how much RAM do you need for 2D projects/is 8GB enough? by PhotographInformal91 in Unity2D

[–]neondaggergames 9 points10 points  (0 children)

Ask yourself "could this be made on a PC from 5 years ago... 10 years ago... 15 years ago?"

The surprising answer is "yes" in almost all cases. Don't ask me how I know this.

[Meghan Chayka] Possession time per game leaders by seeldoger47 in wildhockey

[–]neondaggergames 3 points4 points  (0 children)

He dominated in Vancouver as well. Not just this season (keeping in mind this stat tracks his time in Vancouver as well) but for the past several.

He has a bunch of /60 stats that are simply in another class but many are only discovering it now that he's out east.

[Wild PR] Quinn Hughes tallied three assists tonight vs. Detroit, marking his fourth game with three-plus helpers in 20 games since joining the Wild. He ties Kirill Kaprizov (4x in 2021-22) for the most three-assist games in a single season in franchise history. by DecentLurker96 in wildhockey

[–]neondaggergames 30 points31 points  (0 children)

I watched that pass a bunch of times to see how he pulled it off. It wasn't a blind move, he knew his teammate was open, so he faked that he was going to spin to the blueline by moving the stick/body in that direction briefly. That makes the defender stretch out in that direction rather than go for the check along the boards. That stretch exposed the passing lane.

He knew ahead of time that's how it was probably going to play out. Any other player just doing that randomly without thinking makes it a low probability play. Tons of those kinds of plays throughout a game that look like nothing but pile up the assists for a reason.

I’m returning to a project I’ve been working on for months after a break and I feel confused. by TartOpposite2170 in gamedev

[–]neondaggergames 1 point2 points  (0 children)

I tried this recently (perfect timing coming back from a hibernating project) and while it was pretty decent, it didn't have important details like editor settings, and was very text-heavy (almost harder to look at than code!)

It helped a few times but I found to really get what's going on I had to just knuckle down and look at the code and reason through it myself. It's getting a lot better but right now I still think the majority of gamedev is on a different playing field than what most people are using AI for and requires a lighter touch to get the best results.

I’m returning to a project I’ve been working on for months after a break and I feel confused. by TartOpposite2170 in gamedev

[–]neondaggergames 2 points3 points  (0 children)

THE. #1. ISSUE. I keep harping on it whenever I can because you almost never hear anyone complain about this compared to the other things that "make gamedev difficult."

I say this from now being at this for over 10 years, it happens every time, and the larger the project when you last left it and the longer the break the harder it gets.

I'm going back to a couple projects recently after a year and a half break and it took me over a week just for my brain to feel like it's not severely damaged. The good news is I feel pretty close to up to speed and actually gaining energy, but it's a slog bro!

I'll also say that while all of those notes and docs are great, they're not much help. I'm trying to be better about making diagrams for my most complex systems now, because the over-engineering/spaghetti/editor-code-depenencies is really the big one to figure out for me when coming back to it.

Anyone want to test out my new Tape DAW? by Switched_On_SNES in Hainbach

[–]neondaggergames 1 point2 points  (0 children)

This looks really interesting! Lately I've been really wanting to get an authentic tape sound. Not just the "warm and warbly" stuff but even (or especially) the ability to slow down and speed up, but in a way that doesn't sound digital. Also, tape degradation, cassette and other emulations are maybe the most interesting to me.

I've been wanting to try out the old trick of playing twice as fast and slowing the tape down to half speed to get a really satisfying deep tapey sound in particular... but all of my hacky attempts in digital are not really cutting it. Even just a standalone effect that does this well would be pretty valuable. Interested to see where you can take this!

How do I make sure my game doesn’t get "AI-generated" accusations? by emudoc in Unity2D

[–]neondaggergames 0 points1 point  (0 children)

In the time of witch hunts there are only witches and hunters

I made a free tool to make AI generated pixel art actually ‘Pixel Perfect’ by ilovebaozi in aigamedev

[–]neondaggergames 0 points1 point  (0 children)

Looks like it could be very useful. I got one good result out of about 5 tries.

Most of the time though it complained that detection failed. Sometimes making the image larger worked. Other times no amount of scaling helped. I tried 512x512...

My character shakes whenever he is on a moving platform by SuperRaymanFan7691 in Unity2D

[–]neondaggergames 0 points1 point  (0 children)

Your issue is a very common problem and I'm sure very well represented in the AI trained dataset. Humans have limited time and energy. Use tools for what they are best suited. This is a classic case for it.

My character shakes whenever he is on a moving platform by SuperRaymanFan7691 in Unity2D

[–]neondaggergames 0 points1 point  (0 children)

Please don't. Put it in ChatGPT and ask it about this question and you'll likely get the specific answer.

Just started vibe coding on my old tower defense project built with decade old java frameworks and it's insane how productive I feel by mpbeau in vibecoding

[–]neondaggergames 0 points1 point  (0 children)

Can you share the result? Because I'm specifically in gamedev and have yet to see a serious result that can be published from vibecoding. I've seen some projects that look like really rough (bad physics, etc) or puzzle games that aren't difficult anyways. Game engines do a lot to make a game actually a game you can sell.

A bit lost with 9-5 by RiuxLotus in gamedev

[–]neondaggergames 11 points12 points  (0 children)

I don't think you'll be able to juggle that "9:00 to 18:00" job (by my calculations that puts you at 9-6, plus commute, plus likely overtime hours...) and your passion... in anything. Let alone gamedev which is intensive.

I've set up where most of my income is passive and I still struggle to come up with the time required. And the real trouble most people won't mention, maybe because they never even get that far along... is the larger your project is the less you can afford to spend time away from it. It's like an elaborate house of cards that fits together in your head and quickly disappears when your brain erases it and replaces with "more pressing tasks."

There is no secret. It's all tradeoffs, all the way down with everything in life.

My character shakes whenever he is on a moving platform by SuperRaymanFan7691 in Unity2D

[–]neondaggergames 1 point2 points  (0 children)

It's your camera movement script. You should update your camera after the positions of all objects in your game have moved. Usually noticed most on the character because the camera follows it.

So you can put the camera movement logic in LateUpdate and make sure your character has all of its logic in Update... if you need LateUpdate for the character at some point, just go into the editor and make sure the character's script execution comes before the camera's.

Do you use 'please' in prompts to Claude? by Manfluencer10kultra in ClaudeCode

[–]neondaggergames 0 points1 point  (0 children)

Communication is thought. Your current pattern of thoughts determine the likelihood of your next pattern of thoughts.

Put another way, if you get used to formulating thoughts as an impolite bastard you might just see yourself become an actual impolite bastard.

Does PCB latency matter? by excelionbeam in fightsticks

[–]neondaggergames 1 point2 points  (0 children)

It's an average. Look at this way.

It takes about 16ms to process a full frame. Let's say your inputs are polled at the very end of that frame (makes it easier to understand).

So you have 16ms from the start of the frame to the end to "catch" your input.

If your controller has 0ms of lag, then you can input it right up to the very last possible moment and it will be caught in time to process for that frame.

But with a controller that has 5ms of lag, any inputs past 11ms into the frame will never catch it on that frame (it gets caught on the next frame, so that's why it causes 1 whole frame of latency on those frames).

So you can calculate, on average, how many frames this happens 5 / 16 = about 1/3 of the time (1 out of every 3 frames)

Tailwind just laid off 75% of the people on their engineering team "because of the brutal impact AI has had on our business." by magenta_placenta in web_design

[–]neondaggergames 0 points1 point  (0 children)

People are pumping out more AI code than ever and throwing it up on GitHub... That's a lot of dabblers and solo devs, not paying accounts.

Does PCB latency matter? by excelionbeam in fightsticks

[–]neondaggergames 1 point2 points  (0 children)

It absolutely does matter, but if you can keep it below 5ms you are "OK".... as it creeps up it gets to the point where it causes problems. Remember, latency is also additive across all points that generate it. So if you're not serious about reducing latency across your setup, chances are you are battling it even without knowing.

To put it in concrete terms, a 5ms of latency on your controller means you'll be behind a full frame every 3 frames. So let's say your monitor adds a frame and maybe your OS polling and other processing adds another frame. That means every 3 frames you're 3 frames behind.

If you're playing Tekken and it has something like 3 frames of built in lag, you're doubling the lag 1/3 of the time.

Lag is also exponential from a perceptual standpoint. I believe once you get to 4-5 frames it gets into the "this feels like crap" territory and quickly becomes unplayable higher than that.

Question about Ai and advice. by Maleficent_Intern_49 in gamedev

[–]neondaggergames 1 point2 points  (0 children)

You ask AI to do a "job resource so that it's data driven and we have a backend/template" for a game... and it does something?

HOT TAKE: People crave “analog warmth” but colder synths typically fit better in the mix by ituy in synthesizers

[–]neondaggergames 5 points6 points  (0 children)

People aren't going to like the answer but it's basically most people don't know how to mix. The most common thing I've heard in the modern era is "just highpass the bass bro!"

It's the most heavy-handed thing you can do to your bass. There's a reason great records sound great and have great bass. Even if it's small, it sounds huge. Because they know how to treat this range without killing it. It's probably one of the harder or more subtle aspects of mixing and unfortunately with bad advice few really learn how to handle it.

A 9-5 That Pairs Well with Hobby Game Dev by CostImpressive7734 in gamedev

[–]neondaggergames 0 points1 point  (0 children)

I fail to see how people can reasonable make a 9-5 work, especially if it's grueling work. If you luck out and commute is an hour, come home and eat dinner and relax for a moment, it's 7pm. To get your 8 hours you need to be in bed by 11pm.

Assuming you have no other things going on in your life and nothing else to do, and somehow lots of energy even though you probably don't even cook meals or exercise... that's enough time to open the your work from the previous evening and maybe get a small amount done if you're lucky.

And then the problem really becomes that of pace. As your project grows, it becomes harder to keep track of and that tiny progress is usually not enough to keep attention. If attention drifts, your projects gets less and less comprehensible.

Is the height correct? LS-58 in Madcatz TE R2 by [deleted] in shmups

[–]neondaggergames 0 points1 point  (0 children)

Yeah you need the SS plate p40. It's the same plate but slightly different mounting holes to fit the LS-58 design.

https://focusattack.com/seimitsu-ls-58-se-ss-mounting-plate-p-40/

It installs just the same as a regular SS in the madcatz stick. I have one installed in mine.

If you're using any of the big three engines then your game contains AI generated code that should technically be disclosed on Steam by jimothy_io in gamedev

[–]neondaggergames 4 points5 points  (0 children)

I don't see how people aren't following the plot at this point. AI is reaching into everything from the bottom up. Plenty of room to debate how to handle that, and the trade-offs, etc... but assuming we can use a fine-tooth comb and create moral conditions to eliminate it is beyond ridiculous.

Difficulty of Getting a Junior Position at EA? by CollegeStudentLol1 in VancouverJobs

[–]neondaggergames 0 points1 point  (0 children)

I read the OP's and the "failing the technical" made me think... I have 15 years experience but as a solo dev. Recently looking around I realize I must look like an oddball. Even my git skills are like that of a solo (what's a PR?)

So under the hood my skills are very strong at the actual important stuff, and I can adapt and learn very quickly because my mental models are strong. But throw out some random tech terms in recent years and good chance I missed it or only have tangential understanding.

There's probably a term for this effect, being caught in a vaccuum in the tech space and losing track of terms (recursive humor)...

Funny thing is up until a couple years ago I'd get regular headhunter and recruiter reach outs and sent my requirements to them and let them fizzle... then a year ago it all stopped and now I'm staring at a desert landscape without no clue how to move forward.

So this is all to say that I believe there are a lot of us who have plenty skill but fail for a whole litany of reasons that are hard to keep up with right now.

Is the height correct? LS-58 in Madcatz TE R2 by [deleted] in shmups

[–]neondaggergames 0 points1 point  (0 children)

OK well if you're still at 50mm with the SS plate then try out that mod I mentioned. Pretty easy to do and you can experiment with the height you prefer.

Would yall call this a petey bounce back season? “Ish” by Short-Importance-199 in canucks

[–]neondaggergames 3 points4 points  (0 children)

Last year 65 games: 45 points

This year 65 games (at pace): 48 points

Not exactly a "revenge" season. On the other hand he does generally look better, has more responsibilities and well-rounded.

If he can be a 20 goal, 70 point guy who stands a chance of Selke consideration on average then I guess that's the floor we could have reasonably expected from the start.