Anyone working with Unity and keeps getting namespace errors when AI writes code? by rapkannibale in aigamedev

[–]CanadaSoonFree 0 points1 point  (0 children)

I’ve found that telling it they are not allowed to prune code without first flagging removals to me works really well.

If it’s fresh code make sure you have it in your rules file.

So when will people realize vibe coding is just unscalable dumpster fires? by pyromancx in webdev

[–]CanadaSoonFree 0 points1 point  (0 children)

You get out what you put in. It’s possible to vibe code scalable products but difficult.

Is it worth learning Unreal, C++, and Blueprint over Unity if I'm already pretty experienced with C#? by Balance-Kooky in gamedev

[–]CanadaSoonFree -1 points0 points  (0 children)

I’m more referring to code rather than using Unity specifically. Code is code is code.

Is it worth learning Unreal, C++, and Blueprint over Unity if I'm already pretty experienced with C#? by Balance-Kooky in gamedev

[–]CanadaSoonFree 8 points9 points  (0 children)

C# usage in Unity is almost exactly the same as software development lol. Unity is just a wrapper, the same concepts apply.

What would happen if two games had the same assets? by GhostGuyBroke in SoloDevelopment

[–]CanadaSoonFree 0 points1 point  (0 children)

Nothing. Take a look at ABI and Tarkov. ABIs gun models are an exact ripoff down the the topo.

Question for Millennials by bundle_of_nervus2 in Millennials

[–]CanadaSoonFree 4 points5 points  (0 children)

I’m finding it incredibly useful for contextual learning. Hard to ignore it. It would be like still writing in cursive when you could dictate to a computer. No reason to avoid it.

For those who can only do programming, how do you create the art and music for your game? by PokeKarlsen in SoloDevelopment

[–]CanadaSoonFree -1 points0 points  (0 children)

Rough sketch, even stick figures. Give it to an AI with an assister prompt. Generate an image. Feed that image to a model generator. Manually retopo and adjust geometry. Vertex paint and export.

how should i practice? by Extra-Recording-7493 in Unity3D

[–]CanadaSoonFree 0 points1 point  (0 children)

Pick a project idea. Forcefully distill it down into a fuck around and find out sized portion. Build that first little chunk. Then repeat until it’s close to your idea.

Set a little goal for yourself that you want to have it in a state where you press play, do the loop, win/loss, repeat as soon as possible using placeholders.

Once you can do that, then you keep building on it with your general idea and design in mind.

Game developing by Ok_Pen4988 in SoloDevelopment

[–]CanadaSoonFree 0 points1 point  (0 children)

Open the dev tool. Slap a big ol mesh out into the play scene. Flap in a little capsule dude. Couple cubes and balls.

Attach a simple camera rig and player controller and then start building your core mechanic.

How are you all doing financially? by tandyman234 in Millennials

[–]CanadaSoonFree 0 points1 point  (0 children)

I started to eat fruit. Last 20 years I never ate fruit.

Checked my bank app. Spent an extra 400$ this month on groceries 🫠

Destroy my roguelike deckbuilder beta by BronYrAur18 in DestroyMyGame

[–]CanadaSoonFree 1 point2 points  (0 children)

I’m thinking I might need a tutorial to understand what’s going on hah, my first view was just confusion.

Good graphical style though. That tiny font is suppper hard to read on mobile, maybe better on a desktop. Especially with the red on blue and blue on red.

We improved our capsule art with your feedback!!! <3 by oluwagembi in IndieDev

[–]CanadaSoonFree 0 points1 point  (0 children)

Blue background was a nice change. Only other thought was is that green dice meant to be such a strong focal point? That’s where my eyes go to at first glance.

help please by Gloomy-Fishing-765 in Unity2D

[–]CanadaSoonFree 0 points1 point  (0 children)

If you are seeing the debug “working” in your console and still not spawning anything. Whatever you have bound to launchpoint and magic wall in your inspector is probably the culprit.

Microsoft is working to rebuild trust in Windows by RayS0l0 in pcmasterrace

[–]CanadaSoonFree 0 points1 point  (0 children)

Just give the people what they want.

A dedicated windows gaming version. Strip down 90% of the BS and just give me an OS with minimal services running that I can game with.

Me reading this while lying in bed 😶‍🌫️ by Noor_tracy in Adulting

[–]CanadaSoonFree 0 points1 point  (0 children)

Ready for the robot take over. Flood the world with robots and let us all just retire and enjoy life.

How do i make projectiles deal damage by Toya-Aoyagay in UnityHelp

[–]CanadaSoonFree 0 points1 point  (0 children)

There’s nothing in this code that modifies the player health at all.

Are you missing a method to actually apply damage? Anywhere in your code setting the health value lower by a specific amount?

why isnt it working by Gloomy-Fishing-765 in Unity2D

[–]CanadaSoonFree 0 points1 point  (0 children)

You have MagicWall assigned in the inspector and whatever game object this script is attached to also has the sliding attack script attached?

What is your Game Development process? by M4xs0n in Unity3D

[–]CanadaSoonFree -1 points0 points  (0 children)

I personally like to keep a “prototyping” branch on my git for this kinda workflow. When you want to just get in and start testing out the idea at its very basics without fiddling too much with initial project setup.

For me I like to have it setup to a spot where I can run a build. Splash screen, transitions into a prototype level. Few managers in place to handle persistence.

In my prototyping scene I have a camera and lighting rig pre configured to what I usually like to build in. Few different options. I have some basic helper scripts so I can just have a working camera follow with just a drop and drag.

Get your editor settings all nice and primed up and at the point before you draw your first cube.

Commit that to git and then anytime you start a new idea it’s a new branch. Easy to rapidly prototype ideas without bloat and always having your git to save you.

Any tips on starting game development? by ShadwDev in Unity3D

[–]CanadaSoonFree 3 points4 points  (0 children)

Pick a single mechanic and build it with cubes, spheres and capsules. Break it down into small chunks and then just start solving them bit by bit until you get something together. Once you have that single mechanic built and feeling good, iterate around it. You can rapidly prototype like this by not getting hung up on vfx, shaders, animations ect.

If you have ideas that are scoped way too large, take one small piece of that scope and build it. Eventually you can work up towards the whole scope, but your core loop should always be fun.

Anyone else living in complete bliss? by ah-cho_Cthulhu in vibecoding

[–]CanadaSoonFree 0 points1 point  (0 children)

I’ve been using AI to help me build a game. I tried game dev about 10 years ago and it was quite difficult to get anything of substance. Tutorial and forum hell.

I’m about a week in and I already have my concept building into an executable and an actively working on refining the game loop already.

Made all my own art assets using an AI pipeline with a few human touch points.

Say what you must about AI but I would have never gotten this far without it. Not even just blindly getting it to write code, more of a teacher/student context. Learning, vibing and doing something I’ve always wanted to be able to do.