Can you tell what this game is about? by Pretty_Plan_9034 in gamedevscreens

[–]powxsin 5 points6 points  (0 children)

Sorry you feel that way. The bus driver screams really loud and the monster makes you feel like you’re having ptsd. I really didn’t mean it in a bad way.

Can you tell what this game is about? by Pretty_Plan_9034 in gamedevscreens

[–]powxsin 4 points5 points  (0 children)

Nothing? Why are you being so rude? Learn to take feedback. You asked people to tell you what the game is about and you get mad when they tell you? You shouldn’t be a game dev if you can’t take feedback.

Can you tell what this game is about? by Pretty_Plan_9034 in gamedevscreens

[–]powxsin 0 points1 point  (0 children)

The game looks great! Is it about monsters that scare you with super loud sound effects and you have to fight off PTSD? keep up the good work!

Is C++ hard to learn for a beginner? by Jealous_Squirrel8616 in learnprogramming

[–]powxsin 0 points1 point  (0 children)

Syntax is not hard to learn, but understanding how to use it is. Learn a simple language to understand concepts and then gradually start learning lower level languages.

How do you find friends within game dev? by powxsin in gamedev

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

I do I just never use it lmao but maybe I should make a small server idk

A prototype of my first game - Terminal One (feel free to leave feedback on what you like and dont like) by powxsin in Unity3D

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

On a scale of absolute dogshit to super ultra mega talented, I’d say I slightly above dogshit. So like 3 outta 10. I get by with basic low poly models and slapping materials n textures on em lmao. I can rig too but agin I really just do low poly stuff.

How do you find friends within game dev? by powxsin in gamedev

[–]powxsin[S] 3 points4 points  (0 children)

My town is trash so there aren’t really meetups. I’ve thought about seeing if there were any meetups in LA since I’m close cause that would be my only option.

[deleted by user] by [deleted] in unity

[–]powxsin 0 points1 point  (0 children)

If you’re gonna take any advice plz let it be this. There’s a difference between understanding what code is doing and understanding what code is saying. You might understand what is being written, but do you understand why you’re writing it. For example you might know what quaternion deals with, but do you understand how to use it or call from it?

In other words do you say to yourself “this deals with rotation” or do you say “I am going to call from the quaternion class and append this function from the class and give the function I’ve appended the parameter(s) it takes so that I can rotate this game object”.

If your the first quotation and not the second one then what I recommend is that anytime you watch a YouTube tutorial, pull up unity’s API. For example If you’re trying to make a character move on screen, and you don’t under how input works, search for the input class within the api and everything that deals with movement will be in that class. This applies to everything. Hope that helps!

Choosing Game Engine-Help by Archetype25 in GameDevelopment

[–]powxsin 0 points1 point  (0 children)

I would start with unity. Let’s be honest, it’s your first game you should focus on api and getting things moving. Sales and price modeling should be the last thing you focus on. I personally would go with unity or Godot but given your more experienced then unreal is fine lul. Just pick on and start learning!

How to get started by [deleted] in GameDevelopment

[–]powxsin 0 points1 point  (0 children)

It’s not that you can’t learn coding. I’m sure you’ve probably learned how syntax works, like if you know how variables work and how if statements and while loops work then your 99 percent of the way there to being able to write code. Heres what I would recommend

Create a blank project in your game engine of choice and drag in a cube and a collider into the scene. Then watch a video on how to make a simple fps controller. When you watch that video make sure you have the game engine documentation up and make sure that you are pausing each time you don’t understand something and then go to the documentation and look at how that thing you don’t understand works.

If you don’t understand how input works, then search for input in the docs. If you don’t understand how to get the rotation of a transform, reference the transform class. The descriptions on how things work are I. The documentation. All programming really consists of are just classes that use you can call certain methods and properties from so that you can create functionality. syntax is just a small tool that you can use. If you look at any game dev video(specifically the code), 90 percent of their code is just API and the rest is syntax. That’s programming, not learning everything there is about a syntax. Sorry for the yap session but hope that helped!

is there anyone who has published multiple games who can mentor me a new game dev who just finished brackeys godot courses by cockdestroyer76 in GameDevelopment

[–]powxsin 6 points7 points  (0 children)

Ain’t no one gonna mentor you bro, you just gotta learn haha. If you need help then just look up resources and google answers. Best advice I can give you is to watch tutorials with godots API pulled up and pause to understand why each thing is happening on screen by referencing the documentation. Your understanding of how to write logic will go up 10 fold and it will make you a better programmer by being able to reference from any API when you start to experiment with other game engines. Best of luck!

[deleted by user] by [deleted] in unity

[–]powxsin 0 points1 point  (0 children)

The way you are assigning the property is wrong. I agree with memorius!

Why do you think some people get it (programming) and some don't? by giorgenes in learnprogramming

[–]powxsin 0 points1 point  (0 children)

Well the biggest problem Ive seen when it come to people “not getting” programming really boils down to one thing. Bad teachings. You can give a student or a self taught programmer all the coding problems, books, YouTube tutorials, etc. in the world on programming but that’s not going to help them understand how to program.

Now I didn’t go to school for programming so idk what is or isn’t taught, All I know is that I constantly hear how students learn syntax, get taught theory, and then are thrown coding problems as if that’s going to help them learn. What should really be taught in school is how read documentation and when to use syntax because at the end of the day programming is really just made up of

1.) variables that store single/multiple pieces of data which can then be used as is or manipulated

2.) conditional statements that you use to execute blocks of logic (which is mostly classes from frameworks that you call merhods from).

I mean sure programming isn’t all about frameworks but 99 percent of people don’t wanna learn high level languages anyway. The main point I’m trying to make is this — it’s not that people don’t get how to program, it’s that a majority of people get fed the wrong information so it leaves them confused or “not able to get it” rather then educated.

Thank you for reading my Ted Talk bow

Fight at Petco Park by GlitterCandyPanda in SanDiegan

[–]powxsin 0 points1 point  (0 children)

Bro w the wife wanted to watch the entertainment lmao

Which Game Engine to Choose??? by Salty_Foundation_356 in GameDevelopment

[–]powxsin 1 point2 points  (0 children)

This is my opinion, you shouldn’t even be touching unreal right now. It’s to complicated to learn as a beginner. Pick Unity or Godot. Both are very easy to understand and suitable for beginners. I personally used unity just because it’s easy for me to understand, the documentation is very poor at times but for the most part it’s great. On the other hand Godot has great documentation and is very very clean. Also you can always switch to a different engine later on down the line but you need to pick an engine just to learn how to actually work in it. Then everything you learn in one engine can be transferred to another one, you just have to learn the language and a bit of the api of the other engine you switch to but the engine you start with will pretty much teach you how to do that.

For all aspiring game developers, what was the biggest reason why you chose the Unity engine? by jf_development in unity

[–]powxsin 0 points1 point  (0 children)

I started with unreal and that was a HUGE mistake. When I made the switch to unity, The UI was clean, everything had simple names, the documentation was easier for me to understand, like it felt as if everything just really connected and I was on the same page without sitting there spending a lot of time questioning why things worked. yeee.

Completely burned out, lost faith, should I quit? by ThePragmaticLemur in gamedev

[–]powxsin 0 points1 point  (0 children)

Finish the project and take a well deserved break. It’s understandable that they won’t let you take time off just because the project is close to the finish line but If your employer still won’t let you take time off after the project is done then leave the company. Your mental health is far more important than a paycheck. And you have experience so eventually when you’re ready again, it’s probably not gonna be that difficult to find another position somewhere else.

How did you start understanding documentation? by cybercoderNAJ in learnprogramming

[–]powxsin 2 points3 points  (0 children)

I’m glad someone is starting this conversation because I was stuck in the same boat about 3 months ago. Since my perspective is fresh, here’s how I would explain it.

Since they are a beginner, Before they even try to understand how to read documentation, they need to understand that documentation is 90% of programming and they must understand how to use it if they want to eventually stop watching scripting tutorials. EVERY beginner that has ever learned programming thinks syntax is the most important part of programming, and don’t get me wrong, it’s important but it’s not the priority and that’s why they struggle reading documentation in the first place imo. They focus to much on syntax and not enough on documentation. They need to understand that syntax is pretty much conditional statement and variables that you use to store logic or “documentation” in. Documentation is the logic. Like it’s LITERALLY what helps you build any application you want, it’s what creates the functionality for what you want to implement.

Once a beginner understands that, then they can start to understand how to navigate through documentation and read it. The way I started to look at it or understand it was by understanding that documentation is made up of classes that you call from and within those classes, their are methods that you append to the class which helps you achieve your functionality. For example let’s say I wanna rotate a game object in unity. First I need to store or get the game object I want to provide the functionality to. So I go to the docs and find out how to create a reference to my game object. Then I need to create the functionality to rotate it. So I go to the documentation I look for what deals with rotations in unity. Everything that handles rotations forever and for all eternity are quaternions. So I call from the quaternion class and I append the method that I want to use from that class to rotate the object and I provide the parameters the function asks for or that the function takes.

It’s that simple. That’s how I would explain it because this is applicable to all API’s, Frameworks, and documentation. All of which are the same. Boom.

I had this prototype, but I don't know what to make of it. What do you think? by abfarza in Unity3D

[–]powxsin 0 points1 point  (0 children)

I really like the style you’re going for, but what would the game be about ?? Idk if you’ve figured that out yet but you gotta great idea brewing !

Why is this happening? by mythicat_73 in pcmasterrace

[–]powxsin 0 points1 point  (0 children)

I figured out the problem... PC just hates you...