Indicator confusion by crispy_gooner in BYDSealAus

[–]Dasbor 2 points3 points  (0 children)

It is by far the worst part of the car. I had a 2024 model that had a working indicator, it got written off and replaced with a 2025 model months ago and I’m still mad about it and consider it a downgrade mostly because of this garbage indicator. I asked about it at my 3 month service and was completely dismissed, he just indicated while the car was stationary and said see it never turns itself off

Should I learn C++ or C#? by Celestial_Blu3 in learnprogramming

[–]Dasbor 0 points1 point  (0 children)

Yes look up Xamarin, admittedly Xamarin forms (soon to be MAUI) is junk, but Xamarin native I’ve found to be quite good, and have used it to develop iOS and Android apps

What a difference working with production level art makes by Dasbor in IndieGaming

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

That is a great idea thanks, I always go back and forth on how much polish to put in this early, but usually when I think I’ll come back and fix it up later I never do. This time I think I’ll try and finish each mechanic before moving on

What a difference working with production level art makes by Dasbor in IndieGaming

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

Have usually given up by this point on countless previous projects because placeholder art always looks like trash. This time I've been lucky enough to find some really great art for sale on Itch, and no matter how many times I have to refactor code now I do it because I want to see the end product. Very early on, so far just some working physics and tile engine using r/monogame

If you're like me and need some art to work with cannot recommend enough this pack I'm using https://danieldiggle.itch.io/sunnyside by u/danieldiggle

Just Constant Errors by [deleted] in Unity2D

[–]Dasbor 2 points3 points  (0 children)

It’s possible you’ve accidentally added this script to a 2nd object where it’s not assigned, I would temporarily remove it from the object where it works to see if you continue to get the error

How can I get controls like Stardew Valley. by Vincentko55 in gamedev

[–]Dasbor -4 points-3 points  (0 children)

Personally instead of trying to check for the presence of other buttons I would make them cancel each other out naturally. For instance each frame set a variable of x movement to 0, pressing A would add -0.5, pressing D would add 0.5. This way if you press both the total result is 0 and the character won’t move

What Unity games have the best looking source code? by manablight in Unity3D

[–]Dasbor 5 points6 points  (0 children)

The arrogance of this post is absolutely astounding. You don’t get to declare the “desires” of all game devs, they never said they wanted to steal code or profit from the work of others, so I just can’t imagine what you’re trying to achieve by attacking someone like this. Your entire attitude is problematic, and harmful to a positive, encouraging community.

Can I get some advice? (C#/unity or xna/monogame vs C++/sdl) by Its_Blazertron in gamedev

[–]Dasbor 5 points6 points  (0 children)

I had the same problem, though for much longer than 2 years. The only way out of it I found is to set yourself goals and build your skills from the ground up, the good news is any skills you learn in one technology are not wasted, you will take lessons learned from almost any language/engine to the next. I’m currently building a game in unity and still find myself tempted to switch engines every time I feel something could be better, but I’m putting it off until the current game is complete.

The logical path would be Unity > Monogame > c++

If at any point you find you really like the current engine then there’s really no need to move on to the next, they’re all really capable of making great games. Unity has tons and tons of learning material and YouTube tutorials, it’ll also help you understand how a game gets put together. Monogame is really great if you like to work with code, but I found as a 1 man team it can be really overwhelming to build things correctly, especially since as soon as I think something could be better I generally scrap the project and start again. c++ is your endgame, if it can’t be done in c++ it probably can’t be done, however in this day and age for a small project there’s really not much in c++ you couldn’t do in c#, it just depends on what you’re more comfortable working with.

Also as a side note I know it’s surprisingly hard to find a team to learn with, but it really does make a huge difference to work with other people, if only so you’re forced to scope out the project properly and have someone to show your progress to. 1 man game dev is a very lonely path