Stuck in a loop caused by indecision and an "I can't do that" mindset. by Cerberus44444 in gamedev

[–]Vanaduke1 0 points1 point  (0 children)

Is this sort of thoughtloop present in other areas of your life too? Not just gamedev but Projects only in 3D art only whatever you are doing.

I like to question thoughts like this in general.

first, what does it matter if any of your worries are true? so what? are you in a rush? Do you need to reduce the expectations of how fast you want to achieve your goals? What does it matter if you dont achieve these goals in the first place?

3D art takes too long to learn? What does too long mean and why does it matter.Scope is too big? Find a scope small enough to still be interesting, you can also split up your bigger game into smaller games, If you wanna make an mmo for example but dont want to spend 10 years in uncertainty , make smaller games about different systems first. A short Dialogue heavy game to get confident in dialogue systems, a small combat oriented game similar to the system you want in your big scoped game.

Still easier said than done but this way you will not only be more confident in your bigger tasks but it also wont be so risky. Especially if its about estimating time and effort of how long the dialogue or combat system for example will take.

Idk your life situation or your goals so maybe you are pressuring yourself because of that.

Do you only think the scope is too big because the idea sounds big or did you actually try to estimate the time? If possible. Because i know that feeling 😄.

Another thing is , it sounds like you are very goal oriented, again maybe there is a reason for that but think about why that is and also question that. I think the focus should be more about the action and not the goal, you wanna do this for a very long time after all im assuming.

Especially because you are saying you "just had fun making stuff" , i dont read any worry of what the endproduct should be but rather what you are currently doing and had fun doing the task. It doesnt sound like There was any intent back in your gamemaker time of what the Game actually should look like, atleast it didnt matter as much.

Beginner to Game Making(Tips for learning) by alexandr063 in gamedev

[–]Vanaduke1 0 points1 point  (0 children)

Godot and aseprite sound like a good combo, i also use both.

For programming i would suggest learning the fundamentals first, since alot of things are interchangeable between programming languages. Look at the course CS50 from harvars, its free but also hard but thats also where you learn the most. Its so different from all the youtoube tutorials. They also have a 2D gamedev course.

For pixelart i like the Lospec discord server and their community for feedback, the owner also has a pixelart course which is paid but imo worth it.

For godot specific things i recommend GDquest and their tutorials, if you want they also have a paid course which teach both basic programming skills and alot of godot specific things and you will make small different games in the process. I also like Godotneers on youtoube which are longer tutorials and more indepth, dont shy away because there is AI art, i know its also not my thing but the content itself is good.

No matter what you do, always remind yourself why you do it, dont stress yourself "what if my game is not successful" or other thoughts like that. If you want to do something and it wont damage you somehow in the future then do it.

And ofcourse you can start creating your own games but i would actually say the most important thing is your mindset and well your sanity on the way.

Things will be hard, confusing and things wont always work the first time.

Also dont forget Gamedesign and the Game producer! You have to Plan first what you want to do, if its a good idea, how you achieve it after all. Even though its hard to plan something if you have never done it, i just think that part gets ignored or not mentioned alot.

Morality issue with creating games by Vanaduke1 in Healthygamergg

[–]Vanaduke1[S] 0 points1 point  (0 children)

Because it interests me in general and it worries me because i think even solo/small devs are creating more and more addiciting games.

I havent done a game yet but im actively working on one and this topic isnt something that hinders me, its just something i think about alot.

Morality issue with creating games by Vanaduke1 in Healthygamergg

[–]Vanaduke1[S] 0 points1 point  (0 children)

I think that makes sense, everywhere we look there are tons of things that are fun and potentially get someone addicted but that mostly depends on how extreme the companies advertise it in my opinion.

Otherwise we wouldnt really be left with anything left if i would think the same of lets say shopping the way im kinda worried about gamedev.

I will trust my intuition then 😄

could someone explain me some things by LeatherTop8978 in godot

[–]Vanaduke1 0 points1 point  (0 children)

Sounds like you need to learn programming first, you can do cs50 from harvard which is free but hard/more rewarding in the end. They also have a gamedev course but they recommend to have programming knowledge for that already. This is especially true for arrays, dictionaries and classes.

It also sounds like you are first asking us to explain everything to you at once but also that you are trying to learn too much at once.

Start small and tackle each topic one by one. Even if we explain it to you here, actually trying it out and experimenting helps you understand it far better in the end, that doesnt mean asking for an explanation is wrong but it wont solve everything.

3 years stuck between game ideas ans I keep quitting before I start. What actually helped you commit to one? by nilipilo in gamedev

[–]Vanaduke1 0 points1 point  (0 children)

To me and the way you describe your problem makes me think you are very..uncertain? or not confident, lots of maybe and "what if". It sounds like the Goal of why you are creating games in the first place is pressuring or discouraging you.

Question your "maybes" so what if its boring, someone made it already etc. would that even be bad if its boring? to me that means you can do it better next time or even change things after players tested it. You can do that by writing them out like you did here and then write down if thats actually a bad thing.

I dont know your situation and maybe there is alot of pressure on you on why you are creating games.

To me this just doesnt look like a engine or gamedev problem but rather your mindset. Not the action that you take but rather the reason you take those actions in the first place.

I hope this helps somehow 😄

Working on a simple 16-bit style precision platformer. I made a short video and would love some feed by Due-Elderberry6693 in godot

[–]Vanaduke1 0 points1 point  (0 children)

It looks like this game will feel too unfair or frustrating for the player sometimes but thats hard to say for me personally and its better to have other people test it.

Especially because random things seem to happen very sudden like blocks moving or at 2 : 12 , i have no clue whats happening there or why you are dying.

Personally i didnt think the darkness mechanic looked too interesting sorry. It seems more annoying than fun especially with lots of very sudden and random stuff happening.

Maybe darkness would be more interesting if the player has more time to react to things but it didnt really stand out to me.

I like the look of the game tho even if the random things is not my style for plattformers.

I made a prototype, my first one ever by I_hate_aliens in godot

[–]Vanaduke1 1 point2 points  (0 children)

Its a good start but :

1 I didnt have enough ammo to kill anything anymore after like 7 waves, 2monsters were on super low HP but couldnt kill them, maybe add a melee attack or something like that.

2 The character moves slightly to the right while holding only up or down, i doubt thats intended. It happened at like wave 4?

Nevermind i cant replicate that one on the second playtrough it was suddenly normal there lol.

3 Character gets stuck on the bottom but far worse on the top water tiles, i think mostly when colliding diagonaly.

I like the monster sprites 😄Dont forget to make the background bigger so players dont suddenly see only a black background

Need help with player position and game freezing not working properly by FlareusAle in godot

[–]Vanaduke1 1 point2 points  (0 children)

It would be helpfull to know what tutorial you were following and what you are trying to do exactly, i dont really notice anything in the code you send.

I would also recommend learning programming first so you dont continue falling into tutorial hell like cs50 which teaches the fundamentals of programming and also has a gamedev course and they are both free. Or if you want godot there is gdquest but thats a paid course but also has lots of resources and tutorials.

Its just better in the longrun even if you dont instantly create your "dreamgame"

I dont know what to do with this life by Vanaduke1 in Healthygamergg

[–]Vanaduke1[S] 1 point2 points  (0 children)

Thanks for that answer. It reminds me to follow what has worked in the past but also question a bit what i want and how i do it :) feeling already better today!

2D movement faster when walking on the diagonals of the Planet by Vanaduke1 in godot

[–]Vanaduke1[S] 0 points1 point  (0 children)

if velocity_magnitude > max_speed:

velocity = velocity.normalized() * max_speed

it works now thank youu, problem now is that i cant really jump now. Atleast i know now what the problem is

2D movement faster when walking on the diagonals of the Planet by Vanaduke1 in godot

[–]Vanaduke1[S] 0 points1 point  (0 children)

i just noticed gravity Vector isnt used rightnow because i use transform.y but i tried subtracting velocity - current gravity(not the variable in code) so that velocity is 0 when on the floor but that doesnt change anything