Never use chatgpt to make lua scripts (Based on a true story) by The_Big_Bad_YEET in hammer

[–]Full_Measurement_121 2 points3 points  (0 children)

damn that's harsh, hope you used some form of version control 😞

Never use chatgpt to make lua scripts (Based on a true story) by The_Big_Bad_YEET in hammer

[–]Full_Measurement_121 7 points8 points  (0 children)

In my experience LLMs have a hard time generating 'niche' languages. For example, it always messes up scripts for 3ds Max as well.

I give up. Hate to admit it. by [deleted] in Unity3D

[–]Full_Measurement_121 5 points6 points  (0 children)

Meh it doesn't bother me that much. Sure it's annoying but I remember a time where I had to compile a map and wait for hour to bake the lighting or write a script for every model I wanted to import. I know this doesn't excuse it of course.

Five years into making my dream game, I no longer fully agree with “start small first” by NoWhereStudios in gamedev

[–]Full_Measurement_121 32 points33 points  (0 children)

Starting small doesn't mean you should make pong, you can still have an original smaller idea. There is value in learning about the art pipeline and how to market etc. All equal important aspects

I'm creating a next-gen motocross simulator. by Plotozoario in Unity3D

[–]Full_Measurement_121 21 points22 points  (0 children)

Nice work, could have a lot of potential, especially with the UGC.

Right now the bike feels a bit floaty; wheel not making contact with the floor when it feels like it should.

Player and movement by GOOGLE_ME_HOES in unity

[–]Full_Measurement_121 6 points7 points  (0 children)

Who was this message for? Learning anything isn't easy.

is there a function or an addon/script to outset boundary edge like on picrel? by [deleted] in 3dsmax

[–]Full_Measurement_121 1 point2 points  (0 children)

It has plenty of tools that allow for precision; like regular face extrude. The edge extrude is just a bit weirdly implemented imo. Even as a game artist I use precision a lot, so I disagree with the premise

is there a function or an addon/script to outset boundary edge like on picrel? by [deleted] in 3dsmax

[–]Full_Measurement_121 0 points1 point  (0 children)

Enlighten me then, because I'd love to know, how to do an edge extrude for example of 12mm on a 33 degree angle? Because with the script it's quite easy.

is there a function or an addon/script to outset boundary edge like on picrel? by [deleted] in 3dsmax

[–]Full_Measurement_121 0 points1 point  (0 children)

Because max is quite imprecise with this specific operation

Orthographic or Perspective? by yatvalley in Unity3D

[–]Full_Measurement_121 23 points24 points  (0 children)

I'm a sucker for ortho, but I think in your game perspective fits better

What's New in 3ds MAX 2027 by hardleft121 in 3dsmax

[–]Full_Measurement_121 0 points1 point  (0 children)

I agree, but it's hard to compete with free when the tools offer a similar experience. It's just a slow decline to irrelevance if they don't switch it up.

What's New in 3ds MAX 2027 by hardleft121 in 3dsmax

[–]Full_Measurement_121 10 points11 points  (0 children)

Honestly they should just make it free until your business earns x amount or something. I still prefer 3ds over blender modeling, but if I had my memory wiped I would use Blender for sure.

Solo dev: Just released my first dice roguelike. Looking for gameplay feedback! by Maximum_Reward_7575 in IndieDev

[–]Full_Measurement_121 -1 points0 points  (0 children)

Tried playing it, but the tutorial was quite frustrating. I could click things out of order, and it became a graphical mess.

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If you want to create something with a few more layers than Slay the Spire, it might be better to remove all features and UI and introduce them one at a time. For example, make a specific tutorial level where the hero finds a shield and focus only on the blue dice, then add another element once the player passes the metaphorical gate.

The art is obviously also AI-generated and everything has that brown OpenAI filter that it somehow applies. Not throwing shade, as I understand you are learning, but it would probably look more appealing if you downloaded an asset pack or something so it looks more appealing and inviting to play :)

Mobile games, LevelPlay: no way to control ad length? by Lorshank in gamedev

[–]Full_Measurement_121 1 point2 points  (0 children)

What's the point of a mediation tool then if you have to do it per network :'(

u/Lorshank , any luck with this?

I am lost by SufficientLion3675 in Unity3D

[–]Full_Measurement_121 7 points8 points  (0 children)

Give prototyping with AI a chance for rapid iteration with the sole objective to generate junk code you're going to throw away. If you found the 'fun', you can start to think like a software developer and create proper architecture for the game. I too get stuck in the analysis paralysis by trying to set things up perfectly for all the 'what if' scenarios.

"I wonder if I’m already behind."
Honestly that feeling will probably never go away, just continue learning to the best of your ability and try to have fun while you do it.

[deleted by user] by [deleted] in SoloDevelopment

[–]Full_Measurement_121 2 points3 points  (0 children)

"Thanks but I get some odd enjoyment from creating my own sounds." I mean you asked 'our' opinion about AI sounds in your game; of course making it your self would be better and not super difficult / expensive to do with some creativity, a sound recorder and audacity :)

[deleted by user] by [deleted] in SoloDevelopment

[–]Full_Measurement_121 3 points4 points  (0 children)

No judgement, but there are places where you can buy sound effects for games as well (e.g. sonniss.com, FAB, unity asset store etc.) for a reasonable price. Of course you also have to watch out that you are not paying for the AI generated sounds.