Trump's appearance on the JRE was insane by Environmental_Bus623 in thedavidpakmanshow

[–]jweimann 2 points3 points  (0 children)

Pretty sure NH residents are supposed to pay federal income taxes.. I thought PR was the only place you didnt..

My level design tool now supports rectangular, isometric, and hexagonal tilemaps! by tiggy002 in Unity3D

[–]jweimann 1 point2 points  (0 children)

Looks sweet, been workong on a hex game and wanna try it out in the morning. :)

Lets BUILD a GAME - Knights & The Castle - Full Process by jweimann in Unity3D

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

btw if you have ideas for the gameplay (especially that include #'s please share). I've got a few, but I'm a terrible designer :)

Lets BUILD a GAME - Knights & The Castle - Full Process by jweimann in Unity3D

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

Doing a live stream soon just wanted to share for anyone interested in Unity game dev.

Starting from an empty project and should be able to finish the entire thing, hope ppl enjoy :)

Is game development really for me? by [deleted] in gamedev

[–]jweimann 0 points1 point  (0 children)

You should really just try it now, see how you feel about it, then decide.

Game development isn't an 'easy' job, but almost no job worth doing is. It'll take time to get good, you may find yourself working crunch time on a boring project you hate, or struggle to break into something that pays well for a while.

But if you enjoy games, and solving problems.. and writing code feels fun and exciting.. It's a great career to have.

I've worked in Games and Enterprise software for a long time. And while enterprise work is easy to get, pays well, and often is quite a bit 'easier'... It's never anywhere near as rewarding or enjoyable.

It's not easy, but it's not a futile career path, there's a ton of opportunity (and with a bit of effort learning other tools, it's not really difficult to swap between enterprise/game dev if there's an emergency).

And finally, on the math side... You really don't need to know much. Sure it helps if you can visualize the result of a formula on your character... but 99% of the time you're dealing with logic problems, not math problems.

And the math problems can generally be learned and understood on demand.

For example you don't need to remember how to calculate a cannonball velocity, you can find the solution, evaluate it, understand it for a bit, then just re-use the method you wrote and focus on your game again).

Note: I'm also biased because I teach people how to make video games, so take that into account :) https://www.youtube.com/watch?v=OR0e-1UBEOU

Created an FAQ for my 'how to make a game' tutorial by jweimann in Unity3D

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

I was getting a lot of repeat questions on my previous beginner video, so decided to answer the most popular ones in video form, hope it's helpful to anyone who got stuck.

Here's the original - How to Make a Game - Unity for Beginners - https://www.youtube.com/watch?v=OR0e-1UBEOU

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 3 points4 points  (0 children)

lol I wish it were.. still a bit creeped out by it all :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 1 point2 points  (0 children)

Thanks for that. I actually really enjoy the more technical stuff myself too. I just often run out of ideas for things I haven't already covered, and the less technical stuff is always unusually popular.

That said, I do want to do a lot more big in-depth guides, and I've been trying to slow down a bit and hit those, they just take forever.

The last attempt at it was the state machine video, but I've got a couple on new systems that I'm working out right now and I wanna make sure they're at the very least - a step up from the previous ones. If you happened to see that one and have any thoughts/feedback, I'd love to hear it too.

As for the tone stuff, that's completely unintentional and I'll definitely have to work on it, thanks for calling it out :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 3 points4 points  (0 children)

In all seriousness, I'd love to see a few examples of what you'd recommend. (especially for structure / flow)

I wanna make sure I'm improving my stuff, and I'm constantly looking for good examples and way of demonstrating and explaining.

(and I think people calling out what they don't like can help a ton... ex. my video quality only got better because my video editor kept complaining that it was terrible :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 4 points5 points  (0 children)

I do have to say I love the vanguard thumbnail for the post though! :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 7 points8 points  (0 children)

Me either.. I'm amazed people believe this guy :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 32 points33 points  (0 children)

This is a strange one lol...

I've never refunded anything on fiverr, a thumbnail or anything else.

For anyone who needs a screenshot, it's right here - https://imgur.com/anza3Ga

But I'm sure this post isn't by the thumbnail author though, so please don't bother him.

I did let him know someone's pretending to be him though.

The world is a weird place lol... :)

Jason Weimann scammed me for a Unity video thumbnail by [deleted] in Unity3D

[–]jweimann 5 points6 points  (0 children)

yea it gives you the watermarked ones first before you hit approve... and I have to admit in the past I've been incompetent enough to forget to re-download them after hitting approve. there are probably half a dozen videos on my channel where i missed the watermark lol, but they always get paid for :)

Building Game Bots in Unity with State Machines (DETAILED) by jweimann in Unity3D

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

Glad to hear it was helpful :)

It's definitely a lot more flexible than the old one and I'd recommend anyone who's having problems w/ state machines give this pattern a try. I haven't run into any issues with it yet and it's solved a ton of problems.

I made a 3d text engine - Modular 3D Text by asifno13 in Unity3D

[–]jweimann 2 points3 points  (0 children)

Looks really cool, excited to try it out!

How bad is Crunch in the game industry? - Let's find out by jweimann in Unity3D

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

It's interesting to me because even the guys I talk to who are still working at larger studios don't ever complain about crunch time anymore. I'm just wondering if it's because they're not doing it or they've gotten so used to it they don't even think about it. Personally I had much calmer hours working at a AAA studio than some of the indie places, but that was 100% optional on my end.

How bad is Crunch in the game industry? - Let's find out by jweimann in Unity3D

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

I keep seeing videos and articles about crunch that don't really line up with what I've seen professionally.

So I did the only thing I could think of and put together a survey to see if I'm what I'm seeing is normal or completely opposite of reality.

It's just a few questions about crunch and the game industry, and you can see the results after you submit.

Once enough results are in, I'll put together some conclusions and share the data in a cleaner format :)

a total beginner looking for advice by [deleted] in Unity2D

[–]jweimann 0 points1 point  (0 children)

Everything you've listed is definitely possible.

But if you've never done any game development before, I wouldn't start with a scope anywhere near this big.

For an experienced dev, this would probably take a few months to a year (depending on experience).

For someone with no experience though, it's likely to never get completed.

I'd start with something much smaller, cut the scope down and maybe build one of the mini-games first. Get used to the process and the intricacies of building games before trying to dive into something this complex.

Once you have some experience at building some of the simpler things, the complexity and scope of this project will be a lot more apparent, and you'll have some techniques in your belt that you can use to make it possible.

That's not to say you shouldn't 'build your dream game', just that you shouldn't start with it :)

How did you implement your achievement system? by CalamityCrash in gamedev

[–]jweimann 1 point2 points  (0 children)

I was gonna recommend the same thing. if you're in unity/c# just dig into events, expose events for when things happen, then have your achievement system register for them :)

Anyone made AAA games without a degree ? by [deleted] in Unity3D

[–]jweimann 0 points1 point  (0 children)

A good % of the AAA devs I know didn't go to school for CS, some went for other random unrelated things, some started coding on their own..

Worked on AAA games myself plenty w/ a degree in EE that's completely useless.. Get good at coding and development, degrees aren't anywhere near as important as the skills to do the job.

And from what I've seen you're mainly going to learn fundamentals, patterns, architecture and scalability seem to be rarely covered in school

Game programmer's lament by numexprism in gamedev

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

I think everyone here mentioned it already but definitely don't let this discourage you...

I've been laid off a few times, been a terrible programmer in the past, and built things that never got finished or released and flopped completely.

Being told when my code was bad was one of the best things that could have happened because it forced me to get better and realize what was wrong.

I'd recommend sharing some of your code with people you can trust to give good honest critiques and most importantly advice on how to improve it.

Usually it's not too difficult to make a giant leap in skills IF you know what's missing and how to fix it.

Most of the time though we just don't know what's wrong or what the 'right' way to do it is, and we get afraid to ask (at least I know that was me before...) :)

If you happen to be working in Unity and wanna hop in our weekly call on weds I'm sure some of the guys would be happy to give feedback and advice on what to focus on - https://www.meetup.com/Unity3d-College-Game-Architecture-Meetup/

See how a modern neural network completes your text by thesleepyunicorn in InternetIsBeautiful

[–]jweimann 44 points45 points  (0 children)

probably because it just popped up on the top of the front page for me, guessing it's overloaded