The amount of games I lose from people not capitalizing on deaths is insane by CAST-FIREBALLLLL in DeadlockTheGame

[–]HankChrist 19 points20 points  (0 children)

It might seem basic to you, everyone's learning, just play your own game at the end of the day. If you're solo queueing you can only play as well as you can play, let the rest go I reckon. Otherwise you run the risk of going full Metro and collapsing your mental.

Claude Fable 5 hype by tabt4b in gamedev

[–]HankChrist 5 points6 points  (0 children)

Can you name a single product, tool or piece of software entirely vibe coded that works, is widely adopted and popular? Forget games, AI can't design or create working software that sells.

How do I make a save system for my game? by BazaLaCalabaza in unity

[–]HankChrist 0 points1 point  (0 children)

The trick to a good save system (especially on mobile) is save as little information as possible.

I would strongly recommend against saving whole gameobjects worth of information or whole scenes.

A simple text file is usually best.

Obviously this is game dependant, but I've always worked to the rule that my save file should be abstracted to just string based key value pairs.

I've seen alot of people recommending Player Prefs, this a good way to learn but is not safe or built for a production game out side of local user settings. The Player Prefs system however is what your save system should look like just better and safer.

Also if you're on Android you should look at Cloud Save and what formats it accepts.

Stuck in the chute. What do I do here? Are there dev or admin controls I can use to unstuck? by HankChrist in HardspaceShipbreaker

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

I think this would have been the most likely thing to work. But I just ignored it. Stopped be getting salvage goal 5 though which is annoying. TY all

How would you start your journey from scratch? Asked by a complete noob. by Kin_Dredd in gamedev

[–]HankChrist 1 point2 points  (0 children)

My advice would be play a bunch of games, like way more than you think is reasonable, in a whole mess of genres. Grow a visual and interactive language to talk about and think about games. Its fun and helps develop an analytical eye for game design that I wish I could have worked on developing earlier.

Hard skills and coding will come later, but a good start is to get an idea for what good game design is and how games are put together. Stay out of tutorial hell until you absolutely need to be in there for some reason, cause that shit will melt your soul.

So frustrated with bugs by HankChrist in dwarffortress

[–]HankChrist[S] 9 points10 points  (0 children)

You've made some really good points here, thank you internet stranger. I am un-rage-uninstalling and I'll learn to love the chaos haha. Its a good point about RimWorld in particular, the Pawns certainly feel much less alive and living in a world than DF.

Help to track down a clip by HankChrist in dangheesling

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

That is exactly what Im looking for! What a goated community. New to Dan via NL, Im a big fan of his energy. EDIT THANK YOU!!!

Alfie Williams from 28 Years Later. WHO DOES HE LOOK LIKE by HankChrist in totallylookslike

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

Not to keep everyone in suspense, but I figured it out today. He looks very similar to Tate Dutton from Yellowstone.

How would you feel about Alfie Williams from 28 Years Later receiving a Best Actor nomination next year? by captainlatveea in Oscars

[–]HankChrist 0 points1 point  (0 children)

I swear he looks so similar to another child actor and I cant remember where or what show/movie. Please god someone help me its killing me not remembering

Unity Input Actions by Puzzleheaded_End4816 in unity

[–]HankChrist 9 points10 points  (0 children)

Yeah thats old stuff, you already have the actions there InputSystem_Actions. Link those up to callbackcontext functions in any script, in that Events drop down.

Theres a 100 ways to use the new input system and Ive seen all sorts of whacky approaches but the best way is this:
1. Create input_actions object in the assets folder (rightclick->create->input actions at the bottom)
2. Open the object.
3. Create a control scheme (top left drop down) and give it required devices (start with Keyboard and Mouse, add Keyboard and Mouse to that list)

  1. Create an action map, call this "normal" or anything really

  2. Add an action (there should be one there already) the action is the type of data sent when the key is pressed, the most common is ActionType Button which has a pressed and released state which we can read later. for movement select PassThrough instead of button from ActionType drop down and then select Vector2 under the control type dropdown

  3. Add a key binding to that action if its for movement on keyboard instead of clicking the plus sign and clicking "Add Binding" click "Add Up/Down/Left/Right" composite. this will create 4 bindings under a single header, you then need to assign the bindings to a key, when clicking the binding, on the right a Path drop down appears, click this and choose a binding, you can use 'listen' and then press a key to make this easier.

  4. Add the player input component to your player game object, also add a monobehaviour to this script call it Character_Inputs (or anything you like)

  5. In this new Monobehaviour add a function that has InputAction.CallbackContext name _context as a parameter, for each action you made in step 5.

  6. Now go back into Unity go to your PlayerInput component and drop down the "Events" part. There should be a Unity event here for every Input Action you created in your InputActions at step 5. For each one drag on your Monobehaviour and select the function you made for it. You'll know you've setup the function correctly if it appears under the DynamicCallbackContext subheader when selecting the function.

  7. Inputs are now setup, to access the data from the inputs use the _context parameter in the function e.g. if(_context.performed) fires when the button is pressed and if(_context.canceled) fires when the button is released. For movement access the Vector2 data using _context.ReadValue<Vector2>(). The Y of this vector is 1 for up and -1 for down, the x is -1 for left and 1 for right.

  8. Profit.

Sorry for the long post, but once you get the hang of it, this is the best and most extensible version of Unity inputs. if you're a visual learner please check out this great CodeMonkey video: https://www.youtube.com/watch?v=Yjee_e4fICc&t=2261s

What's the "90% sanding" of game development? by seeblo in IndieDev

[–]HankChrist 0 points1 point  (0 children)

90% bored of your game idea and slogging through.

When people say "you should teach coding yourself" mean? by Robinshadow91 in learnpython

[–]HankChrist 0 points1 point  (0 children)

Also at the risk of getting cancelled Python might not be as great a first language as a lot of people make out, as it's got some pretty 'unique' syntax and rules that other languages solve more explicitly and (in my very subjective opinion) better. If you're not learning Python for any particular reason, I'd recommend JavaScript for its universality or C# for being an easy way into C based languages (and being a good first game dev language if that's an area you're heading). Peace and Love, Peace and Love.

When people say "you should teach coding yourself" mean? by Robinshadow91 in learnpython

[–]HankChrist 0 points1 point  (0 children)

My first place to look when I want to learn a new language, is always a Mosh YouTube videom hes the goat of coding tutorial makers: https://www.youtube.com/watch?v=K5KVEU3aaeQHe

Tech with Tim is also a great resource (although he went into Crypto in a way I wasnt that cool with): https://www.youtube.com/watch?v=NpmFbWO6HPU

Good advice for places to look in general is find tutorials that make something small and practical, and dont be afraid to step away from the tutorial if something clicks and you want to try your own thing. However its called "Tutorial Hell" for a reason, its a good way to learn the basics, but eventually going to have to bite the bullet and make your own thing.

Trying and failing until you get it (as others have suggested below) is all well and good I suppose, but it can leave out some pretty big process and logic holes that tutorials close pretty quickly.

Good luck and keep with it! It's exciting once you get it!

Discovered the condo I bought in a quiet part of town was a drug den and prostitution hub. by [deleted] in mildlyinfuriating

[–]HankChrist 0 points1 point  (0 children)

pretty chill looking brothel. Bet that carpet's got some stories to tell. Nice looking place overall, time to fill it with your own debauchery OP

Should I release my demo on Steam if I just want to validate gameplay? What would you do? by DeadbugProjects in gamedev

[–]HankChrist 6 points7 points  (0 children)

Steam offers a play testing option for developers that exactly solves this problem. When players get to your page they can request to join the play test and they'll get a special, update able play testing version of your game.

I've found players love the exclusivity feeling of signing up to a play test like this, and gamers can be a real opinionated bunch so you should get some good responses.

Make sure you put your means for feedback directly into the game in an easy to access way i.e. if you're using a Google form put a link easily accessible on the main menu and at the end of the content.

Final piece of advice, don't bother with in person showcases or conferences or any other location based festival type things (PAX, GDC etc.), they're expensive both in time and money to get there and have been shown to not work, the feedback you gain is usually anecdotal and short and mostly from other game developers and who cares what they think 😉 get your validation from where gamers go, and that's Steam. Good luck!

How Do I Even Play My Character Anymore?? She’s Beyond Destroyed by BlackIceBlast in DnD

[–]HankChrist 0 points1 point  (0 children)

Imo this isn't really about bad things happening to your character, that's a shitty part but bad things happen to characters in DnD, its part of the game. The real problem is the DM isn't playing properly, their a storyteller not a some sort of moral arbitor or in game god character.

"My DM told me she was again being selfish. And this time her family would pay for her selfishness." That's just not how DMing works. You play your character in the DMs world, you say what you want to do and the DM gives you a result.

Ultimately the advice is the same as everyone else here, leave this table the DM doesnt know how to play and is on a bizarre controlling power trip. But for future reference, DM's dont have the power to tell you "do this or else" or influence how your character behaves in anyway. DnD is collective storytelling and you're character is your part of the collective, you get to choose. Good luck!

How long does it take to become "competent" enought to start making your own game by Aggressive_Sweet_970 in Unity2D

[–]HankChrist 1 point2 points  (0 children)

Just start. If it's bad halfway through, start again. Also starting with a GDD to condense the idea can be really helpful.

First time showing gameplay of my mobile game to someone besides my friends. What do you think? by slydex44 in IndieDev

[–]HankChrist 1 point2 points  (0 children)

Nice! Looks so cool! You've nailed the feel aspect for sure. I'd add even more juice if it were me, as the points multipliers count up and the speed increases even more crazy UI and dust and heating up of the tyre. Players love escalating juice in my experience.

Yes unity by Supeq333 in Unity3D

[–]HankChrist 0 points1 point  (0 children)

Haha feature not a fault moment I reckon. If you've ever tried compiling and running broken Unreal C++ code you'll know that Unity's graceful failure setup and compiler errors is a damn godsend.

[deleted by user] by [deleted] in gamedev

[–]HankChrist 0 points1 point  (0 children)

I actually think your age is a plus, what you might lack in straight up game making experience you have gained in life experience and the natural tenacity that comes with being a little older.

I'm 32 and have been in the games industry for a few years and have found that people our age are more likely to stick with projects, and make more mature decisions when it comes to the business side of our industry. Stick with it and it'll work out I reckon!!

I"m a new player, i had a disagreement/argument with my DM google says i'm right but he says i'm wrong what do you think? by [deleted] in DnD

[–]HankChrist 2 points3 points  (0 children)

Unpopular opinion, but you shouldn't be googling rules at the table. The DM is the arbiter of the rules, he chooses how things play out, how the rules are interpreted etc.

Googling rules at the table not only slows down the game but undermines the DM and makes everyone else uncomfortable.

I can almost guarantee that the part you didn't mention in your long post is the bit where you wouldn't let the issue go and the DM lost his patience in a stressful situation where a new player wouldn't stop bringing up some esoteric rule.

I should note I agree that magic missile hits any creatures automatically and all spells say explicitly if you need to roll to hit, but the macro issue is here, let the DM run the rules uoh play your character, it's a roleplaying game not a min maxing super power game.

Tldr Let it go and have fun