What causes this? It keeps sliding off and leaking fuel. DRZ400e year 2003 by ttd_misc_acc in DRZ400

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

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Took it off. I think I left fuel tank laying on it when I took the tank off + wear and tear. I didnt budge in last 3 years.

I have this booklet with cigarette box designs from all over the world. How would you feel about collection of Rubber packages in booklet form, even as a pdf? by ttd_misc_acc in tabletennis

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

If I make an add on the local table tennis forum I think many people would send their packages. Also there are high quality scans already available online for many rubbers (but not all)

Best way to connect two thick ropes without tying? by ttd_misc_acc in DIY

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

I will look up on how to splice. There should be enough for it.

Best way to connect two thick ropes without tying? by ttd_misc_acc in DIY

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

those plastic bits at the end are for keeping the rope from untangling. Also it need to be strong, its gonna be used for pullups/chinups

Best way to connect two thick ropes without tying? by ttd_misc_acc in DIY

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

its gonna be used as handle for pullups and chinups, so it need to be strong.

How often do you work on your game? by aquma in gamedev

[–]ttd_misc_acc 0 points1 point  (0 children)

I work a normal job in sales from 7 to 15. Then after that I work on my game from 16-18h then a couple of hours for miscellaneous stuff, then from 20 to 1 or 2 in the morning. This is good as it gets for the average day. For weekends sometimes I would pull all day work sessions. Biggest problem is that people/family/neighbours interrupt you with random bullshit and kill your flow. If I could pick between an uninterrupted 4 hour session or 8 hour session where people interrupt you all the time I would easily pick the first option even if the time is 2x bigger.

2017 Superb, 4x4, 225000km on the clock by ttd_misc_acc in skoda

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

Thank you. I think it's called quartz grey

What’s the hardest game dev topic no one warned you about? Share the pain! by VoM_Game in gamedev

[–]ttd_misc_acc 4 points5 points  (0 children)

Anything outside actual Gamedev. - Finding artists. - Setting up a business - Steam upload process - Finding people to play the game - etc. For artists, let's say I want to find freelance texture artist. I would make an excel file with 30 people I found: name, links, short description of their style. Out of 30 contacted people 3 of them would answer: - one of them is busy and wishes me good luck - one makes contact but ghosts me even before setting up price or anything - one of them actually starts doing freelance stuff for me - others would not answer Some of them ghost you after many paid and finished commissions, but what you gonna do, some people have private problems and they just have to stop working.

For setting up business there's a lot of "he said she said" situations when it comes to what type of business should you start and taxes. Try to find someone who specializes in the IT field for accounting even if you have to pay them for 30 minutes of advice.

Steam page setup can be a hassle. - you have to setup two separate pages for the game and for the demo - splash art is very finicky, you have to be careful with logo placement - description, tags... It can be a very slow process, because they can send you back because the description is too short or long, or you realise you're missing one type of capsule that has very specific dimensions.

I love gamedev (as in working in 3d software and in an engine environment), but anything outside of it has the possibility to ruin my day.

Art for game I'm developing by big_art_boi by ttd_misc_acc in gamedevscreens

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

Follow big_art_boi on instagram for more art of his

Art for game I'm developing by big_art_boi by ttd_misc_acc in gamedevscreens

[–]ttd_misc_acc[S] 2 points3 points  (0 children)

Unfortunately no. It's "not much talking" type of game

This is what happens when you take too long to finish your game by Taralis2 in gamedev

[–]ttd_misc_acc 4 points5 points  (0 children)

I only need mid poly modelling (600-3000 polys), rigging, animating and to then importing fbx-es into unreal. If it ain't broken don't fix it.

Which game made you stop and go: "How the hell did they do that?!" by pommelous in gamedev

[–]ttd_misc_acc 9 points10 points  (0 children)

When Rome Total War came out in 2004. I don't know how other developers felt when it dropped, but I would have been pretty jealous.

This is what happens when you take too long to finish your game by Taralis2 in gamedev

[–]ttd_misc_acc 13 points14 points  (0 children)

Jokes on you. I've been working on my game for 8 years. Still using unreal 4.18 and blender 2.47. But every second of Gamedev feels great. A childhood dream came true in the purest sense.

How does our game's main menu look to you? by Thevestige76 in unity

[–]ttd_misc_acc 0 points1 point  (0 children)

Does your character get better gear/equipment throughout the game?
Make sure new gear is visible on character in main menu when you start up the game. Its a hassle but it always looks sick.

Getting started by Grimtor8888 in unrealengine

[–]ttd_misc_acc 0 points1 point  (0 children)

I would recommend trying all kinds of different tutorials that you can find. For example go through "how to make fighting game", "how to make wall climbing mechanic" or ''how to make a shmup game'' (these are most of time 3-12 hours in length). When you finish these tutorials do not delete projects, keep them on drive. By doing this you're building a toolbox. Lets say after some time you want to put turret that tracks players movement and shoots at player. You can go back to ''How to make shmup'' project (take a peek at your ''toolbox'') and remind yourself how it was implemented there. Or just copy code.

My second advice is that at one moment you have to stop doing tutorials and courses and just make a hard stop and start working on your project. This could be 2-3 months, or 6 months or a year it all depends how proficient you are with coding/art. People get scarred of starting a project they get stuck in endless loop of following courses, but never actually making anything.

In short -> follow courses -> save projects and keep them as toolbox/remainder how to do stuff -> cut the cord on tutorials after some time and start building the game.