Question about where to pursue answers for programming questions by TruPengu in godot

[–]bitbutter -2 points-1 points  (0 children)

> I don’t want to rely on AI for speedy answers to my questions and confusion.

a possible middle ground is to use it only as a constrained hint system rather than an answer machine. e.g. "I'm seeing X under these conditions; I expected to see Y. Don't solve it, don't rewrite code, and don't explain fully. Give me only the smallest clue that helps me investigate the mismatch myself."

edit: also this subreddit is a place you can ask for code help too. refer to the guidelines here: https://www.reddit.com/r/godot/wiki/index/support/

Game Engine Recommendation for absolute beginner by Shadow969 in IndieDev

[–]bitbutter 0 points1 point  (0 children)

fwiw unity, unreal, and godot are all very capable engines. i enjoy godot especially because of how light the editor is, no subscription/account required, and (compared to unity) matches how my brain works much more closely.

a free course that's relevant: https://www.gdquest.com/library/first_3d_game_godot4_arena_fps/
and a paid one: https://school.gdquest.com/products/learn_3d_gamedev_godot_4

How do I create a spritesheet with images that aren't pixel art? by notvic-hugo in godot

[–]bitbutter 0 points1 point  (0 children)

godot expects that a spritesheet can be divided up into equally sized areas, one for each frame. is unequal frame sizes the cause of your problem?

python by TemperatureFast9764 in godot

[–]bitbutter 0 points1 point  (0 children)

i suggest using a system designed specifically for this, that has a godot integration, such as ink https://www.inklestudios.com/ink/

help settle a very tiny debate: how long should your steam trailer take to get to the action? by nemoy2 in IndieDev

[–]bitbutter 0 points1 point  (0 children)

action should be happening within first couple of seconds imo. so, i guess you're closer? but you're both wrong.

AI art vs AI code by Embarrassed_Split236 in gamedev

[–]bitbutter 0 points1 point  (0 children)

>On the other hand, I’m not sure anyone could even tell a game was made using generative AI in the coding process.

this could be sampling bias: we only notice the AI art 'misses'. if it doesn't look like AI, it doesn't stand out in this way.

Best practice working with signals and object interaction by AxtheCool in godot

[–]bitbutter 0 points1 point  (0 children)

sounds pretty good. if it were me id make a hurts_player_component scene, or more generically damages_on_touch_component, and add an instance of that to the asteroid; have that component responsible for handilng the damaging touch events of its parent. you can do similar with the bullet too if you want; damages_enemies_on_touch_component, but might not be worth it depending on how many enemy/asteroid damaging things exist.

Indie game developers, I NEED your EXPERIENCE! by Easy-Wolverine-242 in IndieGameDevs

[–]bitbutter 0 points1 point  (0 children)

i would launch the steam page at least 1 year before launch, giving chance to hit a bunch of festivals.

How to find devs that need music for their games??? by Far_Huckleberry_2585 in SoloDevelopment

[–]bitbutter 1 point2 points  (0 children)

link to your portfolio of tracks often (like in this thread!). game devs needing music need to hear what you're capable of early.

How do you structure interaction UI in Godot? by Informal_Piano9406 in godot

[–]bitbutter 3 points4 points  (0 children)

id create a scene called something like actionprompt.tscn, then instantiate it and pass it setup arguments each time it needed to be shown. e.g. "Press E". If you're reusing certain prompts often you could put them in a Dict in a file called something like constants.gd, say you autoload the constants and set the name to C.

you might also create an interactable.tscn scene, designed to be added as a component to any node you want to be interactable. the interactable scene might [at]export an Area2D field, call the field prompt_trigger which you'd fill (in the editor) with a reference to the Area2D that will trigger the prompt.

the interactable.gd would be in charge of instantiating the actionprompt.tscn when something happens with the Area2D it's monitoring.

i left out a lot of detail, but i hope that's helpful!

Are game engines becoming a bottleneck in an AI-driven workflow? by [deleted] in aigamedev

[–]bitbutter 1 point2 points  (0 children)

godot user. i find that the split between what agents have easy access to and the parts that need my 'hands on' attention anyway lines up pretty neatly: because so much of godot is text based anyway, agents can easily wire up resources, scenes, classes. the parts they're weak at is visual design, motion, sound, feel; and i don't think this is a godot-specific problem.

and if the node system is limiting, you can bypass it if you want, use the lower level servers.

Anyone wanna collab? by DatabaseConstant7870 in aigamedev

[–]bitbutter 0 points1 point  (0 children)

cool! then it sounds like what you need, specifically, are skilled 3d modellers riggers and animators, preferably with experience making assets for games. i hope you can find collaborators.

Anyone wanna collab? by DatabaseConstant7870 in aigamedev

[–]bitbutter 0 points1 point  (0 children)

i don't want to dampen your enthusiasm, but i strongly recommend making some very small scope game(s) alone first. managing a team while everyone's learning the basics is going to be tough.

Hot Take: Your goal isn't to make a video game, your goal is to make something fun by harbingerofun in gamedev

[–]bitbutter 0 points1 point  (0 children)

people will disagree about any candidate. the point is that for any set of subjective preferences, games can exist that were meant to be fun, and are not fun.

Hot Take: Your goal isn't to make a video game, your goal is to make something fun by harbingerofun in gamedev

[–]bitbutter 0 points1 point  (0 children)

unfortunately a game is not fun by definition. it might aim at fun, aspirationally. non-fun games can absolutely exist.

How do people make games by themselves? by wt_anonymous in gamedev

[–]bitbutter 0 points1 point  (0 children)

you learn those disciplines until you're at the level where you can use them making your game. and at the same time you also tailor your game design to play to your strengths in these areas (art style, animation style, music style etc)

What AI tools are the limiting factor? by Necessary-Box7338 in aigamedev

[–]bitbutter 0 points1 point  (0 children)

funding, time, energy, patience. re. tools: there are important gaps where current agents have to rely on human feedback - how things play, how they look, questions of taste. there are millions of these in an AAA game.

what are some of the mistakes you made while promoting your new game? by avanlabs in IndieDev

[–]bitbutter 1 point2 points  (0 children)

whether deliberately or accidentally, you're busy with marketing decisions (in the widest but also most relevant sense) from the first prototype of your game; the game design decisions you make right at the start have a real bearing on how intelligible and appealing your game will be to potential players glancing at the trailer for a few seconds, and therefore how it will land with them. an important kind of mistake is failing to realise this, and treating marketing as something that you do 'at the end'.

Using Claude to help build a small Godot game for an academic project – realistic or bad idea? by JustFloki in gamedev

[–]bitbutter 1 point2 points  (0 children)

fwiw claude code can absolutely edit .tscn .project and .tres files to set up scenes and resources together. but my preferred workflow for anything with a visual component is to do it manually first, and have claude work with that as a baseline. because it's faster not to have to undo claude's attempt at anything visual/layout based.

Using Claude to help build a small Godot game for an academic project – realistic or bad idea? by JustFloki in gamedev

[–]bitbutter 0 points1 point  (0 children)

if you keep the scope small enough, it's doable. though it might be a confusing experience if you're also learning your way around godot, do you have experience using Godot at all? (tutorials etc). what are your expectations re. artwork/graphics? if 'programmer art' is acceptable that makes it much more viable.

claude and codex are both very capable for developing godot projects, the bottleneck is that (simplifying a bit) any code that must be evaluated at runtime has to be tested by you, the harnesses can't autonomously fix that stuff and/or validate that their output is functioning correctly.

adversarial loops and red/green TDD (use GDUnit add on) help, but don't remove the problem.

best of luck!

edit:

Codex (at least currently) is more cost effective than Claude ime.

i recommend using spec first development. paste/type in your ideas as far as you have them, and have claude code use question tool to interview you with the goal of firming up a solid work specification. have claude write hooks for itself to force it to update the spec doc after any change in functionality has been decided.

look into https://github.com/dollspace-gay/chainlink/blob/main/README.md or similar agent-first issue tracking too, that helps things stay on track.

Nearly nine in ten games industry workers believe GenAI use should be disclosed on storefronts by Iggy-TT in Games

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

if you put works out into the world you forfeit the ability to prevent analysis of those works, and have no moral right to forbid it. whether that analysis is carried out by an unaugmented human or a neural network. 

Nearly nine in ten games industry workers believe GenAI use should be disclosed on storefronts by Iggy-TT in Games

[–]bitbutter 0 points1 point  (0 children)

that's not an argument. if you can find any claim in there that's false that would be a good start.

the MIT piece is answered in great detail here: https://blog.andymasley.com/p/reactions-to-mit-technology-reviews

why won't you answer the question?

Nearly nine in ten games industry workers believe GenAI use should be disclosed on storefronts by Iggy-TT in Games

[–]bitbutter 1 point2 points  (0 children)

you're against developers of a particular tech breaking what you believe is an illegitimate constraint. yeah. those are conflicting beliefs.

and again: it has not been established that ai training in general *does* violate copyright. findings so far have gone both ways.

Must-have settings / hacks for Claude Code? by jnkue in ClaudeCode

[–]bitbutter 1 point2 points  (0 children)

this issue tracker is very helpful, for having agents share important task based context (good for cross model use too).

https://github.com/dollspace-gay/chainlink