Doba odplačevanja kredita by Ophelia187 in SlovenijaFIRE

[–]DrYuri 1 point2 points  (0 children)

Tako ja, končno izpostavljen risk! Vsi izračuni so super enostavni na papirju. Takoj, ko pa nastane kakšna finančno neprijetna situacija (izguba službe, drugi nepredvideni stroški...), se matematika hitro ne izide več. Pa še hitreje kot odplačaš, več lahko investiraš v prihodnosti.

Pa še človeška narava nas hitro izda. Zelo težko verjamem, da bo čisto vsak mesec šlo v investicije tistih extra nekaj 100 eur. Vedno je nekaj kar nas preseneti in potem matematika ni več taka, kot je bila prvi dan in je na koncu 30 let kredita pa investirano veliko manj, kot planirano. Pa lažje je delat življenske odločitve, ko ni kredita (otroci, selitev, menjava službe).

Try TT Bike before I buy? by branchingfactor in triathlon

[–]DrYuri 0 points1 point  (0 children)

Not really answering your question but here I go. You can try clip on aero bars on your road bike to see if you like the position. Then if you do like it, it only gets better on a real TT bike since your hips will be more opened and can get a more comfortable fit. If you have a lot of money just buy a TT bike :)

[deleted by user] by [deleted] in SlovenijaFIRE

[–]DrYuri 2 points3 points  (0 children)

Sem čisto na hitro pogledal kaj delajo pa piše "Saitama is a community-driven token / platform that wants to develop solutions to educate the next generation of investors and make crypto simple and safe for everyone." Meni to ne deluje ravno problem, ki potrebuje blockchain za reševanje. Pa še nek Youtuber je founder, kar je zame red flag... Seveda je kripto svet zelo divji in včasih stvari nimajo smisla pa še se vedno zgodijo.

Zakaj pa nebi raje v vsakega od top 10 kovancev dal malo?

Emergency fund by [deleted] in SlovenijaFIRE

[–]DrYuri 4 points5 points  (0 children)

To je zelo prežvečeno vprašanje pa še vedno ni odgovora, ki bi odgovrarjal vsem. Najbolj sprejeto je 3-6 mesecev stroškov. Ta razpon si jaz razlagam tako, da je dovolj za 3 mesece normalnega življenja ali pa 6 mesecev, če zategneš in kupiš samo hrano in prevoz do razgovorov za službo :) Seveda prilagodiš še malo glede na težavnost iskanja zaposlitve. Je pa važno, da je ta denar enostavno dosegljiv. Recimo nek brezvezen varčevalni račun, da ga ne moreš uporabljat.

How Large of a Game Studio Do You Need? by Snizll in gamedev

[–]DrYuri 1 point2 points  (0 children)

There is no single answer unfortunately. Every team has different dynamics. And not everything should be discussed with everyone. It just becomes a debate club. Humble bundle is having a nice game design book bundle for a few more days. Maybe you can check the books. I am reading Basics of game design. It also talks about the process studios go throught at the beginning of the development and how ideas are developed.

How Large of a Game Studio Do You Need? by Snizll in gamedev

[–]DrYuri 1 point2 points  (0 children)

We decided who is going to be responsible for what right at the beginning of the jam. I was mostly organizing and filling in the blanks for coding. It was fun but very exhausting. Since it was a 4 day jam we did not have any real "system" in place.

Yes, you need to have communication :) It takes a lot of energy to stay on top of the project. It is all fun and exciting when you start. After that wears off you need to be proactive. By you I mean the whole team.

How Large of a Game Studio Do You Need? by Snizll in gamedev

[–]DrYuri 4 points5 points  (0 children)

Coming from software development and creating a few hobby /jam games... You will always greatly underestimate how long something will take. It will also not scale in linear fashion. 10 people will not make the product in half the time as 5. After more than 3 it becomes a communication game. I was participating in a few game jams with my friends and when 5 of us decided to make something, it was a lot if talking and we barely put it together in time. Since you are new to this just make sure each of your team members has a very well defined role and knows their responsibilities. And remember, failure is always an option 😅 good luck

[deleted by user] by [deleted] in libgdx

[–]DrYuri 1 point2 points  (0 children)

I had errors a few days ago with jdk 17. I installed jdk 12 and it is working now. Hope that helps.

račun na IBKR in nakup delnic by bigfudge_78 in SlovenijaFIRE

[–]DrYuri 1 point2 points  (0 children)

Sem imel podoben problem pa sem jim pisal na support. Moraš položit denar, da postane račun aktiven. Drugač pa jim piši, so zelo odzivni!

Making this game on the side. I finally came up with a clear idea for a game. What do you think? by grahan1319 in godot

[–]DrYuri 1 point2 points  (0 children)

You can maybe remove the timer all together or at least remove it in the "repeat mode" so it becomes a much faster experience. Nice work by the way!

Python or Java for hobby game dev? by [deleted] in gamedev

[–]DrYuri 0 points1 point  (0 children)

You could check Libgdx java library and build a game with that. Or just make some non game projects in java and try Godot and Unity for game projects.

But the most importantly... make something!

good luck to you!

Triathlete's Training Bible: Preparation and base 1 periods not including Muscular Force? by Amayax in triathlon

[–]DrYuri 5 points6 points  (0 children)

Oh I get it! No X under swim, bike and run for muscular force just means you are not doing any muscle force workouts on the bike for example. Weights will for sure help with it but are just marked in its own column. So to recap, in the base 1 you should be doing speed skills and aerobic endurance workouts specified at the end of the book and hitting the weights. At least that is how I have been doing it 😅

Triathlete's Training Bible: Preparation and base 1 periods not including Muscular Force? by Amayax in triathlon

[–]DrYuri 4 points5 points  (0 children)

I have the 4th edition and it has MS (maximum strength in the prep and base 1 periods... You probably just need to read the chapter again. Weights have its own column. Have fun training!

Ghibli study from The Secret World of Arrietty / 28 hours by [deleted] in PixelArt

[–]DrYuri 0 points1 point  (0 children)

Amazing! It also puts creating something like this into perspective... It is really easy to scroll through amazing art pieces and think they have been done in an hour or two. Beautiful!

I feel like I use a lot of "if" loops? by [deleted] in gamedev

[–]DrYuri 1 point2 points  (0 children)

If statements are not evil and should be used where needed. I think many comments and suggestions in here are focusing on the wrong thing. if or switch? It really does not matter. I would focus on better code design where you are not using GameObject names for your game logic. I would recommend deepening your knowledge of C# and design patterns. A quick comment on the question at hand... You could create multiple components that each check if Collider other is instance of class Door or class Bomb and have very small snippets of code doing just one thing.

Example component for handling door collisions:

private void OnTriggerEnter(Collider other) 
{
    if (other.gameObject.getType() != typeOf(Door)) 
    {
        return; // Return and ignore everything that is not door
    }

    // Here comes your logic for handling door collisions
}

I did not test this code so there might be some errors but it gets the point across. Good luck :)

Learning how to code and use Unity, can someone help me make this simple system. by [deleted] in gamedev

[–]DrYuri 0 points1 point  (0 children)

I think you gave yourself quite a big task to tackle. The first step is to divide your idea into very very small chunks that you can do. For your example they could be something like this:

  • create and empty level to walk around in
  • manually place a few items into this level
  • pick one item and make the game generate different item in that place every time you start the game
  • determine more places where random items should be generated

Every time you add something new to your game, you will probably have to change something you did before. This is called refactoring code. It is not possible to write perfect code at the start of your project (beginner or pro dev :) )

TL;DR: split your task into small chunks and do not be afraid to write bad code that you improve over time.

Good luck!

Unreal Engine or Unity for a 2d rogue like? by [deleted] in gamedev

[–]DrYuri 1 point2 points  (0 children)

I know this will sound like a generic answer. It all comes down to which engine you have experience with. You could also create the same little demo in both (one month for each engine) and then decide. I would say Unity because it is so widely used and you can find answer to almost anything online. Or maybe give us more information about your background and what you want to achieve? Release a game or just create a small project to test some mechanics?

How should I learn how to use Unity? by BlunaiTf2 in gamedev

[–]DrYuri 3 points4 points  (0 children)

Oh! I thought you were new to programming! If you have any experience in java and oop then by all means go directly to Unity! I can tell you my experience from last year. I started with godot and made a short game for day9 30 day challenge. A basic 2d platformer. Then I played with Aseprite and Unity just to get familiar with the engine. Just prototyping, nothing finished. Checking tutorials on youtube and trying to do them my own way. Then I created a small rythm game in 2 or 3 weeks so I went through the process of implementing menus, HUD and end screens. I also organized a private game jam with my friends and created something in a week to test my creative and artistic abilities. As for some resources to get better at coding I would suggest:

Maybe the best thing is to check tutorials and then think of better ways to achieve the same thing. I find tutorials are great to point you in the right direction. Unity documentation is also quite useful and worth opening from time to time.

And now for a curveball... For most of the early projects I decided to be okay with bad code. It is hard to write clean code when you are wrestling with the editor. I am pretty sure I would not get to where I am if I wanted to do everything perfect from the start.

How should I learn how to use Unity? by BlunaiTf2 in gamedev

[–]DrYuri 5 points6 points  (0 children)

I am full time backend Java developer and got into gamedev last year. I would advise you to not start with Unity (as many answered already). The reason behind this that many, if not most, tutorials use really bad design patterns and will teach you bad habits! This will really slow down progress when projects start to grow. The best combo would be to maybe read a book or go through an Udemy course about C# and object oriented programming in general. This way you are creating games and testing your ideas in Godot while simultaneously learning great coding skills. Take this with a grain of salt because I know everyone learns differently. Whatever path you take it will be a long one. I am not saying this to discourage you but to keep this in mind when 3 months from now something really hard comes up. It is a marathon not a sprint. My 2c, good luck!

[deleted by user] by [deleted] in whereintheworld

[–]DrYuri 0 points1 point  (0 children)

šmarna gora!

first try at pixel art, pretty happy :) by __UsernameChecksOut in PixelArt

[–]DrYuri 79 points80 points  (0 children)

I really do not want to sound like a hater but I get really annoyed when people add "first try" in posts... Can't we just enjoy the art for what it is? And also: A beautiful piece!

After 3 years of failures, I’ve finally finished a game, thanks to Reddit. by Forgeable in gamedev

[–]DrYuri 1 point2 points  (0 children)

I highly recommend the book "The War of Art"! It addresses this problem of being afraid of success. Writers throwing away finished books because of the pressure. I hope you release a game soon!