidimensional in data?
@Mafa0001
@Mafa0001 4 месяца назад
The only issues with Blueprint we had is simplay the different names of the nodes. Thats it. It works well, its easy to debug....
@CaesarAnubis0858
@CaesarAnubis0858 Месяц назад
What is the name of that Souls game shown at around 4:50?
@javiercolinacatalurda9644
@javiercolinacatalurda9644 4 месяца назад
omg the door in the back!
@lmeier48
@lmeier48 3 месяца назад
Is a inspiration man, i will try to make my own game in Unreal , starting now!!!
@EthanSun1029
@EthanSun1029 4 месяца назад
oh,god,make indie game is so damn hard.i barely cant do it anymore after 6 months struggle.thank you for this video,it makes me feel better.
@MrLordLowbob
@MrLordLowbob 3 месяца назад
I guess regarding blueprints vs c++, you can probably optimize c++ performance better if you really needed every last bit of performance (if you are good enough to do such optimizations) but that wouldn't be necessary for most indie or especially solo devs ever, I'd guess.
@_iuliu_
@_iuliu_ 4 месяца назад
I jumped onto Unreal with the same idea, C++ is the correct way and BP can only do certain things. But after getting experienced with both C++ and Unreal, I think the ideal way to use it is actually using both. C++ for anything that really requires it, like base systems, heavy computing, etc and BP for the implementations and anything that is a one off thing. For example, I've built an Utility AI system for my game entirely in C++ but it's actually used via BPs, where you create tasks, NPC behavior presets, etc. Same with an ability system I've built. Both are easy to work with because each task or ability is made in BP and since the core systems are in C++, you don't really get spaghetti BPs.
@ytubeanon
@ytubeanon 2 месяца назад
there's one feature which is the top reason why I'd ever switch, with the free UEVR app it will easily turn almost any Unreal 4 or 5 game into full VR
@vesogry
@vesogry 4 месяца назад
6:11 - Now, I noticed his door.
@DodgaOfficial
@DodgaOfficial 3 месяца назад
I really love programming, I don't know if I could switch to visual scripting because a huge amount of the enjoyment for me is actually programming
@dogepotatogamedev
@dogepotatogamedev 3 месяца назад
This was really neat - I’m likely reading into it too much but I feel passive aggressive vibes from you on him using assets lol 😂
@Panda-id1iu
@Panda-id1iu 4 месяца назад
Spline is also in the unity assets store
@rohithkumarbandari
@rohithkumarbandari Месяц назад
Most of the "right way" is only Needed when you want to make a software thats maintanable and can be understood by others. And most solo indie games don't need maintanability or collaboration. So you can make it wrong way and it doesnt matter as long as it works. Am I wrong ? Like doing in blueprint is gonna be easy for beginners, but as logic becomes complex your gonna have to move in a big space handling all nodes. But you would never realize its drawbacks until and unless you use written code thats way more consise BUT hard for a beginner. Another BUT, it doesnt matter if it has drawbacks because he is the only one working on project. As long as he is fine with it and it works its okay. Its brilliant that this guy did so much in blueprint.
@guilloisvincent2286
@guilloisvincent2286 4 месяца назад
There IS a spline for path in the quixel medieval environnement, you only have to change the model
@Dampler
@Dampler 4 месяца назад
well this video didnt really explain why i should be using unreal, but it is inspiring to continue pursuing game development
@mattc9598
@mattc9598 4 месяца назад
the title is just clickbait, use whatever engine you want
@Josh-xl4ke
@Josh-xl4ke 4 месяца назад
Hey Mate, Was wondering if you had any opinions for a newbie indie dev, what's your opinion on pros and cons on studying for game development through a university, vs's watching youtube tutorials and other online courses? is it worth spending $10000+ (AUD) on a diploma degree or higher through studying in a university, or is it better to spend the time building a port folio through making basic games? Would love to hear your feedback in regards to university degrees in game dev, vs self tought/youtube guides/courses etc.
@cwilliams4753
@cwilliams4753 3 месяца назад
Definitely needed to see this
@tonycalabro470
@tonycalabro470 4 месяца назад
Wish this was longer and actually talked about unreal as an indie dev.
@GameDevForReal
@GameDevForReal 4 месяца назад
I dig this channel but I gave up Unity years ago for Unreal Engine. I still enjoy the channel (obviously), but it was seriously nice to see Unreal Engine getting some love. Gavin also made some fantasic points to shut down some very popular misconceptions about complications of UE, along with showcasing the amazing usability of the blueprints system to get straight into development with no experience or the giant perceived mental cost-of-entry that most people seem to associate with it.
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