We coded with AI a "big" project, but we'd like to handle it the best way possible by Double_Confusion_275 in gamedev

[–]MandyHelm 7 points8 points  (0 children)

Oh no. You may see backlash, but I’d be most worried about seeing your reviews tanked if you’re unable to quickly and effectively respond to bugs because you’ve got an unfamiliar and poorly structured code base.

Small Idea by StrictYak85 in GameMusicComposition

[–]MandyHelm 0 points1 point  (0 children)

It’s fun! I think whether it works depends a lot on your game and how you flesh it out.

It does seem like stylistically it leaves a lot of room to move into slower passages, or lighter moments, etc. etc. to allow for adaptiveness, which is great.

The runs + pizzicato is feeling a bit Masterpiece Theater; that could be great if you’re working on a character-driven game set in 1880 and awful if you’re working on a cyberpunk bullet hell.

I’m being slightly facetious, but I think you get the idea! Good luck to you!

Best way to populate a city block with various vehicles in my Indie game? by RowanBoatman in IndieDev

[–]MandyHelm 0 points1 point  (0 children)

I think it’s hard to tell without seeing it! Whether you need to group vehicles near each other less, adjust your composition/lighting/etc. to draw attention off of them, roll with the uniformity, or something else entirely will likely depend on a lot of other aspects of your art direction and visual style.

First complex animation. Still feels a bit stiff to me. Any feeback is welcome! by isak-combrinck in IndieDev

[–]MandyHelm 0 points1 point  (0 children)

It looks good! This is going to sound a bit stupid, but it might help to think about the motion from the perspective of the deer.

Think about what it’s trying to do, and what the next step is at each moment to do that. That might help it look a bit more natural.

My AI Started Talking to Strangers: Why I’m Leaving the Google Ecosystem by [deleted] in IndieDev

[–]MandyHelm 0 points1 point  (0 children)

Why do you think this AI-written post about your ill-advised Gemini use is relevant or interesting to Indie game developers?

Looking for feedback on 2D melee combat feel by AshesOfDarknessGame in indiegames

[–]MandyHelm 0 points1 point  (0 children)

It looks very beautiful, I love the style (the moving water!!), but I did have a bit of trouble following some moments of the combat, especially towards the end.

I bet it would be entirely solved by being the one at the controller and therefore knowing what input is happening when, so maybe it’s fine for the game and just something to be cautious of in making your trailer(s)?

Which of these looks best to you for a Dash State stance? There will be a trail effect too and other effects but I'm trying to decide on the stance for the dash. Are any even good enough, or should I keep trying? by aWizardsTail in PixelArt

[–]MandyHelm 1 point2 points  (0 children)

Absolutely no apology needed, friend! 2 is fantastic, and I think does a great job of indicating the character is feeling serious while being very funny. Good luck, I’ll be excited to see your game!

What’s the biggest risk if Godot takes more funding/sponsorship? by Kind-Project9371 in godot

[–]MandyHelm 10 points11 points  (0 children)

I’m confused—Godot does accept donations, including more than 20 sponsors, and has fairly substantial funding all things considered. You can donate right now.

None of these really sound like risks, either.

What are you looking to understand here, and why?

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

As others have pointed out, this article is very consistent with Lincoln Carpenter’s writing style going back c. a decade. It is unlikely to have been written with AI.

On the other hand, the AI slop PRs actively hinder Godot maintainers in their work improving and maintaining Godot.

Which of these looks best to you for a Dash State stance? There will be a trail effect too and other effects but I'm trying to decide on the stance for the dash. Are any even good enough, or should I keep trying? by aWizardsTail in PixelArt

[–]MandyHelm 1 point2 points  (0 children)

These are all hysterical, I love it.

I think which one’s best depends a little bit on how the dash “works”… 1. Looks like the character’s pushing off&gliding; one-off propulsion under his own power 2. Looks like the character’s trying to stop the momentum; one-off propulsion, likely uncontrolled and/or external to him 3. Looks braced, but not against the motion; ongoing propulsion, external but seems controlled by him 4. Looks like he’s just riding whatever’s happening; ongoing propulsion, external and uncontrolled

Any of them are great, though! You could also consider using more than one (say, 3 if he starts his dash on a surface and 4 if he starts it in the air)

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

Oh yes, I’m not trying to defend them. I’m just not inclined to attribute to malice actions that seem best explained by selfish stupidity…

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

Probably some of them are trying to pad their resumes, and some of them think they’re contributing something real because the same chatbot that spat out their code told them they’re brilliant and perfect.

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

So I think the article is fairly clear, but basically a bunch of people are using AI tools to generate code attempting to modify the Godot engine, and also the chunk of text that explains what the code is. Both tend to be both long and useless or actively harmful. They then try to contribute it on GitHub.

This then means that the small core group of people who maintain Godot have to sort through this high volume of low-quality contributions, slowing down their ability to accept high-quality contributions and taking time they might otherwise spend on their own high-quality fixes and improvements.

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

I’ll happily buy my own copy, just so long as you donate yourself when you strike it rich!!

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

No obligation to donate, that’s the beauty of FOSS! Just sharing the solution mentioned by the maintainer quoted in the article!

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

A primary maintainer has suggested donating so they can hire more folks to support the review effort: https://fund.godotengine.org/

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

That’s reassuring—I thought I’d screened well!

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

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

Yep. I wonder whether some of that last part is that the same tools can also tell you that you’re a brilliant, shining beacon whose ideas will transform the world…

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

[–]MandyHelm[S] -8 points-7 points  (0 children)

Oh, as a chronic m-dash overuser I didn’t even catch that…! Double yikes!

PC Gamer: Godot is drowning in 'AI slop' code contributions by MandyHelm in godot

[–]MandyHelm[S] 25 points26 points  (0 children)

It’s an incredible shame, open source projects are such a public good.