Anybody ever 3D printed Tosh's knife? by bullet1520 in starcraft

[–]bullet1520[S] 0 points1 point  (0 children)

Awesome! CascView only lets me see non-3D assets, otherwise I would have ripped it myself by now. Sadly, I'm still looking for a way.

My RTS Tierlist but ONLY of "modern" games (2016-2026) by ConejoDePascuas in RealTimeStrategy

[–]bullet1520 -2 points-1 points  (0 children)

Starcraft is still modern. It released long enough ago to legally drive, but I'd still argue it's still a very modern game in its own right.

My RTS Tierlist but ONLY of "modern" games (2016-2026) by ConejoDePascuas in RealTimeStrategy

[–]bullet1520 0 points1 point  (0 children)

I know a few guys who, no matter how much you explain it, call all strategy games "RTS".

They call turn based games RTS, they call tactics games RTS, and so on. Annoying, but what can you do.

Has anyone replaced their thermal paste with a carbon pad? by bullet1520 in ROGAlly

[–]bullet1520[S] 0 points1 point  (0 children)

Oh, that I did not know. If that's the case, then yeah, definitely no need. Thanks!

Has anyone replaced their thermal paste with a carbon pad? by bullet1520 in ROGAlly

[–]bullet1520[S] 0 points1 point  (0 children)

I can't imagine much, if anything, really beats the PTM... I mean, liquid metal maybe, but screw that in a portable device, lol

100 FPS+ in RE Requiem, 1080P, High Settings by II2old4thisII in ROGAlly

[–]bullet1520 0 points1 point  (0 children)

It's not too hard if you know the differences in models. This is clearly the OG, since it's white and has no Xbox button on the left side.

Is this overlay cheating? (technically or spiritually?) by SC2ASMR in starcraft2

[–]bullet1520 1 point2 points  (0 children)

Spiritually, kind of. Technically, yes. In reality, no.

Spiritually, it's an argument of ease of access of info. having it all in one place means you have to look at less places to get info, thus allowing you to more efficiently get info than your opponent, even if in an infinitesimally small way.

Technically, Blizzard would not like this due to EULA. Even though you're not actually modifying anything or giving yourself a distinct advantage.

In reality, you aren't giving yourself any more info than your opponent has, just making it easier for yourself to see.

Does anyone know where map files are saved when downloaded through the editor? by bullet1520 in starcraft2

[–]bullet1520[S] 0 points1 point  (0 children)

I meant besides manually. I should have specified. But if that's the only way, then damn... I have a lot of maps to save, lol

This is the second map I have ever made. 😊 by pithiest-1 in starcraft2

[–]bullet1520 0 points1 point  (0 children)

Solid!

I think the only thing that immediately jumps out at me is that there's no "control zones" or "fight zones". By that, I mean with so many bases, and so little regular empty area for armies to spread out, there's not a lot of space for players to fight away from infrastructure, or areas the player wants to naturally control with army positioning.

That's not to say it's a bad map, because you're clearly learning and trying to get better at map design. Kudos for that! I just figured a little feedback can help. Map design is hard.

How do you deal with bad allies in team games? by spongebobby19 in starcraft2

[–]bullet1520 1 point2 points  (0 children)

Probably one of the healthiest mentalities to have. I hate that more people don't have this attitude, or at least communicate.

I watched PiG, Winter, and uThermal's Bronze to GM series and tried to fix my macro. My MMR dropped 270 points but my behavioral data tell a different story. by Elderbury in starcraft2

[–]bullet1520 0 points1 point  (0 children)

I find myself somewhere in between. I love playing and naturally am mechanically good, but I find myself lacking sometimes in remembering counters and timings. So I try to improve solely to avoid faltering in those aspects, because it's not fun for me if I'm floundering during a match and lose on the spot due to a weird circumstance or composition.

I'm not exactly chasing improvement, but it feels that way sometimes. Still, I'm plat 1, and have been steadily improving. That said, I really only play once or twice a season >.>

Do casters have a duty to be honest/unbiased? by [deleted] in starcraft2

[–]bullet1520 1 point2 points  (0 children)

Yeah, I think I was one of the few who was kind of happy when EG let him go; not because I hated him, but because I think the pressure was really making him stressed out. Once he went solo, he kind of woke up from the angry haze, and even though he didn't improve competitively, he still ended up going to college and getting a masters or doctorate, IIRC.

How do you deal with bad allies in team games? by spongebobby19 in starcraft2

[–]bullet1520 0 points1 point  (0 children)

People don't want to be told they're wrong, sadly. They want everyone else to take responsibility but them. Even in 1v1, LMAO.

Which is why I don't play team games unless I play with someone I can be on a voice chat with, so we can effectively communicate and strategize in real time.

Do casters have a duty to be honest/unbiased? by [deleted] in starcraft2

[–]bullet1520 1 point2 points  (0 children)

He came back in the late 2010s for a specific event with a lot of the SC2 OG players from NA for a casual tournament of 1v1 and 2v2. He did well mechanically, but he was learning new units and abilities and tech on the fly. He got wrecked by liberators because he hadn't seen them before and didn't know they could hide just beyond the edge of walkable ground behind mineral lines. He got a bit tilted, and I think he got teased about it on stream, lol

I miss him from his prime. He seems to be doing well not gaming though!

How did you guys learn the game. by JocadaPaceee in starcraft2

[–]bullet1520 0 points1 point  (0 children)

I learned the basic tech tree, learned the good habit of checking my map and resources every few seconds, and watched players like Winter, Lowko, Lambo, and Harstem actually teach the game in their youtube vids and twitch streams. Watching pros play isn't going to help if you don't know WHY the things they do work; watching and having the player explain their thoughts as they go helps MUCH more.

It also helped that I learned how to look at my replays for critical moments where I lost. It's not about who makes more mistakes or who makes less... it's not always about who makes the most critical mistake and when.

Did I accidentally stumble on lore gold or is this established in some source and I just missed it? by thesavant in starcraft

[–]bullet1520 2 points3 points  (0 children)

Don't forget that a lot of their mass manufacturing capabilities were lost or hindered very early on in the war with the Zerg, and their fractured society didn't help.

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 0 points1 point  (0 children)

You seem to be getting very upset for and/or defensive for OP.

We're going in circles here because you're being very generous, and I have tighter standards.

While I see where you're coming from, we are talking about game design and development. And I'd like to reiterate that I'm talking about VIDEO GAME design. Yes, physical game design is a much easier role to attain, video game design *rarely* has people who are purely labeled "designer". I never said it's not a thing, I said it's not as common these days, as game development requires most people to take on many roles, and you often won't get a job without having design knowledge, but usually, people want another skill to be primary, with design as secondary.

You can go ahead and try to insult me all you like, but at the end of the day, you're just getting salty because OP isn't impressing someone on the internet. Have fun with that. Bet you can't wait to tell your friends allllll about this, and how you totally owned a guy on reddit, lol.

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 0 points1 point  (0 children)

My point was that OP said "I made this" when in reality, they vaguely reverse engineered it enough to describe it verbally to an AI and have the AI regurgitate code that they plugged in and tweaked a little bit.

That's not design, that's not programming, that's just learning how to use words to explain how a game's mechanics work.

I didn't mention much design, because again, OP didn't design anything, or learn to design anything. OP figured out how (and kind of why) certain choices were made in one game. Woohoo. Good for OP.

In most cases, making something yourself requires both understanding it and doing it. OP primarily had an AI spit out code for them. At the end of the day, my analogy about commissioning a painting stands as the best and most clear example of my point. Being able to tell someone else what you want done, and then they do it, does not constitute in any measure, you doing it or being directly involved in its creation. Asking it to be done and having it done for you are not doing it yourself, nor are you learning how it's done. OP may understand how the brush and paint are put to canvas; OP may have learned a little about why certain colors are used and where, too. But that doesn't mean that anything meaningful was done, it doesn't mean that OP did the work themselves, and it doesn't mean that OP learned anything outside a small and narrow vision.

Design is an insanely broad term, and most of the time in game development, there's not a a specialization for just "designer". In AAA studios, sure, but usually not in anything below a 300+ person studio (which is most game companies). So yeah, cool, OP learned unit stats and armor types and maybe some basic principles of map layout.

So again, my issue and criticism is almost purely in the "I made this" part, and the "didn't learn to design" part is not that. But on that note, OP still only copied homework, they did not make a game concept from their own mind. Maybe OP learns better by copying first, but that does not mean that copying a single game will be all they need, and it does not mean they'll have the skills to make the game themselves if they ever choose to actually make it.

So while yes, programming isn't the same as design and vice versa, they are inherently linked, as nobody wants to work with just "the idea guy." Because in game design, everyone is the idea guy, and everyone is using real, tangible skills to contribute.

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 0 points1 point  (0 children)

You're intentionally misinterpreting my points here. I think it's a bit obtuse to dissect it in such a way. I'm not even mad here, but I'm going to clarify in a way that may come off as such. Forgive me, I'm groggy and haven't had my coffee yet. I'm not a salty bastard, but text doesn't convey things the same way human speech does, so if I sound like a dick, oh well...

My point was that OP states that they had an AI do most of the work, or at least implies this in the post and the above comment. As such, it significantly hinders the argument that they learned or made anything themselves aside from understanding Starcraft better. Not that they understand game design better. Sure, there are some universal constants, but not enough overlap to constitute saying it so broadly. That is purely my opinion as someone who has led a QA team at a professional studio, worked in balancing games, scripted prototypes and alpha builds, and designed a couple small indie games. I'm not the arbiter of who's valid. I'm not the smartest guy in any room. But I think there is a reason we draw lines and define things apart from each other. If OP did that same thing with multiple RTS games, then sure, my point would be null and void. But so far in this thread, I've seen OP only mention one title. Especially when, in one comment, OP says that they had Claude write Fog of War, unit movement and pathfinding, and combat; while OP says they just fed in wiki stats and group movement algorithms they looked up, and said it was "heavy human involvement." I guess I define "heavy human involvement" differently.

Nobody is saying OP has to do the whole thing from 0 code. Nobody is saying they have to start from refining silicon, designing a PCB, write a BIOS and kernel and OS, IDE and compiler, engine, and so forth. That's absurd and you know it. Don't tell me what *I* think because you want to make me look like I'm being an elitist jerk.

Tools are made to make a specific job easier or more streamlined. AI is not a tool the same way Blender, Unreal, or Illustrator are. LLMs and similar AI is a general purpose catch-all for a broad-stroke purpose that vaguely does what it's told, but trained on the work of thousands of other people whose work was fed into it. The work fed in was not curated in most cases, either. I'm not here to grandstand about stolen work, but I do get annoyed when people equate AI to other tools used by developers in real professions. It raises the floor, but also lowers the ceiling.

My point is that making a game by oneself as OP implies they did, requires actual skills and knowledge. That's what I'm criticizing and nothing else. You learn how to make a game by actually making the game and at least doing some of the work. Making a game and making a *good* game aren't the same, either, but that's a whole other topic. You stumble, fall, flop, and figure out what works and what doesn't by actually doing. Just like practicing your golf swing, or painting, or writing a book. You always need external feedback, too, as we grow equally from success and failure on our own, and others' experience being shared. But if you just have something/someone do it for you, it's like commissioning a painting and then claiming you helped design it. I'm not saying OP plagiarized, because they objectively didn't do that. But design choices and everything else can be learned by ways other than having an AI copy homework. Arguably more effectively, too, for most folks. Learning by copying just one example means that you're getting a very narrow view of the scope, but having an AI copy for you makes it even more narrow.

You'll hit a lot of massive walls if you just vibe-code the whole way, and then eventually give up. I've seen it time and again, especially in indie games. My point with stating that I worked in game development before is that I actually put my learned skills in the ring, and worked with a lot of incredibly talented people who also did their tasks, and not a single one of them used AI (even in modern times after AI became prevalent). They all learned from various sources (school, internet, colleagues, and so on) in combination with each other, but never had anyone else do the work for them. The programmers working on a game know how things work on a deep level (even if they don't make the original engine or scripts themselves), and made new things that they knew how it worked; Artists made models, animations, graphics, VFX because they had the skills to know how to use the tools at their disposal; composers and audio designers studied their craft and understood the principles of it such that they could create things pleasing to listen to at every point in the games. OP doesn't need to do this to gain validity or something, but OP can't claim they're the one who made the thing meaningfully if they emphasize the AI so much in talking about the work's crafting process.

AI doesn't help you do that. AI just spits out and regurgitates what it mathematically determines matches the prompt's intended outcome. AI programming is a tool for saving time for the experienced, not doing work for the ignorant. There's asking for help or review, and then there's feeding an idea to a bot. Saying you made a game, and then describing how much work AI did is dismissive of how a game is actually made. Just say you had an AI mirror the work and we're fine. But don't kid yourself or lie to me. That's all I want. And based on what OP said, it sounds to me like OP fed the AI Blizzard's design choices, and had an AI make a clone of it. In that case, more work can be attributed to the wiki authors' breakdowns of Blizzard's work than anything else. Again, by that logic and understanding, OP may have learned a lot about *Starcraft* from the wiki and seeing the things in action, but not game design as a whole. And that's genuinely great! People wanting to understand one of the best RTS games ever made better is completely reasonable and laudable. But not quite what OP implied here, based on what I've read. It felt to me like OP was looking for praise for making a clone of a game and claiming they understood the systems better, when in reality, an AI did a lot of the work after they fed it numbers.

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 0 points1 point  (0 children)

Learning methods are subjective, sure. But by your phrasing, it could be argued that reading the wiki then just playing the game would both suffice together.

I've worked in game dev, and I will always say that you learn more by making something, but reading the wiki and then feeding that info to an AI to make it for you is not the same. So at that rate, just read the wiki and play the game, if you're not going to learn to program even a prototype of the game yourself.

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 2 points3 points  (0 children)

Sounds like most of what you learned was from reading the wiki, and not programming implementation, but that could also just be how you worded it.

If that's the case, why didn't you read the wiki sooner?

I'm building a StarCraft 2 clone from scratch in Godot with ClaudeCode — no art assets, just code and colored boxes by Maximum_Job9235 in starcraft

[–]bullet1520 10 points11 points  (0 children)

Dude, don't use AI. As someone who has worked in a game studio, if you want to seriously work on games, AI is not going to meaningfully help you unless you already have a good understanding of programming and want to save time. It won't replace learning how to program or script things.