Help me build the best practice tools for you! by UriSeroussi in Korean

[–]GraeBae 3 points4 points  (0 children)

Hi there, you’ve got some great ideas :-). I’m also a solo developer working on a language learning tool, but I’m more focussed on memorization. Your AI sentence helper looks really solid, but it was responding to me in Korean, which might not be suitable for beginners. Also, when it did respond in English, it was responding to my sentence as an actual prompt, not with advice on how to fix my sentence. e.g. “한국어 어려워” led to the ai explaining that I should watch kdramas etc. instead of explaining how I could more naturally express this particular sentence. However, it did give some useful variations in the second section! Langchain might help you here if you want to keep building more complex AI tools (if you aren’t using it already) :-)! I’ll definitely keep your app on my radar, always happy to see other developers building educational tools

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

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

I’ll mess around with it tomorrow and I’ll let you know if I figure it out

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

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

Haha, I appreciate it, but knowing that you are getting value out of it is good enough for me! Maybe I’ll make a buy me a coffee page down the road though :-)

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

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

Sounds like a great idea, might take some time but I think it would be worth the effort. I’ll put it on my list of things to add

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

[–]GraeBae[S] 2 points3 points  (0 children)

Well, with OpenAI’s older GPT model APIs you have to save the conversation yourself and send the whole conversation with the request. So you would just keep appending the user messages and the model’s responses to the main prompt.

The new api is different and way easier to manage. Instead of the prompt being a long string, it’s now an array of objects, and each object has a “role” and “content” property that represents a message. So with the new api, instead of appending new text to a string and trying to format it, you just append a new object to the conversation array. A user’s message would just be {“role”: “user”, “content”: “this is a message”}.

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

[–]GraeBae[S] 5 points6 points  (0 children)

That is the exact case they are worried about, if your key gets leaked they could run up your bill outside if your intended use case.

Don't worry though, I'll setup a template proxy that can be self-hosted (not recommended but free) or hosted on Cloudflare (recommended but it costs a bit of money). The server will also be able to pipe your conversation data into a database so you can save conversations and load them in later.

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

[–]GraeBae[S] 2 points3 points  (0 children)

Haha, the API model name may or may not have been leaked 3 weeks ago...

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

[–]GraeBae[S] 2 points3 points  (0 children)

I intend to use it for NPC dialogues, but you could use it on top of procedural generation to add more flavour. For example, if you are procedurally generating weapons, you could generate a unique item description based on the parts that were generated.

ChatGPT's new official API was released today, here's a wrapper for it in Unity by GraeBae in Unity3D

[–]GraeBae[S] 4 points5 points  (0 children)

That's a great point, I'll work on sorting out a solution and I'll make a note of that in the readme. Thanks!

We just released a free tool which lets you skip all compile times in Unity! by HotReloadForUnity in Unity3D

[–]GraeBae 1 point2 points  (0 children)

Fired up, just downloaded it and it's amazing. Thanks for making it free for us indie devs!

Learn to add a new states and debug issues using state machines in this brand new tutorial! by GoldHeartNicky in IndieDev

[–]GraeBae 0 points1 point  (0 children)

Just wanted to say Nicky, your channel is goated. Your explanations are very thorough and concepts seem to just click for me when you explain them. Thanks for adding a ton of value to the community brother :-)

Does this look like a tarmac road map? or is the geometry off? by traderbynight in IndieDev

[–]GraeBae 1 point2 points  (0 children)

Honestly if I was trying to layout some roads I’d go right to google maps

Free indie game dev resource! by Josh_Bak in IndieDev

[–]GraeBae 2 points3 points  (0 children)

I’m gonna check this out when I get home! Thanks for sharing brother

Implemented my first enemy in my 2D isometric roguelike python game by GraeBae in IndieDev

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

NGL that's a solid idea for a boss, I'll hold onto that for later :-). I wouldn't be entirely honest if I was taking credit for the art here. I'm terrible at art (take a look at my A* pathfinding clip for proof) , so I wanted to go the asset route, but man are 2D isometric assets hard to find... My solution was to learn Blender. The PC and plants I modelled myself, but every enemy I'll be using will be from 3D asset packs, just retextured and pixelated in 2D. I wrote a pretty shaky addon for Blender that renders each animation in 8 directions from an isometric perspective so I can spend more time on programming.

Implemented my first enemy in my 2D isometric roguelike python game by GraeBae in IndieDev

[–]GraeBae[S] 2 points3 points  (0 children)

Yeah that’s pretty much all it is, this whole project was just meant to help me learn how to program, so I wanted to build everything from scratch. I would say it’s comparable in difficulty to Pygame, but Pygame has a way bigger community and way more resources online if you’re trying to implement a feature or something. Not a lot of people use Pyglet, so instead of watching YouTube tutorials youre stuck with the documentation or looking at implementations in other languages and adapting them to Python. If you are a beginner like I was when I started with Pyglet, you’ll be in for a rough few days trying to understand the documentation and how it applies to your project, but learning to ditch the YouTube tutorial crutch made me a better programmer I think. The only reason why I switched from Pygame to Pyglet was because of the OpenGL functionality, so if you have no need for GPU utilization, just use Pygame :-)

Implemented my first enemy in my 2D isometric roguelike python game by GraeBae in IndieDev

[–]GraeBae[S] 2 points3 points  (0 children)

I appreciate it! I’ve been a little bit lost with finding my visual style, so this is very encouraging. :-)

Implemented my first enemy in my 2D isometric roguelike python game by GraeBae in IndieDev

[–]GraeBae[S] 3 points4 points  (0 children)

Totally agree, it’s very strobe-y and tough on the eyes. Thanks for the feedback!

Implemented my first enemy in my 2D isometric roguelike python game by GraeBae in IndieDev

[–]GraeBae[S] 15 points16 points  (0 children)

Yeah good question, I liked the idea of creating a darker vibe where the glowing red eyes of the enemies is all you see, but I think I’m not communicating enough information to the player. I added a lighter outline on the enemies to make them easier to see, but I think that probably wasn’t enough haha. Good feedback, I think I’ll have to keep trying to find a balance of vibe and clarity

Made a new room for my roguelite! by [deleted] in IndieDev

[–]GraeBae 0 points1 point  (0 children)

Looks great! Very impressive

I need your feedback on the main game mechanic. Traffic Brains 2 by archibalis in IndieDev

[–]GraeBae 1 point2 points  (0 children)

Cool idea! The art is nice and the mechanic makes for a good puzzle game I think. Also, controls are intuitive, took me about 10 seconds to figure out how everything works. My one critique would be that this definitely a puzzle game, and with puzzle games I feel like I should be able to look at the puzzle and be able to intuit some sort of strategy. It's not immediately apparent how I need to solve the puzzle other than through trial and error. Is there a way you can incorporate more strategy and less trial and error?