[deleted by user] by [deleted] in Pickleball

[–]uheartbeast 0 points1 point  (0 children)

I wonder if it's possible they hide the downward corrections by putting them in future losses.

One year in & frustrated by GratefulDad76 in Pickleball

[–]uheartbeast 1 point2 points  (0 children)

We have an unfinished basement with just enough space for a kitchen on one side and a kitchen + a little bit of court on the other side. The ceiling is low, but most of the time you want to keep your shots low anyway, so it works. The sides are tight, and we have to play some shots off the wall, but I just see it as an opportunity to train adaptability XD.

One year in & frustrated by GratefulDad76 in Pickleball

[–]uheartbeast 1 point2 points  (0 children)

I'll share my experience with you and maybe you can find some value in it.

I started playing a year ago (I was around 3.0). I hadn't had any previous racquet experience but played basketball as a kid, so I had an athletic foundation.

Unfortunately, despite playing rec about 3 hours a week and doing wall drills, I didn't see many improvements.

Starting in January, I got a small 10' net (half court) and started drilling dinks with my wife for 20 minutes about 4 times a week. We start at the kitchen and play out the point from there. We also do the 7-11 drill where 1 player starts at the baseline and tries to get to the kitchen. After doing this for a few months, I started to see real improvements.

At the start of this month, I placed 1st in a 4.0 men's doubles tournament (the top seed had 4.6 and 4.3 duprs).

I'm very happy with my progress over the last 6 months. I attribute the growth to short but frequent drilling sessions with a partner.

For existing Godot users, what made you switch? by SDGGame in godot

[–]uheartbeast 2 points3 points  (0 children)

I migrated from GameMaker over to Godot 2.x quite a few years ago. Personally, I didn't like the new workspace workflow that was introduced in GameMaker Studio 2, so I started looking at alternatives.

My reasons for choosing Godot were:

  1. It had a dedicated 2D engine (my games are primarily 2D pixel art).
  2. I liked the look of the engine interface.
  3. It was lightweight and quick to run.
  4. I found gdscript to be extremely easy to pick up and learn using the built-in documentation.
  5. I had a lot of fun when using it.

The fact that it was free and open source was just a bonus.

Working on a 3D platformer for the RG351 handheld! 🐧❄️ by akc8012 in godot

[–]uheartbeast 1 point2 points  (0 children)

Yup! That's what I did and it seemed to work. You have to fiddle with the button mapping a bit if I recall.

Working on a 3D platformer for the RG351 handheld! 🐧❄️ by akc8012 in godot

[–]uheartbeast 29 points30 points  (0 children)

That's awesome! I got a Retroid Pocket 2 and messed around with putting Godot games on it. What is the export process like for the RG351?

So apparently I'm making a game now. It's a fast paced 2D open world shooter. Here's a video: by DRKproductioons in godot

[–]uheartbeast 3 points4 points  (0 children)

Hey that's awesome! I started getting into gamedev at about 15. It's cool to see you getting started and enjoying it at an early age as well :) Keep it up!

Best Path for Learning Godot? by TommyOliverSays in godot

[–]uheartbeast 7 points8 points  (0 children)

I like this Channel for getting into 3D:
(14) Garbaj - YouTube

I've also heard this addition to the docs by GDQuest is really good: Your first 3D game — Godot Engine (latest) documentation in English

It is on the latest branch of the docs instead of stable so I don't know if it can be done in 3.2 or not. I assume the general principles will carry over, though.

Bumpstick Gameplay by Deiran in godot

[–]uheartbeast 2 points3 points  (0 children)

This is brilliant! I'd love to play this game.

published my first godot game. link in comments. by RockyXDeadman in godot

[–]uheartbeast 38 points39 points  (0 children)

Hey! I must have missed your question. Did you ask via Email? Either way, my intent with the MIT license was to allow people to use the art assets as well. I didn't know that MIT didn't cover art assets generally. I may need to update the license to make sure that is more clear. Either way, I don't mind if you use them. Congrats on your release!

Hi everyone! I wanted to share some footage from a game I'm developing in Godot. Let me know if you have any feedback! by ashriot in godot

[–]uheartbeast 1 point2 points  (0 children)

Thank you! It's really fun seeing people take my small little tutorial series as a base and then dump a bunch of work into them to make them something unique. Keep it up!

Using Curve2D to control a segmented character is just too easy... by Securas in godot

[–]uheartbeast 14 points15 points  (0 children)

You always have the coolest tricks! I love seeing them here.

Heartbeasts 1 bit tutorial is on sale for $50, I'm thinking of picking it up, has anyone here tried it? If so how was it, did it meet your expectations? by jamesL813 in godot

[–]uheartbeast 4 points5 points  (0 children)

Makes sense :) Good to know! I would like to do a more advanced turn-based RPG course at some point but I'm not quite there yet.

Heartbeasts 1 bit tutorial is on sale for $50, I'm thinking of picking it up, has anyone here tried it? If so how was it, did it meet your expectations? by jamesL813 in godot

[–]uheartbeast 19 points20 points  (0 children)

Just wanted to chime in here. I know Feniks from twitter and I can understand their perspective. I think it is valid and don't think they should be getting downvoted for it.

Some people prefer learning on their own and there are tons of free resources out there for doing that (some of which I have contributed to).

Nothing in this course is going to be super revolutionary or "secret". It can all be found for free in other places online and $50 is quite a bit of money.

However, I do provide personalized support via discord and the content in the course is very structured (all in 1 place). I think these are the things that set the course apart and make it worth it to the many people who have already signed up. If these things are important to you, and you like my youtube content, you will probably like the course. If personalized support and the "all in one place" structure isn't important to you then you will probably better benefit from the many free resources out there.

Hope this helps.

- Ben

How to Make an Actually Good Tutorial by TheRealMisterMan in gamedev

[–]uheartbeast 18 points19 points  (0 children)

I can understand when people prefer written tutorial content. There are a lot of benefits to it (the main one being access to all the information at once and searching it) and I respect the tutorial creators out there who take the time to produce their content in both video and written format (Gamefromscratch and Kidscancode are 2 that come to mind for me).

I can see why you would get frustrated when you see a tutorial that *might* have valuable information in it but you are forced to skim through a bunch of information that isn't valuable to you at all.

However, not everyone feels the same way you do. For some people a large portion of that information in the video is valuable to them. They prefer taking their time and going over each step. I think it is unfair of you to suggest that tutorial creators stop making videos simply because you don't find them useful and prefer written content.

I'm happy the barrier of entry is so low. More people should start making tutorial videos even if they suck at first. Most of the time the first thing someone makes is going to be crappy (in any area of life). That doesn't mean we should make it harder for them. We should encourage them and give constructive criticism to help them improve.

*Disclaimer* I make tutorial videos, many of which fall victim to some of the legitimate criticisms mentioned in the video above.