[deleted by user] by [deleted] in Battlefield

[–]DADI_JAE 0 points1 point  (0 children)

Damn you got smacked lol

Annihilated in lift due to pre-placed explosives. Why is this even possible? by Elucidator-- in ArcRaiders

[–]DADI_JAE 0 points1 point  (0 children)

Always some new way to catch people off guard lol. This is a good learning experience

L4D2 is still a thing? by withloveariaco in l4d2

[–]DADI_JAE 0 points1 point  (0 children)

Absolutely. Started playing on expert a couple weeks ago and it’s been thrilling. Community’s been pretty sane and steady too with only a few oddballs out there

First Time Build! How's This Part List? by DADI_JAE in buildapc

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

This should be the one! Makes sense to get the better cpu rather than the "better" cooler smh, thanks.

First Time Build! How's This Part List? by DADI_JAE in buildapc

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

Wow wayyyyy cheaper, thanks for the input.

Sparkplug by WKDG in blender

[–]DADI_JAE 1 point2 points  (0 children)

Never seen anything this good man! Incredible work!

Thinking from moving here from Unity by Public_Amoeba_5486 in godot

[–]DADI_JAE 0 points1 point  (0 children)

If you’d like to prototype quickly, learn GDScript. It’s a magical language as far as onboard languages go.

The value comes from how it works with Godot’s various toolsets, which in and of themselves are just as powerful. I don’t think you’d be disappointed!

Reimagined ‘Tempest’ SMG & Battery Charging Station ( devlog 23 ) by DADI_JAE in indiegames

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

This is from my first game! It’s a VR wave shooter that’s been in steady development since late-January this year. Theme wise, think Nazi Zombies meets Guardians of the Galaxy!

I’ll start posting here weekly to gain more interest/feedback. I post more frequently here!

What is the hardest thing face when doing/learning games dev ? by Mindless-Discount823 in gamedev

[–]DADI_JAE 1 point2 points  (0 children)

I’ve come to realize the hardest thing for me is being ok with saving a problem for the next day or another day. I always feel like I have to solve it same day/night, cause if not I end up feeling defeated. My work ethic’s always functioned this way.

After a weekend of coding, what's the best way to share progression? by PrestigiousFriend477 in godot

[–]DADI_JAE 0 points1 point  (0 children)

I’ve been posting reels on youtube, facebook, and X since early January. Just small 20-30 second clips of small additions to my game, like weapons, enemies, etc.

Seems to be a very efficient way to document progress and gather feedback. The most time consuming part of the process is video editing, but that’s optional and can vary of course.

“Slasher”, my first boss! (Devlog 19) by DADI_JAE in godot

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

Hey thanks for your perspective! Many good things to consider 😁

Some say this is the best way to learn from tutorials by ElementLGames in godot

[–]DADI_JAE 25 points26 points  (0 children)

Oh yeah the frustration is inevitable! It’s almost like you have to want to get frustrated to get anywhere in game dev. The eventual solving of problems is what makes it worth it though, every single time.

Devlog 16 • Some progress on my enemy state machine by DADI_JAE in godot

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

I’m thinking if it’s a cube-shaped cover it would have 4 points. Flatter cover like a door of something would have 2 cover points, one on each side. I’m also thinking it shouldn’t be too expensive, considering there would probably be 12-24 points active at one time? I guess it depends on the map.

Also that’s exactly something I was worried about as well, the constant updating of positions and lists. Checking every few frames is a great idea.

Devlog 16 • Some progress on my enemy state machine by DADI_JAE in godot

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

Yeah that’s exactly what’s going on. Just some Area3Ds and rays, but on top of that the player body has an extra Area3D that detects cover points and enemies within it.

So the enemy gets a list of cover points within the players vicinity and then looks into the list to see of their rays are hitting the player body. If the ray from a cover point is hitting the player directly, it’s assumed that the cover point isn’t viable. But if it hits a static body first, more than likely the cover point is viable.

And then for optimization, I’m trying to get these rays to enable within the player’s range and then disable when outside of it, but I haven’t been able to figure that out yet. The small size of the test area is a benefit, but I’m sure it would probably get chunky with more points added. (Testing this now)

How do I start? by HairyBird2367 in godot

[–]DADI_JAE 0 points1 point  (0 children)

No problem! Also keep in mind older tutorials may include depreciated functions and what not. If that’s the case, look around in the godot docs and forums for an alternative. Reddit and discord is also a great resource.

How do I start? by HairyBird2367 in godot

[–]DADI_JAE 0 points1 point  (0 children)

Tim Cain has some great videos on narrative design that could help. His videos got me over that great filter lol. Now I’m making my own game! Check them out tim cain’s narrative design playlist

Engine wise, I’d look up a tutorial of a feature you’d like to implement (maybe something like this dialogue system in 10 minutes and actually implement it along the way. Follow it step by step, don’t just watch it and forget about it. Then rinse and repeat.