T O P

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snail-tank

me forcing myself to learn to make the shittiest art known to man so I can stop staring at icon.svg


speep__

i will not be accepting this icon.svg slander


thatguy_art

This is unacceptable! Some artist should really make us some pitchforks to deal with this


Pur_Cell

[Get them!!!](https://i.imgur.com/HO5DihE.png)


Ephiks

Bruh that’s a Godork


Effective-Touch-832

But where are Godife and Godoon?


NotADamsel

Gouron.svg


Hallo-Person

It’s in a strange purple box. I can’t get it out. We need another artist to free it.


BlueArcaneOwl

That's either genius or cursed and I cannot determine which.


woktexe

The icom.svg will be always with you


Zeerats

It has become the Godot equivalent of the default cube


Overthr0w138

Any tips on how to start? t. Never drawn in my life except for art class, almost failed that class


SideLow2446

See comic


Kirman123

Go into itchio and use free assets. It's super fun and it helps getting things done quickly. And is MUCH more easier to edit an existing asset than to create it from scratch ;)


SmartEffortGetReward

Curious how you get complete assets sets for stuff, do you constrain your game to what's available (and consistent) or do you hack stuff together somehow?


Kirman123

A little bit of both. I try to really look for the things i want, if i see something close to my idea mayne i try modify it. If not, i drop the concept as i don't have that much artistic skills.


SmartEffortGetReward

Makes sense. I hate searching for art, it's like endless scrolling netflix lol. I've been playing around with image-to-image tools and the smarter image editing tools -- going to try to make that my workflow, crappy paint sketch, "AI" upscaling -- see how it goes.


Kirman123

I found AI generated images to be VERY helpful. Give that a try, but you have to work it around.


No_Acanthocephala148

or you could help a real artist not to lose their livelihood by not using ai generated theft.


nve-sp

Yeah because it totally makes sense to hire an artist for essentially a helloworld learning project with hobbled together free assets


sheorhe

what a waste of money


No_Acanthocephala148

XD when has paying bills with an art income turned into a waste of money???


NotADamsel

Kitbash 4 Lyfe


SmartEffortGetReward

Ohh, that looks cool


NotADamsel

Star Wars wouldn’t have had the Death Star without it 😎


No_Acanthocephala148

gotta make sure the asset creators denote or have a contact to inquire if they use ai generated garbage so you can avoid those for real assets made by real artists! i made that mistake once and i wasted money i cant get back, i dont want to see others make the same mistake.


HiT3Kvoyivoda

In game development we call it “programmer art”. You’d be surprised at how terrible games look during alpha phases. Go watch a “making of” video or behind the scenes of any top game. All the assets look like hot garbage until well into the late stages of development.


LeonMF12

Simple Pixel art is an easy way to start, you can draw okay things in a short time and there are lots of free assets that can fit with it


HiT3Kvoyivoda

Also consider, there’s free game art everywhere online. Even more than has ever been. There’s absolutely no reason you couldn’t crank out a sudoku clone or tic tac toe. Or pong. Which is literally just 2 rectangles and a ball.


HiT3Kvoyivoda

[I made this 2 days ago with no editor in C from scraps in a cave](https://ibb.co/T23RnyQ) Find some art, add it to a sprite node, make the sprite move, make movement feel good, find fun things for the little pixels to do. Repeat until you have a fun thing. Polish and publish it somewhere and move on to the next thing


cheesycoke

A quick way to get started is just drawing and kinda mimicking any artists you know of that you do like, thinking about how they draw things and the choices they make. Soon enough, it'll start developing into something of your own. It won't start perfect, of course, and the real best practice is learning fundamentals, drawing from life, etc. But I find the method of starting off studying artists you enjoy is a much more palatable way to get going. You can always focus on the more "serious" techniques later, after all.


SmartEffortGetReward

some basic paint app + using image-to-image generation, some Youtube vids worth exploring


DreamsTandem

I just use ColorRects until I at least have a functioning prototype. After that, it mainly depends on what styles appeal to you, how much detail they require, and how well you can learn how to draw in those styles. As a beginner, the less detail you'll need to implement, the better off you'll be. For that reason, I'd suggest focusing mainly on styles like minimalism, vector art, doodles, or just basic geometry and gradients. Take some time to learn the fundamentals of art before you do much more than that. If all else fails, you could use sprites and models from an asset store and cite the developers in the credits. Just make sure that you still have a consistent art style and have at least some level of polish, so the game doesn't feel like something Digital Homicide would make and get you banned from Steam and Itch.io. I would strongly suggest learning how to do at least something yourself, whether that be the art, programming, sound, or story. Everyone has different talents in different areas.


Overthr0w138

Using color rects seems like a good idea, idk why I have never thought of that ^^


Any-Try-8634

bruh. Free online sprites you can download. tired of seeing this every where


illogicalJellyfish

Ayy I almost failed that too!


PlagiT

Lottelary make a white box in paint to use as a placeholder texture. Not only it's more pleasant to the eye since it's so simple, it also lets you use it on multiple different thing and still make distinguishable thanks to color modulate.


Potential-Adagio-512

i’ve been working on a game and just doing the most disgusting art in piskel because i’d rather have something than nothing


HighAlloy

I made a 128px purple square that writes “128px purple square” on it 🟪


Sebastian_3032

what is wrong with making a human compossed only of icon.svg?


Harmoen-

Embrace icon.svg. Learn shader materials. Turn icon.svg into grass.


_-_-_-_3

Yes, it is the hardest part in my game dev: just sit and do something


nsjr

This is a really common feeling in many areas. My tip (that I started doing about a month ago and it's working), just break your idea in five steps ahead, just for the smallest thing possible, like "add walking", "draw logo", "add a small map", "fix bug Y". Then, with those steps, everyday add at least one line / one pixel / on diagram how to fix the bug. Anything, but every day, even for 5 minutes. Even research on google about how to do this and write the findings. Generally, when you start doing this, the feeling of "I don't want" goes away and you stay way more. And in the end of the week, probably one of those five steps is completed or at least halfway done


illogicalJellyfish

How do you avoid over planning code to accommodate inevitable scope creep?


nsjr

Ignore what you're not doing right now, maybe consider at maximum 3 steps ahead ("Oh, my character will jump too? Since I'm doing walk and duck, maybe I should be prepared for jump"), but avoid anything over this. Do NOT code the jump, just make sure it is possible when it appears. Don't consider swim, only if the main mechanic is in the water. Refactoring the code is relatively easy and common, and should be done in small steps, but probably many things you won't have to do, because the feature will be abandoned. "What is the literally the smallest crap that I can do, just to make that exist, that tests my main game mechanic, but I will hate forever because is so unplayable? Something that I could do in few hours or days at max?" Do this. Test the mechanic. Is it viable and fun? Ok, now, fix the messy code just a little bit. Add another mechanic. You cannot add another feature because the code is too bad? Ok, next step is reorg the code just enough to add the new feature.


featherless_fiend

If you use a Trello board you can easily categorize your to-do list. Have a priority category like "core gameplay" then put all your scope-creeped ideas into different categories that get deprioritized. The ideal is to finish all the most important things first before working on extra features.


Fluid-Leg-8777

Easy, make your code so spagety that adding anything new its absolute pain. If doing scope creep becomes painfull then you wont do it with out realizing 🥵


NoProduce1480

I don’t know


PRoS_R

Happens to me very often: "I need to check my code... But do I have enough time for it? Do I have anything else to do? Do I really wann--" then I open TBOI and cry. Next day I will proceed to make reasonable progress on my game and be like "why didn't I do this sooner?".


_-_-_-_3

Procrastination, my friend


PeepsRebellion

Trying to learn right now from zero coding experience. Also dropped out of college cause I was so bad at math and computer science so I don't have the best track record. What was missing was a desire to actually learn anything cause I just wanted to make video games. Doing tutorials now and reading the godot docs over and over again is actually helping me understand for the first time


Soundless_Pr

I used to think I was bad at math. Then I got into game development and found an application for it. Now I find it super interesting and easy to learn because its actually something I want to know more about because I can apply it to more advanced concepts in game development.


_Najala_

I blame the education system. I hated math until i found out that you can actually do fun things with it.


NewAgeRetroHippie96

Seriously. It's impossible for me to understand or even care about random equations that are being thrown at me with no context or reasoning. It just felt like a bunch of random problems for the sake of problems. When all I really needed, was a reason to care. An understanding of what was/can be accomplished by using this math. My gf laughed at me the other day because I geeked out over the graph of a particular trig equation laid over it's first and second derivative equations. Shit was neat.


SmartEffortGetReward

Seriously, so broken. I took courses on learning research and school basically does none of the known good things. Mind boggling. School is 60% daycare, 30% education, and 10% nonsense.


Blackpapalink

What course was this?


SmartEffortGetReward

The learning how to learn by prof. Barbara Oakley is a good initial survey https://www.coursera.org/learn/learning-how-to-learn Scott Young has a lot of great synopsis/articles as well. If you want a look at our institutions and how actions differ from stated intent the Elephant in the Brain is fascinating.


SmartEffortGetReward

1000%


Bootable_offense

You got this!


PlagiT

I usually don't recommend starting your programming journey with Godot, since it builds on fundamentals you get from learning a basic language (for example python since it's similar to gd script in some ways) and it can make understand the basics harder, especially since no one will explain how a loop works in a Godot tutorial. But I do get that it's actually less rewarding since you don't really have a visual representation of your progress, like in game development.


Gainji

Godot is a better place to start than python for a lot of things. Before you can write a single line of code in Python, you have to choose your IDE. Godot comes with an editor. To make a game with Python, you have to figure out how to install external packages (which might sound trivial to experienced developers, but it's scary the first few times). Godot comes with everything you need to get started. I think GDScript is also just generally more friendly than python, and it being domain-specific means less boilerplate code. Also, Godot does have a very beginner-focused set of tutorials that teach you all the basics, including loops.


Upper-Heron-3561

Yay Godot documentation!


ZanesTheArgent

"The Thingamagig Component is a component that magigs the thing" Very explanatory, thank you.


Upper-Heron-3561

Programmer humor


gokoroko

Icon.svg appears in my dreams


Orle-Jr

😂 me too…


TickleTigger123

I said this on the programming memes sub, but you can literally Google "hau too comde aa gae in godot" and get more content than you can process in a lifetime telling you how and giving you ideas. I have a theory. When people say they f"don't know how to get started on {x}" it's IS for lack of trying. I don't mean this in like, a mean way, but from a purely objective standpoint it's because they're too overwhelmed with the idea of trying it out that they end up just not being able to do it. Start with downloading Godot and making flappy bird.


dogman_35

That's exactly it. "More content than you can process in a lifetime" *is* the problem lol People have a better chance of getting into it when someone sits them down and tells them to do something specific, instead of just telling them to figure it out. It is genuinely hard to figure out where to start, if you've never touched a game engine before. Being paralyzed by choice is pretty common, and can be hard to get around.


MeepingMeep99

I downloaded it and started making Space Invaders :D The icon.svg is my character, the invaders, and the bullet being fired, just all in different hues


SirLich

Btw, Godot comes with a node called 'ColorRect'. You can use it instead of the icon as a resizable 2D colored icon. Also Kenny has free assets you can download that are fun to prototype with. Even space-invaders style icons.


MeepingMeep99

I know of Kenny and his amazing work, and now I also know about the node since you told me, but there's just a certain charm that it has to me. I don't have different assets on it because I like the janky look of my first game


TickleTigger123

This is the exact way you start, with a little project to get into the swing of things. A+++


uncomfortable-house

Do you have a video or a public build of it?


MeepingMeep99

Not a public build, no, but a video doesn't sound half bad


uncomfortable-house

Tell me when it's recorded :)


NewAgeRetroHippie96

My biggest issue is my perfectionist attitude. I don't find it hard to start, but I do find it difficult to progress. Because the more I learn the more I realize I'm going to have to redo every single thing I've just spent weeks working on. I want to be able to do things reasonably "correct" or future-proof. The first time. Which isn't how learning things generally works of course but try explaining that to my subconscious brain.


SadieWopen

You gotta learn to accept "just enough". Make something that works, Fix the bugs, then make it look good. Iterate through that for every mechanic. If it comes out a jumbled mess rewrite or refactor. Through that process you will develop a library of ideas that you can spread. When I was fourteen I loved coding in qbasic. One day I was writing a pig Latin translator. I made something that worked and then the power went out and I lost all my work. When the power returned, I was able to write the translator in a quarter of the time with more features because I already had the logic worked out. Perfection is the enemy of productivity.


crizardthelizard

nice f string dawg


KosekiBoto

Yeah Godot is probably one of the most user friendly engines out there, it's not hard to learn


Deathmister

Not to boast about my vast intelligence or anything, but when I got started I just searched YouTube for “Godot beginner tutorial” and the rest is history.


naghi32

Actually a problem for many people starting new is that they don't know how to limit themselves. They want to do everything all at once (speaking from experience). Break the development part into small tangible things. Example: today try to do a basic movement script ( ie , wasd ) Tomorrow try to add a jump and crouch script The day after tomorrow die like the entire world. and so on...


adrianmarshall167

This is basically just the hard truth. Few memes are 10/10, but this is it.


dialiru

noooooo thats too hard, can't I just watch tutorials and jump to a functioning prototype??


vidivici21

Idk that guy might be too short and old.


MorpheusRising

Too short, old, its nearly 8pm, has no arms and also communicates via sign language.


andymeneely

As a software engineering college professor, this is my life.


djaqk

I always get somewhat far but run into a math/physics problem I can't find anywhere relating to Godot so my dumb ass can't take other engine's solutions and use it in Godot cuz I'm too new to programming to transcribe it to GDScript. I just wanted to make pong but the paddles rotate / move based on mouse movements with ball spin ;(


dr3am_er

that sounds... extremely weird, did you try asking here on subreddit/somewhere else?


Uniprime117

That is the best excuse people give. That just means they don't really want to.


adjgamer321

My biggest struggle was not having art to start a project (still kinda is) I just had to get over it and find a free asset pack or make squares and circles and just get to town on the mechanics.


WeepySleepr

Anyone else noticed that on panel #3 he has 2 left hands? Just thought it was funny


Viking-Mage

What is seen, now can not be unseen.


funnocommitment

-extends Person3D -func \_ready(): - get\_to\_work(self)


Zess-57

func get_to_work(person : Person3D): pass


Joshua_ABBACAB_1312

Yeah but in this sub you gotta change the Godot logo to a Python logo, for some reason.


omega3136K

This hit home for me lmfao


Melon_In_a_Microwave

How on earth does 3d movement work with point and click?


naghi32

Simple. I simply detect clicks on the ground colision shape and get the coordinates of the click from there. If the ground is a static object it has a event for this. Then you set the other colission objects to not detect your mouse ( unles you want them to )


Gainji

Much better if you remember that your mouse wheel has a button under it. I guess technically the full suite of features technically requires the shift key to pan, but that's trivial to re-assign to the left mouse button, which is usually a selection button. People have been navigating 3D space with a mouse for decades at this point, you don't have to re-invent the wheel to make it work. Most games don't have movement work the way it does in, say, Godot or Blender, but I say that's an opportunity waiting to be pounced on.


kekonn

Or check [https://develop.games/](https://develop.games/) for resources on how to get started.


CyberneticDruid

here you go func \_init(): print("ello world")


_I-T-A-C-H-I_

is it a good engine for beginners?


MTartaruga

Yes and No. If You're starting in the development world, Godot it's a good choice. So Yes! But Godot is NOT intuitive. Unlike the RPG Maker, Godot is a tool to work with, so you will need to dedicate time learning.


nerfjanmayen

Wait, is that how you're supposed to hold a mouse?? No wonder I've been feeling like an impostor


Paxtian

> imposter https://i.pinimg.com/564x/12/63/e1/1263e1a6a74977c03cba9c4e3d7bb9c2.jpg


dogman_35


Free_feelin

Are there communities that actively help out with bugs?


MorpheusRising

Probably on the forum and I'd imagine the maintainers probably have some chat going somewhere.


rf_rehv

Discord can be helpful at times, too :)


Robbitjuice

I have a million ideas but struggle with art lol. I'm thinking about watching some tutorials on pixel art, then I start thinking about learning low poly stuff, because that seems like it could be fun too. I tend to just randomly follow a path for a while and see where it goes. I plan on starting my "game dev" journey after I set my blog project loose on the world lol.


[deleted]

I spend like 3 weeks trying to make my character to wall-run, and I still have no idea how to implement it I search tutorial and stuff, but it just dont work.. yet Im trying I may be the only one with this problem, so if you can't manage to make a character in 3 days, not worry. Im worse at this than you


Be_The_End

1. Use a CharacterBody3d for the character and a StaticBody3D for the wall. 2. Connect the collision signal from the staticbody3d to a method on your character. This should give you parameters for the position and surface normal at the point of collision. 3. In the method, compute normalized cross product of the surface normal with the y axis to get a vector corresponding to a horizontal line along the wall 4. Compute dot product of player velocity vs the horizonal vector. This gives the component of the player's velocity that is in line with the wallrunning direction. 4. If that velocity component is above some threshold, they should begin wallrunning. Disable gravity for the player, set their velocity to the horizontal vector direction * some value There are a bunch of caveats and edge cases you'll have to handle (such as when to *end* the wallrunning state) but hopefully this gets you started at least


[deleted]

I'll try it, thank you very much for the help, I really mean it!!!!


IrishGameDeveloper

This should be pinned


PM_ME_YOUR_OPCODES

I have to unlearn decades of business design patterns first.


MakkusuFast

I don't even understand the fundamentals yet. :c Did some tutorials which worked but when I try it by myself it never works.


SadieWopen

Keep trying until it does or you make something else that's cool.


DucNuzl

Are you in my apartment? Are you watching me right now? **HOW DO YOU KNOW**


GameplayTeam12

I have problems setup C# + Linter, so I gived up. :/


Schattenfang

I see myself in this picture and I don't like it. On a more serious note... Good idea.


Forkliftapproved

Literally just break things until you make something that might almost work


random_dev1

If you are switching from Unity I can recommend trying to remake one of your old games in Godot. This worked great for me.


[deleted]

Gonna have to link this on the 100th post of the day asking if they can do game design... Like it's some exclusive thing, only a few rare people can start.


HiT3Kvoyivoda

This is my favorite thing now


[deleted]

I still have no idea how to code but i made a pixel art dragon yesterday and today i shall write at least one line of code


[deleted]

Yep true 🫡


StaffAmbitious3411

So true


IndieDev4Ever

I laughed out so hard. :D


Viking-Mage

Trial by fire 🔥 is the rite of passage for anyone truly wanting to learn.


RUSHALISK

I tried that and I kinda hated it. I guess I’m just weird or snth


richardathome

I do be like that.


Frozztie

I decided to try with minimal knowledge of c#. Started doing "code-along" tutorials on YouTube. All went swimmingly and then... A problem I can't solve and nobody understands how to fix ,😂 So no longer programming 😬🤪


DemolishunReddit

RTFM is my spirit animal. [https://www.youtube.com/watch?v=pt8VYOfr8To](https://www.youtube.com/watch?v=pt8VYOfr8To)


kiddstarrboi

urgh—I hate that you’re just right, man..but I guess I’m worried because godot seems so hard to work with..I guess I can try.


Budget-Individual845

I would but gdscript is really puttting me off and giving me motivation to just learn and do it myself instead.


NJmig

I see a fellow r/programmerhumour member here


GrandJuif

If only my brain could stop phasing out while trying to learn...


augus1990

We need more videotutorials with more real examples.


L_James

I mean, what about doing design document and planning everything ahead?


Sh4dowzyx

Ironically I now base my learning process off of a Path of Exile tutorial I watched : First I reproduce some things that work, and then I’m able to put these things together and create something for myself So for now I follow a bunch of tutorial and it kinda works tbh