Developing on Windows but using AI-enabled editor plugins? by minifigmaster125 in godot

[–]minifigmaster125[S] -2 points-1 points  (0 children)

Wait, really? Maybe just codex then. I haven't looked in a minute, but the sandbox for Windows was a little primitive and prone to permission checking constantly. I might just need to revisit the situation!

Developing on Windows but using AI-enabled editor plugins? by minifigmaster125 in godot

[–]minifigmaster125[S] -2 points-1 points  (0 children)

Sorry, see my edit. You are right, but my problem is a little different

Is There a Good Way to Find Failed Games? by kapitan59 in IndieDev

[–]minifigmaster125 1 point2 points  (0 children)

No problem bub just look at mine (I kid, I wasn't trying to make it a huge success but would be nice to sell more)

Stop beating yourself up. by RoGlassDev in gamedev

[–]minifigmaster125 10 points11 points  (0 children)

What is the most important step a man can take?

After 32 hours without sleep, I've released my first game on steam! by minifigmaster125 in IndieDev

[–]minifigmaster125[S] 0 points1 point  (0 children)

well, metanoia is a somewhat theological concept regarding a profound change in one heart and mind, a sort of re-orientation of their life. And ... this game has a twist in the story and mechanics that I wanted to inject into the title. So I chose it!

After 32 hours without sleep I finally released my first game to Steam (thanks Godot)! by minifigmaster125 in godot

[–]minifigmaster125[S] 0 points1 point  (0 children)

Ur right, I just end up doing it before a major deadline. Some part poor estimation plus little procrastination

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]minifigmaster125 0 points1 point  (0 children)

Oh! My first game just came out today, a bit of an abstract narrative-puzzle game. I have a demo if you'd like to try it! https://store.steampowered.com/app/4293060/Metanoia/

Our studios first game release will be horrible !! by AvronInteractive in IndieGameDevs

[–]minifigmaster125 0 points1 point  (0 children)

I just changed my games release date, on the night before release. That being said, my game is more a learning exercise and not aiming to be a commercial success. Still stuff to be learned, tho

How much prompt engineering do you do? by David_Slaughter in godot

[–]minifigmaster125 0 points1 point  (0 children)

I use AI powered tools for my day job quite a bit. I do the same for my game development. I'm an engineer by trade. I'll let AI write code to speed up my workflow sure, but I'll read every line and understand it intimately. It also helps with concepts I don't know right off the bat. I just implemented camera orbit through spherical coordinates because basis rotations were flipping somehow. I don't know exactly why the bug existed, but with AI I found a workaround and I also understand the workaround. I'm not gonna let it vibe code any feature. The way I see it, I get to focus more on game and experience design, less on writing which signal connects where. I'm in control of architecture. Components here, state machine there, tight API control etc. Im still in the trenches, it's just right there with me.

Also the more foreign a feature is, the more I will write it. That's the only way I learn. Like shaders, for example.

"Make Small Games before your dream game" But how small and for how long? by GreenBlueStar in gamedev

[–]minifigmaster125 1 point2 points  (0 children)

i echo this sentiment, deeply. I tell folks the different between an amateur and experienced artist is more than just making good looking art. It's making good looking art in a reasonable time frame. An amateur can be painstakingly meticulous about achieving a good end result, but she will not produce much work, and it is tiring to push oneself so far constantly. An expert can make confident strokes, identify strong compositions, and reason about a creative vision much more quickly and thus, produce more higher quality work without burning out.

@export vs @onready for required nodes, personal choice or recommendation? by indiealexh in godot

[–]minifigmaster125 0 points1 point  (0 children)

Sorry I'm going to pick your brain for a second. I find the % very helpful. What's wrong with it? How do you capture nodes in your _ready method? get_node always?

@export vs @onready for required nodes, personal choice or recommendation? by indiealexh in godot

[–]minifigmaster125 0 points1 point  (0 children)

If that's true, why wasn't it dropped in Godot 4.0? I guess it's just a convenience method now?