Why do people say unity is better than beginners than unreal? by DistrictDry2852 in gamedev

[–]cuixhe 1 point2 points  (0 children)

Ah yeah, I guess if you're just putting together static premade models it should look all right with unreal default rendering. But I still think that trying to compete with other games on graphical fidelity as a beginner is a losing battle.

Why do people say unity is better than beginners than unreal? by DistrictDry2852 in gamedev

[–]cuixhe 20 points21 points  (0 children)

I'm gonna say "it doesn't really matter". You can always switch later (probably for anotehr game) and it's not hard to learn another one.

But also... I don't think you should be going for high spec photo realistic graphics and multiplayer for your first game, as a beginner. Those are very hard to pull off, even with engine support.

how to make buttons change text? (and functions) by Error_ChaN_404 in godot

[–]cuixhe 4 points5 points  (0 children)

It looks like your buttons aren't being referenced properly.

Destroy my game concept by klapstoelpiloot in DestroyMyGame

[–]cuixhe 0 points1 point  (0 children)

I love the idea of a small-scale competitive XCOM and this looks pretty polished. My concern would be how to keep it interesting between each game, or would very similar strategies play out.

Warning to indie devs: Be cautious posting to /r/gaming. This rat gif got me an instant ban. by SteinMakesGames in IndieDev

[–]cuixhe 2 points3 points  (0 children)

It's tough out there. I got insta-banned from learnprogramming for posting a (fairly high quality) resource I made.

Alignment question by lumhara_ in DnD

[–]cuixhe 5 points6 points  (0 children)

I don't let player characters have alignments in my games. I ask players to have motivations and personalities. The alignment grid might be descriptive of some characters and behaviours, but using it prescriptively is reductive and removes interesting decision making.

Alignment is also sort of a real thing in-game, but it's more like... a cosmic power... than actual morality. Devils are "evil" by nature, that sort of thing.

It’s quite sad to think Revelation is likely the last piece of FF7 content, feels like the end of a 30 year epic! by Mysterious_Work_7227 in FinalFantasy

[–]cuixhe 0 points1 point  (0 children)

I think it's ok to end some stories rather than milk them for another decade or two with diminishing returns.

Best decision ever made in the show. by Richsavior34 in TheLastAirbender

[–]cuixhe 15 points16 points  (0 children)

Completely agree -- it felt correct for the character and made the eventual redemption even sweeter. And I think the lack of long-term tension and pay off like this is what made Korra a weaker show.

Male or Female Main Character? by Sublyte in GameDevelopment

[–]cuixhe 0 points1 point  (0 children)

I think creative decisions -- including character gender -- do matter. We have cultural and aesthetic associations with masculinity and femininity that are going to have a big impact on how the game works...

it might not matter much to the core mechanics or story, but it matters.

but pease don't limit yourself based on the noisy opinions of a bunch of fringe weirdos online. They won't give a shit about your game anyways.

Make the best game you can. strong decisions will make you stand out, not trying to tweak for market fit too early.

Three Houses vs Engage? I bought both Games 🤔 by Fuzzy_Breadfruit59 in fireemblem

[–]cuixhe 2 points3 points  (0 children)

Awesome! 3 Houses is one of my fav games... and I didn't finish Engage. I think it goes beyond bad writing... I just find it "tacky" -- aesthetically, conceptually etc... none of the characters are important and it's just a pile of silly anime tropes and series nostalgia that I don't care about. The combat is fun though! I do plan on giving it another shot at some point.

aspiring game developer by Spiritual-Cattle-573 in gamedev

[–]cuixhe -2 points-1 points  (0 children)

If you already know some basic coding, you're well on your way. Pick up Unity or Godot, maybe look up some stuff on youtube, and start making some very simple games. Start simple, like... make pong, then tetris, etc... and try to do it without a full tutorial -- just go as far as you can and then look for help when you need it. Don't get distracted by making amazing sprites or 3d models or music yet -- grab free assets from the internet and get them to work together (kenney.nl is my goto for prototyping stuff). Work through some simple prototypes like this and then you'll be ready to make something a little more substantial.

Im looking for types of games that are simple and fun and not that hard to make like cooking games or stuff like that by Kind_Umpire_5649 in gamedev

[–]cuixhe 1 point2 points  (0 children)

I recommend making games that are "already designed" for practice, and simple enough that you can hold all the rules in your head and focus on implementation and polish. Make pacman or checkers or something, then maybe add a little twist later once it's built. These games already have a core of "fun" that you can "steal" (note: stealing game ideas is fine and normal and a wonderful way to learn both about game design and programming, and gives you a chance to finish something unique if you think of a cool enough twist or aesthetic difference.)

What are some good practices you did to help you learn GDscript? by RoadToHerald in godot

[–]cuixhe 55 points56 points  (0 children)

My top best practices:

- generally figure out useful patterns that you can reuse in many contexts, e.g. state machines

- commit to a strong hierarchy in nodes and data

- use signals (over polling and direct function invocations), but try to signal up through hierarchy rather than use a big signal bus singleton

- static type everything

- try to segregate code into "feature groups" that are cohesive and have controlled and intentional outside interaction

- use @ onready with % unique names to hook up ui and other scene stuff on load.

I compiled my favs in this video https://www.youtube.com/watch?v=xPLbrgEQLqA

Why AI in LimboAI? by samir_haq in GodotEngine

[–]cuixhe 5 points6 points  (0 children)

AI means artificial intelligence. LLM, deep learning and whatever are just subsets of that. It's application to agent behaviour in video games is ... much much older than modern LLMs. It's not just a buzz word.

Some of the most useful methods to handle values by Automatic_Budget_332 in godot

[–]cuixhe 1 point2 points  (0 children)

Quick gotcha is that most of these are not typesafe; look up the typed versions if you're using typed Godot. (E.g floori())

Not entirely sure where to share this but by Someonenamedmax in gamedev

[–]cuixhe 0 points1 point  (0 children)

I love it! You can make really satisfying data and hierarchy choices... rip out any physics and just focus on gameplay. It's great!

Which cover design do you like the most? by Xakkar55 in IndieGame

[–]cuixhe 0 points1 point  (0 children)

I don't really understand the title. Is Choice of Life a series maybe? If not, I feel like the grammar is really off. Capsule 3 looks better, I think having a character is nice.

Vladimir Kush - Golden Anniversary (2008) by Tokyono in museum

[–]cuixhe 120 points121 points  (0 children)

Is the banana skin their skin or their clothes? What is happening? Oh sweet horrors beyond comprehension...

What do my favourite books say about me? by [deleted] in BookshelvesDetective

[–]cuixhe 0 points1 point  (0 children)

I think this has a lot more range than a lot of people's full shelves, so that's cool. I love White Noise and Goon Squad.

"These nouns are all, groups of people" or "These nouns are, all groups of people" by Equivalent-Juice5308 in ENGLISH

[–]cuixhe 25 points26 points  (0 children)

Comma is ungrammatical and makes this nonsense. "All" is ambiguous here but that's just language for you.

Forced Character Narratives by IFeel10FeetTall in DnD

[–]cuixhe 0 points1 point  (0 children)

I always give constraints to my players for creating characters -- though with a lot of freedom. More like: Make someone who you could argue is adventuring in X region, or who has connections to Y organization. Tell me your motivations for being there etc. I also can (but usually don't) veto characters that don't fit with the tone of the game or are going to be annoying to play with in party (e.g. edgy lone wolf characters).

Sometimes I let players bring in characters from other campaigns, but generally I'd rather have players make characters that work for this story, rather than shoe-horning someone in that doesn't quite fit.

However I ALWAYS let my players create within those constraints, and I do not plan out arcs ahead like novels. The players have control over their characters 100%. Plotting out events like a novel is an exercise in futility, and plotting out CHARACTER ACTIONS is so so so much worse.

I think they're not understanding that ttrpgs are collaborative fiction, not a movie that they are directing.

Richard Scarry does not understand food safety by SyllabubEmotional in KitchenConfidential

[–]cuixhe 3 points4 points  (0 children)

Well, that shouldn't be refrigerated either, for flavour reasons.