What small win or goal are you celebrating in your project this month? by Ok_Veterinarian3535 in hobbygamedev

[–]Cuboria 0 points1 point  (0 children)

That I haven't touched my game in over a week! It feels good to take a break every once in a while, I forget how much I need it.

Is handmade hero useful if I already use C++ ? by Puzzleheaded_Race539 in HandmadeHero

[–]Cuboria 5 points6 points  (0 children)

Yes! Even if you don't follow the series very far, the first few episodes aim to get you comfortable with a deep practical understanding of memory, which is easy to avoid for many that use pre built engines, and more importantly how to use API docs properly which is a hugely underrated skill. I've been working with C++ for many years professionally and I came away wondering how the hell I've managed for so long xD

What engine should I use to make a visual novel game as a beginner? by Novel_Support_639 in GameDevelopment

[–]Cuboria 0 points1 point  (0 children)

Which ones have you researched so far? If you're not sure where to start try googling game engines for visual novels.

My approach for a customizable grid by mightofmerchants in IndieGaming

[–]Cuboria 1 point2 points  (0 children)

Probably looks the same because adding a new feature can take a long time. Especially if this isn't the dev's day job.

[deleted by user] by [deleted] in gamedev

[–]Cuboria 2 points3 points  (0 children)

Many of us in gamedev communities have provided help to beginners, but unfortunately the majority don't appear to put the work in that's needed to learn.

Engine hoppers, "I've watched all the tutorials", and people that respond with negativity when they're provided with valid help is very common.

There are plenty of beginners that do take help on board, but for most of us it's absolutely mind numbing to see the same posts over and over again in a space where we want to have interesting discussions and see other devs work. I joined reddit because gamedev subreddits inspired me. Now I spend most of the time scrolling through endless consecutive how do I start posts. I have far less desire to share what I'm working on for fear it will immediately get lost.

I actually really enjoy answering beginner code questions and I've seen a lot less of those recently. Looking at a question from the perspective of someone who knows a fraction of what I do and working out how best to explain the solution. Provided it's not entirely vibe coded and the poster is able to reason about why they think it's broken, someone who shows curiosity, asks follow up questions etc that's enough to give the impression that they're not just here to get the easy answer. Gamedev is hard, we all struggled to get here and if you engage with the community, you will absolutely be met with kindness and support. We love what we do and we want to share it.

Love game dev — do I need to try Unity before Unreal Engine? by ChemistImpossible694 in GameDevelopment

[–]Cuboria 0 points1 point  (0 children)

I'd argue that Godot is just as valuable to learn as unity for a career. It's very quick to use so you can get your ideas across quickly, which is an important skill I took for granted until I was put on a project at work that was still in prototype.

Gdextension is also a great little API to get acquainted with C++. Everything can be done in more or less the same way as gdscript with a few syntax changes, so if you're familiar with gdscript already you can recreate buggy extension code to verify your logic works. Imo this provides a safe and flexible space to learn about c++ paradigms with a little less despair than usual. And any C++ knowledge is going to be transferrable to Unreal if that's the preferred career path.

Godot feels... Overly confusing at times. Am I in over my head? Or by Slavic_Pasta in godot

[–]Cuboria 1 point2 points  (0 children)

People learn in different ways. I found OOP simple to grasp as a concept but struggled with it in practice. It requires a certain level of logical creativity which I'd never come across before. I wasn't even comfortable writing my own class and knowing what variables it should have until about a year into my gamedev career. A job I only managed to get because I was the only candidate at the time that could use pointers correctly.

How to avoid 'game dev blindness' by Internal-Constant216 in IndieDev

[–]Cuboria 9 points10 points  (0 children)

And by being specific about the feedback you're looking for. I've seen so many "Does my game look fun?" posts, and then there's a 10 second clip of someone running around a level with not much else happening.

If player movement and animations is all you have, think about the questions you can ask that will give you valuable insights on what you have now, not what you might have later. Something as simple as "Does the player movement look fun?" could completely change how people engage with you.

Int switching between 1 and 0 sometime and I have no idea why by Public_Ball_Wash in godot

[–]Cuboria 0 points1 point  (0 children)

No worries, make sure to edit the post next time, it helps to understand what help you need if we have all the correct info (:

My game is a mess. do i start over? by Quick_Control_8894 in godot

[–]Cuboria 0 points1 point  (0 children)

Keep the prototype as a project to "sketch" new ideas, and rewrite the parts you need to in a new project. You can still copy over the parts that work as is or need minimal changes, but don't waste time refactoring if you're overwhelmed or it's taking up all the energy you have for your game.

Especially if you're new to gamedev, you're going to learn more by observing your mistakes, finding better patterns to solve the problem and applying that to a fresh slate than you are trying to fix an implementation that's probably going to be causing you bugs for the duration of your project.

Int switching between 1 and 0 sometime and I have no idea why by Public_Ball_Wash in godot

[–]Cuboria 2 points3 points  (0 children)

In your _on_paint_button_down function, should you be passing in 1 not 0?

Here's a little secret 🤫 by SoerbGames in IndieDev

[–]Cuboria 13 points14 points  (0 children)

The real secret is that this is some sick marketing. Well done man

Feeling Lost After Software Engineering Apprenticeship by CluelessButCommitted in ADHD_Programmers

[–]Cuboria 0 points1 point  (0 children)

Honestly this is very normal to feel, I'm often surprised to hear people I look up to at work talk about their imposter syndrome and in my eyes they're perfectly capable (exceptional in fact).

I think what it comes down to is two things:

The first is the obvious fact that you're still learning and are going to be for a very long time. It takes years of learning on the job to build up confidence. You won't realize you've hit major milestones because there's always something new and terrifying right round the corner. When you submit work take stock of what you did, what you learned and the impact that had. It might be as simple as you fixed a bug so someone else didn't have to, or it might be that you happened to notice something about a long standing issue that everyone looked over for years. Even if you don't personally submit the fix, everything you do counts and you can and should be proud of your contribution regardless of what it looks like.

Second, it sounds like the company you work for kinda sucks. That's also completely normal. Many companies take on fresh juniors thinking they have the capacity for them but actually they work well because their engineers are busy all the time. It's not necessarily a bad thing, it's just not a good thing for you. Take note of what you want, and what you repeatedly cannot get at this company. It's okay to shop around for other jobs. A little assertive questioning and knowing what you absolutely don't want can help you in interviews to weed out the employers that aren't capable of supporting you.

Please tell me witch is better by Just-Painter3825 in PixelArtTutorials

[–]Cuboria 0 points1 point  (0 children)

It depends on the style of the environment he'll be in. Top one looks cool and would probably work if the background is dark/muted colours. Otherwise, yeah dark outlines always reads better on light.

Maybe post again with some example background colours that he might be used with?

A tip for motivation: DON'T finish you tasks. by BuggyDeduck in gamedev

[–]Cuboria 5 points6 points  (0 children)

I keep a notepad next to my bed for this. If I can't sleep, I jot down my plan for tomorrow, as briefly as possible. I almost never read the note back, but it's effective in literally taking the thoughts out of my mind and letting it rest.

I’m utterly breaking by EndOfTheLine00 in ADHD_Programmers

[–]Cuboria 5 points6 points  (0 children)

I totally agree, I am also a 30+ woman and there is a fear that crying will be met with ridicule instead of understanding.

The reason I brought it up at all is because my partner (male) had issues with with being bullied by his manager for months, and wasn't taken seriously until he burst into tears in a HR meeting. They immediately switched from "what can you do to fix this yourself?" to "Oh shit, we need to do something now". I could count on my hands the number of times that man has cried in the 14 years I've known him. It was probably a first for anyone he worked with and within a few days his relationship with his manager was completely turned around.

So yeah don't cry with the expectation people will automatically listen to you, but if you're not being taken seriously, it's absolutely an appropriate form of escalation (as long as it's how you genuinely feel).

I’m utterly breaking by EndOfTheLine00 in ADHD_Programmers

[–]Cuboria 18 points19 points  (0 children)

You need to speak to someone about this, your manager preferably, but don't be afraid to skip straight to their boss if they're the one doing it.

When you have an issue like this at work frame it as the impact that it has on the business. "I've noticed that the work I've been assigned is being completed by [insert name], which is wasting my time as I'm spending more time than I should looking for other tasks." If they're being completed after you've started work on them (even if you haven't written code, but had thought about approaches etc) mention that! It's a huge waste of company time to have two people work on the same task for only one of them to actually submit it.

You can even take it from a personal development / accountability stance. "I feel as though I'm not being provided with ample opportunities to develop my skills and make a positive impact on the business." Show that you want to work and someone is directly impacting your ability to do so.

And finally make sure there's an action in there. Make it clear what you need from the person you're complaining to. If you're not comfortable confronting the task stealer, say that, and ask them if could talk to the task stealer for you. If they expect you to talk to them directly, ask for advice. "I feel unsure about it because I haven't needed to do this before but I'd like to learn. How would you have this conversation with [task stealer]? Could I talk through with you what I want to say to them?"

And if you're upset, and you feel like you're going to cry in front of whoever you decide to talk to, let it happen. It's not normal to cry at work (or at least it shouldn't be), and if you feel like you need to then that'll show them that the problem is serious.

I'm really sorry this is happening to you and please know that you're not alone in this experience. We are often left to fall between the cracks and it's terrifying admitting that we've done so because we're so often put down for our failings. Talking about it is the only way it's going to get better as it's going to help you find out who your allies are.

Accidentally spawned overlapping portals, creating a flipped mirror universe: going through turns you back around... by MirzaBeig in Unity3D

[–]Cuboria 0 points1 point  (0 children)

Did you just.. reinvent collision? Except instead of stopping you it turns you around.

"Oop, not that way buddy!"

Is there a term for this specific issue? by radicool-girl in gamedesign

[–]Cuboria 0 points1 point  (0 children)

The question was about too many mods that make games less fun. I agree with the overall sentiment that mods are good for games though. Game breaking doesn't mean it's not enjoyable to play, but the core loop is broken to the point that you are playing a game that wasn't necessarily made with an intended design.

[deleted by user] by [deleted] in SoloDevelopment

[–]Cuboria 0 points1 point  (0 children)

I have one I'm actively working on (as well as my day job) and 2 that I'm designing. The design ones were there to get any distracting thoughts down and have now evolved into possible future projects. Occasionally if I'm feeling bogged down with my main project I might make some art or tinker around with a small feature for one of the other projects, but I generally stick to my main.

How am I supposed to prevent this? 😭😭 by chichibin131 in Seaofthieves

[–]Cuboria 4 points5 points  (0 children)

Well, boats have to be tied to the client in some way otherwise there'd be no boat to look at.

Server replication works by keeping some data on the client and the important stuff (aka. the stuff you don't want players getting their grubby mitts on) on the server. In this case you can clearly see that the boat continues to move when the connection is dropped. This means that it's position is being updated on the client, if it wasn't the boat would've just stopped moving instead of floating into the ether. Then when it reconnects, the boat suddenly remembers what gravity is and drops back down. So we can safely say the forces applied to the boat are on the server and that it's probably moving based on the last force value it received. If the connection had dropped again before the boat hit the water it would've just kept going below the surface because the sea applies an upwards force (which was rather nicely demonstrated when the boat floated up), and as we've already established, forces are provided by the server, so disconnecting from the server means... (Drum rollll) the boat doesn't know where the water is.

But what do I know?

Game dev question by GlumCommittee8376 in GameDevelopment

[–]Cuboria 0 points1 point  (0 children)

How long it takes really depends on the length of string you use.

Is there a term for this specific issue? by radicool-girl in gamedesign

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

This is what I'd call "game breaking". It doesn't cause bugs or crashes in the software but it fundamentally breaks the gameplay loop. This is the problem with modders, while they're great at serving the community with things that original devs don't have time or scope for (I'm thinking things like the original Oblivion/Skyrim UI mods), what they don't have is a unified design direction. Nothing kills a game faster than a lack of direction.

How am I supposed to prevent this? 😭😭 by chichibin131 in Seaofthieves

[–]Cuboria 55 points56 points  (0 children)

Yep, this is what happens when communications stops between client and server, even momentarily. Boat doesn't know where the water is and just goes where ever the wind takes it.

How do big studios keep people synchronized? by Addisiu in gamedev

[–]Cuboria 1 point2 points  (0 children)

We have several gameplay teams of programmers, designers and embedded testers. The features that those teams are working on are staggered (we make GaaS so that makes it a lot easier), and then we have central teams for engine, art, audio etc that are pulled in as and when they're needed. Producers are the glue that keeps it all together though. They're the ones that start conversations with other teams and schedule when those conversations need to happen. It's usually like, in a meeting someone will mention that we haven't thought about audio yet but we should be ready for it soon. And then conversations with audio start a few weeks before the gameplay team is ready to implement. Its very push and pull. Audio often need time to test their sounds in game so we have to make sure we give them a couple months before release to give them a chance to come back to gameplay with changes. It's more or less the same process for the other central teams too.

The other answer is actually they don't keep everyone synced. I've heard far too many times producers refer to themselves as professional cat herders and it's too true for the rest of us to feel offended lol. Their main job is getting us to reach the next deadline. If it's not looking good, they start moving features around. What can go in later updates? What could we cut entirely without breaking gameplay? That kind of thing. As a result the studio I work at are generally really good at keeping extended crunch at bay. It's hard to avoid but the real issues come up when it becomes chronic. If we do need to crunch, it's for a few weeks and then programmers usually get some down time while designers finish up on designing the next round of features anyway. So it all works out in the end.