lexyeevee

troublesome fox girl

hello i like to make video games and stuff and also have a good time on the computer. look @ my pinned for some of the video games and things. sometimes i am horny on @squishfox



the agonizing part about trying to do anything off the beaten path in an especially novice-friendly engine is that no matter how you try to phrase your task, the search results are going to be ten thousand copies of people asking extremely basic questions like "how do you hide the textbox"

and then if you try to ask in support channels you have to fight against a current where they assume you're really just asking how to hide the textbox, and if they're not an engine dev then chances are they actually don't know how to do more than hide the textbox

anyway i had some adventures today


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in reply to @lexyeevee's post:

I feel this so hard any time I've tried to start a project that wasn't a platformer, shooter, or puzzle game in any of the various game dev suites out there

God I feel this so often with Ren'py. I'm actually glad now it has a native text history feature because I dislike rollback for feeling immersion breaking to literally rewind the game state, but a few years back it felt like a lot of the Ren'py forums were insistent on "no you don't want to disable rollback that's rude".

And yeah never mind the help section being full of basic level questions. I actually got sick of one problem never being resolved that I reported it as an issue on github and it was finally fixed. x -x

Ironically enough, this is a large issue I had with unity.
For all people talk about being able to google how to do anything in that engine, 90% of the results are just stuff like "oh you want to make the enemy move towards the player? ez"
and then it's just
if player.x < enemy.x
{
​ ​ ​ enemy.x--;
}
else
{
​ ​ ​ enemy.x++;
}

Just really simple solutions that won't actually work unless your game is dead simple

oh yeah i'm familiar. stuff that's """not wrong""", but also so wrong that i don't know where to even begin explaining why

i briefly worked on someone else's unity game and i was like "just throwing physics at a body sucks, how can i improve this" and this is an unanswerable question apparently. ended up making it sick as hell imo but it did involve ferreting out APIs that no one on the entire internet ever talks about

it's vastly worse with godot unfortunately, especially since the engine has been through several major revisions now which tend to obsolete everything that has existed so far

For some reason I don't have as bad an issue with Godot. Not sure if that's from the fact that I'm fairly experienced with it by now, or bc I'm usually just reading the documention since there's not really a Godot beginner tutorial hell yet for me to get sucked into yet.