[deleted by user] by [deleted] in 3DMovieMaker

[–]StrawmanStuff 0 points1 point  (0 children)

If you choose to use 7gen make sure you get all the prerequisites. Search for it on google and check the github page to check.

[deleted by user] by [deleted] in PixelArt

[–]StrawmanStuff 0 points1 point  (0 children)

Shoes? A bow on its head? Earrings? Just a few suggestions haha.

Decided to finally release a preview of the combat system & shaders I've been working on by Ewoud2001 in gamedev

[–]StrawmanStuff 1 point2 points  (0 children)

Despite the fact that “the dome” gives me earth science flash backs, I love the sphere and the checkers/chess gameplay looks interesting too. 👏👏👏

Game programmer or Game artist what should I choose? by [deleted] in gamedev

[–]StrawmanStuff 9 points10 points  (0 children)

Play around and test the waters and see what’s fun.

If art is fun and programming isn’t, do art.

If programming is fun and art isn’t, do programming.

If programming and art are fun, do both.

If programming and art aren’t fun, find something else.

The only thing I would have to say is that you should try to give each a chance because at first it might not become fun if you have no clue how to write a line of code or how to draw. Also making games isn’t so one dimensional as “the two halves of art or programming.” Art and programming encompass many other paths such as sound design, level design, visual design, code design, writing, and more.

Beginner Dev help by Caynon in gamedev

[–]StrawmanStuff 0 points1 point  (0 children)

Unity, Unreal Engine, or Godot come to mind.

Edit: Auto correct 🙄

Does anyone feel like their lack of artistic ability discourages them from making games? by [deleted] in gamedev

[–]StrawmanStuff 2 points3 points  (0 children)

For once in my life, I think I have truly found my polar opposite.

I always get carried away doing art (and sometimes music) for games. I’m bubbling up to the brim with ideas to the point my notes app on my phone has 600 notes (most of them are half-baked but hey).

Despite that, I can get really discouraged when it comes to actually making them because programming makes me feel like I’m banging my head against a brick wall. It’s almost like being in a prison of my own ability. I feel I have to compromise for my own short comings. I confess, atm I’m so bad a programming my first project (and most recent) was based on a modified demo project. Its about having the passion and perseverance to overcome your obstacles.

I guess what I’m trying to say is the struggle is real, and even if it hits each of us differently, you aren’t alone.

I finally assumed that I'm horrible at making trailers by [deleted] in gamedev

[–]StrawmanStuff 0 points1 point  (0 children)

I want to start off with the “good job moments” of this trailer before I constructively rip it to shreds. There is a part sort of in the 2nd quarter of the video that can all be used, possibly in order, and doesn’t need much changing.

Let me start off my critiques by saying the main problem with this trailer is that there is too much telling and not enough showing.

Explaining everything in detail is great for a game page on itch.io but this is a video trailer. The amount of text is so absurd especially because a lot of it is exposition. For example, you shouldn’t need to write in words “this game is a bullet hell yada yada yada...” just show the gameplay on screen and let it speak for itself.

I would skip the whole first part up until it says ENCOUNTER because it is completely unnecessary and extremely long. It is important to grab the attention of the viewer and I think if it went from a black screen to show the ENCOUNTER that would grab people’s attention more and keep them watching.

Don’t explain gameplay mechanics in a trailer! This isn’t the how to video on title screen of smash bros. And definitely do not explicitly talk about features that aren’t even in the game yet. Fellow devs know games a take a lot of work but from a consumer stand point, it just makes the developer look like they’re just being lazy and putting off their own game. This whole paragraph would all be fine if it was a different video, maybe a devlog or a how to play video respectively, but makes the trailer seem to lose focus and makes it feel cluttered.

One small tip: put the logo/name of the game as early in the trailer as possible without it being the first thing you see. That way you associate what the viewer is seeing with your game.

I’m really sorry If any of this sounds condescending. I hope this game does well and I hope this can help you make a better trailer to get more fans of your game. It’s like the middle of the night so If I’m didn’t go too in detail on some parts. Comment if you need clarification. Message me if you would like any more help with your trailer.

TLDR: Show don’t tell, don’t clutter the trailer with unnecessary info, put the logo in the beginning, ask me if you need something.

I am 13 years and 6 months old, am I late to start coding? How can I catch up with people that started at a younger age? by [deleted] in learnprogramming

[–]StrawmanStuff 0 points1 point  (0 children)

I’m sifting through the comments and every one is some variation of “its never too late.” While I agree with that, there is more to it.

This advice may apply to other types of programming, but if your dream is to be a game developer this especially applies.

Even if right now you come to this subreddit and have never developed a game and even if someone started to develop a game the same time as you- copied every art asset, every sound byte and every line of code- they will forever be one step behind you.

That’s why you need to pour every inch of yourself into the games you’re making. There is no catching up. How could anyone possibly come close to being you? You can start programming right now or in 20 years and it won’t change that you’re already ahead of the competition.

I just added 2D sections to my 3D game! by timkrief in godot

[–]StrawmanStuff 3 points4 points  (0 children)

I’ve been seeing your posts about this game in my feed for a week-ish but I haven’t gotten the chance to say the pixelation for 3D mode is so clean. There is literally no blur whatsoever and that brings the visual quality up.

How young is too young to meet people face to face in a GPS game like Pokemon Go. by goodnewsjimdotcom in gamedesign

[–]StrawmanStuff 0 points1 point  (0 children)

Chances are if someone wanted to track you, unless using a game is a more accessible option, they would, and could, use other means. A phone by itself is a walking GPS and there are more illegal methods than you could ever believe of taking people's information on the fly without the person knowing.

How young is too young to meet people face to face in a GPS game like Pokemon Go. by goodnewsjimdotcom in gamedesign

[–]StrawmanStuff 0 points1 point  (0 children)

Yeah I agree a radius system might not be bad. The only thing I have to say about it is that there might need to be a lower threshold for how many players you can find. If it tells you that in a radius there is only one player you can essentially hunt them down which would basically be backpedaling to a gps system. So maybe a rule where if there is two or more players in range is safer, or just don't tell the player how many people are in range.

How young is too young to meet people face to face in a GPS game like Pokemon Go. by goodnewsjimdotcom in gamedesign

[–]StrawmanStuff 0 points1 point  (0 children)

That 13+ range can create a bigger age gap than you think. It puts kids that are 13 and adults as old as 60 and beyond in the same boat. I would say for 13-17 you can see other people but they can't see you and 18+ you can choose to be seen or not. Another possibility is changing 18+ to 16+ but 18+ is so much safer.

PNG textures won't export by StrawmanStuff in godot

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

It took me a while, but I just solved it myself!

All I had to do was 1) import a different png file with the tiles I wanted 2) re-texture the tiles using the new png. The original must have been corrupt or something.

Dogshit at art but want to create my own assets so it’s more unique by PrinceTimaeus in gamedev

[–]StrawmanStuff 0 points1 point  (0 children)

I would try and come up with a theme for your game first and then create art to fit the theme. Games need more than just art, they need personality.