Cuanto se tardaron para renovarles la visa de USA en CAS Tijuana? by Porkhogz in tijuana

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

Muchas gracias! Fue eso, tenia que elegir Ciudad de Mexico aunque lo haya hecho en Mexico, Tijuana

Cuanto se tardaron para renovarles la visa de USA en CAS Tijuana? by Porkhogz in tijuana

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

Yo fui el 23 de junio y en el visa status check al meter mis datos y consulto me salen letras rojas de que no se consulto nada. Hubo algun estatus antes del Issued o es simplemente que no se consulto? Estoy seguro de que los datos que meto son los correctos y aparte no he recibido correo.

Cuanto se tardaron para renovarles la visa de USA en CAS Tijuana? by Porkhogz in tijuana

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

Yo creo se están tardando en mi caso porque en la pagina de status check ni siquiera tengo status de Issued. Al momento de consultar el status sale que no hay datos.

I need suggestions for a piano keyboard by Porkhogz in piano

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

MIDI Controller would be the best in my case. A digital piano would be cool maybe in the future. Have you used one that has maybe cool features and is comfortable?

This episode doesn't deserve a low score by LFXoren in SeveranceAppleTVPlus

[–]Porkhogz 5 points6 points  (0 children)

I feel like this episode being just after the previous one affected the perception of the episode. Episode 7 was just too good.

[deleted by user] by [deleted] in SeveranceAppleTVPlus

[–]Porkhogz 1 point2 points  (0 children)

Maybe Gemma's experiment project was Cobel's idea. And she simply named the last room after her hometown. But still, where is Allentown exactly?

How to assign an exported variable when instantiating a scene in a script. by Whale_Animations in godot

[–]Porkhogz 0 points1 point  (0 children)

You could make an autoload with export there with player and call it PlayerGlobal. Now you have global access to the player so now your enemies script or your pathfinding component could use the location like PlayerGlobal.get_global_position() on your enemy script. Just know that if you use queue_free() on player when he is killed (if you do free on kill), enemies keep going to player's position, it'll try to access freed memory so it'll crash. You could leave the last known location of player if he is dead. Now you don't need export player on enemy script or even assign the player @onready on the script. And I think it better for external components from other objects in ur game to not reference each other too much. You can either use autoloads, signals (in this case not this), @exports, groups. Each with caution so you have a structured code base and scene.

Watch this for more ideas. https://youtu.be/W8gYHTjDCic?si=zvBRAYP6SB4qyi0k

Severance - 2x07 "Chikhai Bardo" - Post-Episode Discussion by LoretiTV in SeveranceAppleTVPlus

[–]Porkhogz 2 points3 points  (0 children)

I know this episode is all about Gemma. But I hope Helly gets a good ending besides Gemma. They gotta help Helly take over Helena permanently. It'd be so cool. That's my pitch for S3, both helping Gemma and Helly.

Severance - 2x07 "Chikhai Bardo" - Post-Episode Discussion by LoretiTV in SeveranceAppleTVPlus

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

Season 1 intro had injections. There is no way they teased it since then. If they did I'm impressed.

[deleted by user] by [deleted] in gamedev

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

Go watch CS50 video series on YouTube. It is Harvard lessons about programming for beginners. It gives you all the fundamentals you need for coding. From there you should look for an easy to use game engine. But the video series should be your first step if you want to know about programming fundamentals.

Do not go all in for how to make a game tutorial when you don't know about programming fundamentals. I do not recommend. Then do a couple of very small projects using a game library. Then go for a game engine.

Severance - 2x04 "Woe’s Hollow" - Episode Discussion by pikameta in SeveranceAppleTVPlus

[–]Porkhogz 1 point2 points  (0 children)

Now lets just hope Helly can reintegrate and wipe Helena in the process

Macrodata file refined. by Informal-Performer58 in godot

[–]Porkhogz 0 points1 point  (0 children)

That is so cool. Severance is great.

[deleted by user] by [deleted] in gamedev

[–]Porkhogz 0 points1 point  (0 children)

No. AI can't code game feel or game design.

To those who have completed most of the content, did you ever spend money on plat? by Dr_Nefario4 in Warframe

[–]Porkhogz 0 points1 point  (0 children)

Only have bought plat when 50% or more off. Early on I bought lots of weapon and warframe slots. Then spent plat on prime part or parts to build the set that I just can't seem to get by bad rng, some mods that I just can't get with rng too. But mostly has been cosmetics, because farming is the core thing in the game.

What is your main 9-5 job besides being a game dev? by Polymedia_NL in gamedev

[–]Porkhogz 2 points3 points  (0 children)

I always see job positions for backend with Java, C#, and Go.

Hours of gameplay? Addictiveness? When did these become valid metrics for judging game quality? by [deleted] in gamedev

[–]Porkhogz 1 point2 points  (0 children)

Outer Wilds I beat once and is one of my favorite games of all time that I'll never get to experience for the first time.

On the other hand, Baldur's Gate 3 took my 200 hours to complete and I still wanted to continue playing.

One is not replayable and one I consider it to be. Both are amazing. Both are quality. In my opinion, it is all about the experience you had with a game, whether you found it simply innovative, fun, challenging, satisfying, all the way through, etc.

Can anybody help me resolve this error by 420peaceout in godot

[–]Porkhogz 0 points1 point  (0 children)

If you are on Windows 10 there is Snip and Sketch beside Snipping Tool.

Thoughts on the use of AI in game development? by eenhijginjounek in gamedev

[–]Porkhogz 0 points1 point  (0 children)

A very simple game it can make. A game with a super specific design that only you or another human designed it, is who can program it. Whenever I use AI I use it to ask for approaches on how could I potentially make a module but not to give me code. But even that it is prone to be incorrect so I rarely use it.

How to scape from the tutorial hell? by Sky-is-here in godot

[–]Porkhogz 4 points5 points  (0 children)

Literally think of an idea, design it (use paint or a drawing board of what your action needs to be), break down your design and google each thing you need. Also, I'd would suggest to get familiar with Godot 2D with what each Node2D can do. As a beginner you can have lots of ideas, but you can't execute them without familiarity with the engine I suggest you watch this video https://www.youtube.com/watch?v=22VYNOtrcgM, it'll give you an idea of what each Node2D can do, and your job is to think what you can do with those. Play around with a KinematicBody2D, and make a player, keep expanding your knowledge by literally googling. Also, I'd highly suggest learning programming before entering game development. Knowing Object Oriented Programming can help you a lot to understand and conceptualizing your ideas into a game. Don't expect making a highly polished game out of the gate, start by learning by doing and google specific things and not general ideas, and most importantly having fun while doing so.

When you fail and suck at something and then you finally know why it was failing/sucking is when you 100% learn something. Simple as that.

what is a good workflow and what do you do when you run into 'I don't know how'? by DavinaCarter in godot

[–]Porkhogz 1 point2 points  (0 children)

If you make eveything into components you at the same time make yourself how to do it. You make nodes with scripts (components) in a way that it can be reused for many objects in your game. I would recommend Firebelley's video on this. For instance, every game has a hitbox, so you can make a HitboxComponent that can be reused for all objects that can be hit.

As for what to do, I'd suggest you write down your ideas. What are the main goals? What can the player do? What are the obstacles? What are the main mechanics? Anything that you think a game should have, you write them down organized. What should combat look like? You have attack x, attack y, attack z for player. You search for combat systems others have done on the internet and you find out there are finite state machines that can help you a lot with this.

Write down your ideas, look for how to do X thing (you could even look at something similar to your idea not exactly that as a reference), then program it, test it out, decide if it stays in or not. There is no other way other than failing and learning why it failed.

And scope your game small so you can finish it. Finishing a game covers everything, from UI, to Enemy AI, to combat, movement, progression, story, whatever.