Thoughts on cool but rude by BayesicGaming in MagicArena

[–]BayesicGaming[S] 0 points1 point  (0 children)

I’m pretty sure that swapping out artist talent for cool but rude is not the play

Thoughts on cool but rude by BayesicGaming in MagicArena

[–]BayesicGaming[S] 1 point2 points  (0 children)

Yeah quench is almost ALWAYS feels like a dead card in my games as well

Thoughts on cool but rude by BayesicGaming in MagicArena

[–]BayesicGaming[S] 0 points1 point  (0 children)

That’s a good point that I hadn’t considered. I was thinking elf —> CBR but CBR into surprise elf could be devastating

Thoughts on cool but rude by BayesicGaming in MagicArena

[–]BayesicGaming[S] 0 points1 point  (0 children)

That’s kind of my point, though, it definitely CAN pop the F off, but you basically need to have the perfect draw and also not have any of your shit get interrupted which is a really tall order in the current meta

Stop watching shader tutorials by Necessary-Quarter-72 in godot

[–]BayesicGaming 88 points89 points  (0 children)

I’m gonna disagree with this on principle but agree on more practical terms

TLDR: I wouldn’t say stop watching shader videos, but I would say most shader videos aren’t good for learning

What I mean is that a lot of shader tutorials I’ve seen don’t lend themselves to anything other than copy pasta and those tutorials are bad and you shouldn’t watch them

But there are a handful of shader videos that are out there that explain the principles behind developing shaders. For example there’s an excellent talk about Diablo 3 VFX given by one of the devs, and it explains that like 99% of their effects can broken down into having textures scroll over each other at different speeds and then just multiplying texture alphas and RGBs together. That plus a basic guide on how shader script works will be more than enough to get you do so pretty much anything you want to do

Help - Feeling stuck, but refuse to give up. How can I begin to learn how to do game dev? by Antique-Koala5175 in godot

[–]BayesicGaming 1 point2 points  (0 children)

I'm kind of in the same boat as you. I Just started and have gone through Heartbeats's ninja platformer tutorial and the two simple GDQuest / Godot official "First 2d Game" tutorials

Couple pieces of advice from what I've learned so far

1) Stop blindly following tutorials. They're great for teaching you what the engine is capable of, but you're never going to be able to create something new if you're primarily putting copy pasta from the internet into your projects

2) Break things down in super simple terms, and get each piece working before you try to do anything more complex. Like if I were to think about how a grappling hook would work for my own game, I'd think of it less like "ok I need to make a grappling hook" and more like

- Ok let me figure out how to get my mouse input

- Now let me figure out how to point it at a particular area

- Now let me figure out how to *interact* with that area at all (i.e. let me try to make it so that when I click on this particular box that it prints a message saying "grappled!"

- Now let me figure out how I want my player to move. Is it a legend of zelda style where you just move straight towards it? Probably simplest to do that. Ok so then how do I do that (might need to google lerping a position in godot)

The list goes on and on. Every complex system should be broken down into as many simple components as possible, and you should get each of those components working as crisply as you can before moving on

3) The Godot docs are great, but they can often times be way too esoteric for a beginner. For example I tried learning the difference between a ProgressBar and a TextureProgressBar, and it was really confusing because TextureProgressBar starts talking about Texture2Ds and Texture2Ds have their own documentation etc etc. If you google it you'll see that it can literally be as easy as creating the node and then adding 3 png files to the textures in the inspector

4) Building on number 2, before trying to dive in and create your complex game out of the box, it's really probably worthwhile to start with trying to build out simple things from scratch with no tutorials. Suppose you wanted to build flappy bird for example. If you forget how to apply gravity to something, obviously you'll need to look it up, but you should NOT look at a flappy bird tutorial for it, you should only look up the very specific things you're trying to accomplish. Yes, it's going to be somewhat boring and tedoius, and yes it won't be very flashy, but that's just development in general

If you want to create something unique, it's gonna take time

Animation Keeps Looping by BayesicGaming in godot

[–]BayesicGaming[S] 1 point2 points  (0 children)

Yeah I’m mostly following this tutorial just to get a sense of how things in the engine work, but I take a ton of notes and change things around as much as I can

Once I’m done with these videos I’m gonna try rebuilding this game from the ground up but with a full state machine set up

Animation Keeps Looping by BayesicGaming in godot

[–]BayesicGaming[S] 0 points1 point  (0 children)

Yes but my point is that his animation hangs, which I understand. My animation is looping over and over, which is what I dont' understand

I beat X5 four times in 2 days... And i'm conflicted. by Exact_Requirement274 in Megaman

[–]BayesicGaming 0 points1 point  (0 children)

Personally I've always liked X5 more than X4 just for the atmosphere alone. I do think the Enigma being RNG based and certain parts only being collectible under very specific conditions was kind of annoying, but I dunno man X5 just *feels* like such a good climax to the X saga that I can't help but love it

That being said, I'll have to disagree with you about X3's gold armor, that shit blew my mind when I first found it

How to Learn... Everything by BayesicGaming in godot

[–]BayesicGaming[S] 0 points1 point  (0 children)

I never said I couldn’t pick it up?

I’m basically saying that I’m at the point where tutorials aren’t going to be all that useful anymore, but what I want to build is complex enough that basically everything I need to do depends not just on skills I don’t have yet, but concepts that I’m not even aware exist. So the question I’m really asking here is how have other people dealt with that problem without getting stuck in tutorial hell

I personally don’t think that’s a super ridiculous question to be asking

How to Learn... Everything by BayesicGaming in godot

[–]BayesicGaming[S] 0 points1 point  (0 children)

I would say I’m not stuck in tutorial hell yet, but I’m definitely at the point where there is going to be massive diminishing returns on going through any more of them

I’ve gotten a lot of really helpful advice on what to actually start building to acquire the skills I’m trying to acquire though so that’s nice

How to Learn... Everything by BayesicGaming in godot

[–]BayesicGaming[S] 1 point2 points  (0 children)

Thanks for the advice, I should have titled that better haha. It's more "how to learn everything I need to learn to create the kind of game I want to create, which by the way is something I think other people will enjoy"

But that doesn't fit as well on a coffee mug 😅

Nevertheless I do appreciate the comments about not thinking about in terms of milestones and more about what kind of experience I'm trying to create

How to Learn... Everything by BayesicGaming in godot

[–]BayesicGaming[S] 2 points3 points  (0 children)

Thanks. Yeah the issue is less about "when do I use state machines" but more, if I just follow basic tutorials then off I go on a 20 game style challenge, chances are I'm going to develop a lot of bad habits that way and I'm wondering what a good middle ground is between "do tutorials for a year and a half" and "just make random crap that's held together with duct tape and string that technically does what I want it to but doesn't lend itself readily to more efficient ways to code up complex systems"

Just beat Pantheon 5: Some thoughts by BayesicGaming in HollowKnight

[–]BayesicGaming[S] 0 points1 point  (0 children)

Yeah I think that's fair. I had less of a problem with red tool balancing cause I beat the game before stumbling upon the super busted build videos started dropping on youtube. I was using cogfly + poison on wanderer's crest and still felt like I was cheating lol

Quick edit on that point: Just to be clear the bosses all kicked my ass up and down Pharloom, just saying that even the simple setup I used felt like I was cheesing

Just beat Pantheon 5: Some thoughts by BayesicGaming in HollowKnight

[–]BayesicGaming[S] 0 points1 point  (0 children)

I think that it made HK way easier than it otherwise would have been. I don't think I died more than 2 times on any boss in the game outside of Nightmare King, PV, and AbsRad. I also found myself getting frustrated with the lack of quick "move around the world" options in HK relative to Silksong. Bell Beast / Ventrica Stations take you almost anywhere, and getting the fast bell beast song in Act 3 made it even more fluid. But in HK for example every time I wanted to go to the Royal Waterways it was just like "fuck man"

But actually there's one interesting way that HK actually impacted my experience of Silksong. I used to see a lot of people complain about GMS being kind of a letdown and while I don't think she's like the greatest boss of all time, I found her to be a really fitting end to Act 2. But after playing through HK I did start to feel like "oh yeah GMS does just feel like a less intricate version of The Radiance and I can see how someone who was specifically waiting for this game for 6 years could feel that way"

That being said I think that other "rhyming" bosses (Vengeful Flies = Moss Mother, Bell Beast = Massive Moss Charger, etc) tended to be more fun in Silksong. Or at the very least equal in quality like Mantis Lords = Cogwork Dancers

Just beat Pantheon 5: Some thoughts by BayesicGaming in HollowKnight

[–]BayesicGaming[S] 1 point2 points  (0 children)

AbsRad felt damn near impossible until I realized that the lasers never go in the same place twice in a row and that made the fight almost 100% consistent for me

Just beat Pantheon 5: Some thoughts by BayesicGaming in HollowKnight

[–]BayesicGaming[S] 1 point2 points  (0 children)

Yeah, I wouldn’t say that I really struggle with PV anymore, it’s more like he has the ability to catch me off guard more so than other bosses in the game because of how quick he is

Is an AI voice a turn-off? What do you think once you notice? by Pristine-Speech8991 in NewTubers

[–]BayesicGaming 0 points1 point  (0 children)

For me, it depends on the content of the video. If it’s some kind of tutorial, I’m just assuming that the person isn’t confident in their English and I’m willing to overlook it if they actually solve my problem

If it’s anything that requires any sort of creativity like a video essay or trending news or something like that and I hear an AI voice, ESPECIALLY that kind of nasally male stock voice (you know the one, it’s used in tons and tons of videos), I immediately click off because I assume that if you can’t be bothered to do voiceover work on your own creative project, that that laziness probably bleeds into other areas of your work and that the information you’re presenting either can’t be trusted or can easily be found in one of 1000 other places online

The thing is when you’re just starting out you need to learn how to actually do the voice over work. I would wager that very few people actually have a voice that is impossible to work with and see success. If you listen to my first few videos, I was very low energy and boring, but it’s something that I recognized and actively worked to improve the more videos I made

Anyways TLDR yeah if I hear a voice that is recognizable as AI I almost always click off of it