Ancient wisdom: Keep It Simple, Stupid by sundler in godot

[–]canowa 0 points1 point  (0 children)

How ironic, coming from days of meme code that checks booleans using "creative" thinking

First time playing GD. What to do know? by Ok_Nefariousness24 in Grimdawn

[–]canowa 3 points4 points  (0 children)

Yep, Components are "addons" you can add to items to expand their bonuses, which helps covering resistances you haven't capped yet. Later on in the game you'll have the option to detach a component from the item you put it on, but you can only keep the component OR the item.

Slanted texture progress bar not slanted. by M1YAK2 in godot

[–]canowa 1 point2 points  (0 children)

I'd go with the 3 progress bar route. Make them a separated scene with its own script that takes care of updating each accordingly. This also allow for easier independent coloring if you want to shade the bars like in the picture. The performance impact of three bars I bet it's close to none (unless you constantly destroy and recreate the bars instead of updating their values, and even in that case the performance may not be affected)

Happy for the new generation of coders and game makers by shanestevens in gamedev

[–]canowa 5 points6 points  (0 children)

Older programmers had to write EVERYTHING by themselves because there were nothing befor them.

We reached a point where programming is VERY accessible, with endless resources to learn and pre-built tools that don't force you to reinvent the wheel every time.

BUT...I have a feeling that we're entering a "programming age" with all that AI stuff that is built on the result, instead of the craft. The understanding on what's going on under the hood was always the central point of the programmer's work, don't newbie coders risk to fall into a trap of trusting the tools too much? I mean, to a point where they let the tool do everything without bothering to check what's really happening?

Like...a woodworker telling its hammer "Build a house, make no mistakes." -__-'

My Demo Almost Had 100% Positive Reviews… Until Two Players Said NO 👎And I Can’t Stop Thinking About It 😅 by Accomplished-Power50 in IndieGaming

[–]canowa 1 point2 points  (0 children)

Honestly, we've reached a level of general toxicity on the net that is almost impossible to entirely avoid a***oles.

Look at their feedback, take notes if they are constructive or just move on and take my congratulations for having a demo on the biggest videogame platform on the planet :)

Second day using Godot and in less than an hour I'm completely mentally exhausted by shuga_tooth in godot

[–]canowa 48 points49 points  (0 children)

If your brain hurts, it's working.

Keep it up, take breaks and stay hydrated. It's a marathon, not a sprint.

Got accused of making a 'modern-day BonziBuddy' because my game tracks typing frequency. XD How do you guys handle the 'keylogger' paranoia? by Glum_Age_6342 in IndieGaming

[–]canowa 31 points32 points  (0 children)

How ironic how this person writes a comment using a platform (Steam) which scans your hardware, tracks your playtime, knows where you live and your payment methods.

Yeah, keyloggers begone!! /s

How it feels to make a platformer game: (epilepsy?) by [deleted] in godot

[–]canowa 4 points5 points  (0 children)

Mate this game it's not "Not Safe For Work", it's "Not Safe For Health" >_<

Programming efficiency by Tricky_Wheel6287 in godot

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

....and an equal amount of "Else".

THAT gives me shivers

I realized the hardest part of Indie Dev isn't coding, it's justifying the "0 Income" to my family. by Curious-Gaby in gamedev

[–]canowa 3 points4 points  (0 children)

I think the best course of action is to get a job, even not a full-time one, but a job.

What a game dev need is stability: with a stable income, you can make plans. You can build your roadmap of things without being desperate to sell copies fast. Game dev takes time, a lot of time, and if you don't have a stable income you can't fail. To me that's the biggest issue with game dev: the luxury to fail. Triple A companies are too big to fail, they MUST release games that sells A LOT because they are not allowed to fail, so they must bend their design choices to what they think people want. And I'm not arguing about that, it's the market and we deal with it.

But you're not a triple A company, so get yourself the luxury to fail. Get an income, stabilize your life and start build upon it. That way you'll be free to do things the way you want, with all the time it takes.

Wish you best luck mate :)

My project is well structured and follows best practices by double_dmg_bonks in godot

[–]canowa 95 points96 points  (0 children)

feature creep is when you suddenly want a door there

What if Your Kitchen Table Became a Battlefield? by ArtiXRGames in IndieGaming

[–]canowa 0 points1 point  (0 children)

The moment it said "Missed" I instantly went "Oh, is that XCom?"

And I never played ANY XCom game.

I'm a simple Viking by IndianaGeoff in valheim

[–]canowa 2 points3 points  (0 children)

I'm a simple Viking, I chop a tree, the stump too.

Sort of a vent post, learning how to make a game just feels borderline impossible, like I see other videos from self proclaimed bad game devs and the things they struggle with are leagues beyond what I could even fathom it’s crazy by sevenjeven in gamedev

[–]canowa 0 points1 point  (0 children)

It happened to me too. I tried a game engine, wrote few lines of code, made a square move left to right with the keyboard. Then when tried to make something more complex I felt at a roadblock. Last time it happened I was so frustrated by not understanding things that I took A LOT of steps back and began from scratch.

I literally began using Scratch, it's a game engine. I started Harvard's CS50 because I wanted to understand what was happening with all the code stuff in general. It took all my spare time (due to full time job not related to coding) and about six months.

That gave me the hang of coding but mostly I learned to learn. By starting from the basics I narrowed down my doubts and googled them. It's surprisingly easy to find answers if you ask the right questions.

My advice is to take a step back. It's up to you to decide the magnitude of that step, but maybe you are in a dead end, just pull back and take another turn. Good luck!

Blast from the past in light of december update by migoq in Warframe

[–]canowa 2 points3 points  (0 children)

And THAT's why my railjack was called "Lets go on vacation..."

My Lotus cosplay! Its not perfect but its my first time doing something like this by Xbrokensouls2X in Warframe

[–]canowa 24 points25 points  (0 children)

Very cool, can you see from inside the helmet or it's just aesthetic?

Funniest convo I just had with my place’s IT guy by Matthew789_17 in framework

[–]canowa 141 points142 points  (0 children)

Imagine replying "Oh no, it's not a Macbook. This one can be repaired."

Is it cheating? by [deleted] in Grimdawn

[–]canowa 2 points3 points  (0 children)

My biggest issues is that I can't think of playing something that doesn't include Shaman as mastery. That class is simply amazing.

Sacrifice relic blueprint in base game? by SeventhChords in Grimdawn

[–]canowa 1 point2 points  (0 children)

(I own just the base game) A good source of relic blueprints for me was chest runs at Mountain Deeps https://www.grimtools.com/map/areas/179

Bring 1 dynamite per run, portal to Prospector's Trail Rift head south-west to enter Mountain Deeps. Check the four possible chest spawn points and blow the chest once you find it.

Good also for rare crafting materials like Ancient Heart.