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Jogo BR Insano! Katana's Path q roguelike gostoso #gamedevbrasil #desenv...
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Beginner Game Dev Journal #1 - Starting is so good.
Hi! If you don't know what this is, I started a game dev journal where I'll document bits of my journey learning gamedev as a beginner. My experience is just a hangman clone that I made one year ago with game maker studio 1.4, but since then I set it aside. I hope to make beginners learn with it, people who is afraid, or think that gamedev is too difficult to then, or that it's just a time waster... I want them to make the first step. I still don't know what I should write, as I have no idea what people want from this, but I'll try my best. Keep in mind that I'm not a writer and english is not my native language, but I believe anyone can learn everything, so the future posts may be greater. You'll see me talking a lot about other things that relates to game dev (the market, productivity, creativity, intuition, marketing, etc.) and other topics that I think no one talks as much as I wish they did. The engine I'll use is Godot (3.0.6 today). I'll focus solely in 2D Games. I'll try to learn Game Design, Writing, Pixel Art and Music as I progress. It'll be documented at my twitter (https://twitter.com/LuckyVioletBR) and instagram, but by the second day I'll make a blog, to keep it organized. --------------------X----------------- Day 1 - 11/07/2018 - DevTime: 1 h 52 min. I bought a udemy course that I was interested for some time. Some people don't like tutorials, but as a beginner, I think that's one of the best ways to learn for the first time a new engine and programming language without feeling stuck. For intermediate users a "let's explore the documentation in-depth" may be a better approach. Normally I wouldn't buy anything, but Godot, as today, lack complete tutorials on youtube (and maybe that's why people recommend reading the docs), so I decided to give it a try. It's a incredibly feeling to learn a new engine, I didn't know how much I missed a programming language and I just coded a bit. The Godot UI looks like Unity, but I found Unity too hard, and until now, Godot seems pretty intuitively. My approach to productivity is the pomodoro technique (30min work/ 5 min break), which I used 3 times today (and a bit more, you can check my "Dev Time" in the top. Some people obsess with this, I don't, but ok it'll stay there.) I use the windows app "Tomighty" to track it, you can set the time you want, which is cool (45/10 or 50/7 or 25/15, you decide). It works really well to me, as a like to use my time efficiently (or at least wish...) and with the phrase "More done with less time" (which prevents burnout, talk about it later). It creates a good sense of urgency in me. Another tip is to take notes (and if you don't, how do you remember so much coding???), to do that I use Evernote, which is great (No, they are not paying me to say this... but could). I take notes on everything, details, functions, how functions could work in what way, shortcuts that I think I'll use a lot... Taking notes also helps A TON when you need to ask in the reddit, because you'll know exactly the specific terms that you need to explain so they can understand and help you. The node system seems pretty great, but I still have a lot to learn about Godot. In the next one I'll explain more what exactly I'm coding, because now I'm really sleepy. Thank you for reading! You can check my journey also on my twitter: https://twitter.com/LuckyVioletBR and my instagram https://www.instagram.com/lucky_violetbr/
#gamedev#indiedev#gamedevelopment#gamedesign#godotengine#godot#indiegame#videogames#game#games#indiegamedev#365luckyviolet#gamedevbr#gamedevbrasil
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Noite produtiva! #gamedevbrasil #gamedev #jogosindie #indiedev #gamedevelopment #unity (em Parque Da Lagoa)
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Begginer Game Dev Journal #3 - Signals
Day 3 - 11/09/2018 - Dev Time: 40 min.
Today I learned about signals in Godot, which I think it’s going to be very necessary so I can use the engine to it’s fullest.
Signals (As I understood) it’s like a way you can communicate a information, from a node to another. You send a signal from a node, and the receiver node needs to have a script so it can work.
For Example: Node 1 sends a signal to Node 2. Node 1 says “The user pressed a button, so update that value on your script” then Node 2 receives it and update it.
Signals are also functions
Some have arguments (that value between brackets): _on_LineEdit_text_entered(new_text)
some don’t: _on_TextureButton_pressed()
You can also change the name of the signals, which is good: MySignal()
These are the signals of the node “TextureButton”. As it is a Control node (the green ones), it has the signals of a Control node, and also (not shown) signals for just being a Node (Signals that are common to all nodes).
You can also create your own custom signals, which is great.
As you can see, I moved on to tumblr, I don’t know how to use it, but it looks cool. The text becomes more dynamic, because I can put images and GIFS and a lot of other things so you can understand better what I’m saying.
I moved the Journal #2 and Journal #1 to here as well.
If you have any suggestion, or want to ask something (I don’t know if people can comment on tumblr):
My Twitter
My Instagram
That Finishes Day 3! Thank you for taking your time to read it!
#gamedev#indiedev#gamedevelopment#gamedesign#godotengine#godot#indiegame#videogames#game#games#indiegamedev#356luckyviolet#gamedevbr#gamedevbrasil
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Begginer Game Dev Journal #2 - Tired (But not from Game Development!)
Day 2 - 11/08/2018 - Dev Time: 42 min. Hi! Today I had to go to the dentist and do some shopping, so time was really tight. Came back home tired, but still tried to fill a bit of game dev. I think consistency is super important when you start, a bit every day is better than a lot in 2 days and then burn out. I took the first 5 min. to check my notes from yesterday. That's a good habit to learn what you did, and to recall it faster. The rest of the time, I learned a little bit, maybe the first 15 minutes, then my concentration dropped a lot (as I was tired). So, I decided to quit for today. If you can't work or concentrate, stop working and take a break, or don't work at all. Sometimes, as I already made one game, you'll find the answers to a problem just taking a break, for some minutes, hours, or a day. Recently I stumble upon the concept a japanese concept called Kaizen, which is , basically, "continuous improvement" or "better than yesterday" where you just need to take the smallest step possible, then the second smallest step possible, and so on, until you reach your goal. If you think about everything you need to do to make a game, you'll probably be discouraged, but if you just think about the smallest possible you can do, it'll probably be something ridiculous small, like downloading the engine. If you take another, small step, everyday, you'll transform it into a habit. It sounds dumb, but it probably works. If you see my Dev Time, I didn't use it (today I did less than yesterday). Maybe I'll try it... (You can use it to destroy and create another habits too, like sleeping at the right time and exercising). When you do it super fast in the start, you'll run out of gasoline for a period and burn out (If you ever felt like this, you know that's really bad). If I could say only two phrases about this: "Don't feel guilty when you are resting. That's part of a creative and quality process." "Consistency trumps speed." ---------------------X---------------------- Some tips I learned on Godot (Programming): 1 - The Root node is not the first node you create, but actually a node that you just can access through a script. 2 - Declare a variable before another if you need to use it later. Like, you can't concatenate a variable, if that variable wasn't declared before. 3 - Imagine a variable being a box, and an array being a shelf for the boxes. An array doesn't have a fixed size in Godot! (different from the array on game maker studio) %s - Is a format string, that you can use as a template to put another string on it. For example: var string = ["Twitter"] #That's an array. And btw, that hash means I'm commenting something, so the engine will ignore what I write. var story = "Hi " #Added a space after it, because the console would print out "HiTwitter" instead of what I want: "Hi Twitter" print (story % string) # the "%" symbol means that I'll substitute the format string with whatever is inside the array "string". The final result will be "Hi Twitter" I don't know if I'm 100% sure, but correct me if I said something wrong. Maybe I'll not try to get into the super technical details so much. I'm now making a game where there's a pre-made story (string), and it asks questions "Tell me a name" "Tell me a place" "Tell me a weapon" and It'll use your words to fill in the gaps. Like: "Once upon a time there was a ______(name) and he lived in a ______(place). The fire nation attacked and then he/she used his/her _____(weapon) to protect it." Really simple for now. (That game is in the tutorial course I'm learning). I'm reading a book called "Unlimited Memory: How to Use Advanced Learning Strategies to Learn Faster, Remember More and be More Productive" the author broke several world records (I'm at page 89 of 384, so I'll talk more in-depth about it in the next one, probably). Ok, that finishes Day 2. (Tomorrow, I'll probably make a blog with Jekyll or tumblr, twit longer is not a so good way to write this.) Thank you for taking your time to read it!
#gamedev#indiedev#gamedevelopment#gamedesign#godotengine#godot#indiegame#videogames#game#games#indiegamedev#365luckyviolet#gamedevbr#gamedevbrasil
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