change the thumbnail brother , so more people can watch , and ya quitting is not good bcz it can be done this : make a big scope game and time to time leave that game and make small games but the main focus will be the main game
4:18 I think it’s bad bc u do something that happens for Duolingo for example, you just do a lesson to save your streak and quit. And you never learn anything. I have a 280 days streak on Duolingo but 50% of the days are just a lesson per day and I don’t really progressed for a while.
So used to tip videos being hidden tools and features. This is just straight moments of wisdom from years of working. Tip 6 is my favorite as I often take a break from the more complicated code to go setup some UI or art as my break, rather than playing a game for 30 minutes or something.
I also quit the GMTK game jam this year! Was so excited for it and it felt bad just quitting but it was the right decision! Makes me feel a bit better hearing someone else in the exact same spot !
the best tip is the first one. when i was a kid, i always said, ill start game dev when i get a programming carreer, im studying programming and it cant get more boring than it already is, studying programming wont help you so much to make videogames, its a whole different universe
Honestly with writing good code comes organization practice so shortcuts as in writing less lines is best, utilizing classes, objects and decorators, typically the good coders will know how to read it saving the whole team time and plus it's organized. With experience or leetcode you shall know thy way of runtime lol. Never give up man. I trust that you will become great!
0:28 What the actual... Im thinking "oh, I should start now then" *Proceeds to show the game I have in my mind, in the bg* Naahhh Im starting now lmaoo
The last tip is the most important. You have to find the balance between good code and writing it fast. If you write trash you'll regret it soon as your project becomes an unmaintenable mess, but if you try to write the best code you'll lose weeks doing the work you could've done in a day with no real benefits.
Just a quick tip with marketing- try to think about why someone should play your game, like does it have something unique that people want, does it combine genres im a new way, or is it just REALLY good
Making your game feel good also means skewing the odds in favor of the player. For instance, when designing a hitbox for an enemy, it's better to make the hitbox slightly larger, making the enemy easier to hit, rather than too small and frustratingly difficult to target. When in doubt, always prioritize making the game easier for the player, not harder.
my advice: scope high not low, for everything except graphics. (don't be shy to buy assets, but pls not low poly, learn that urself) don't think "this game will not be the next big thing but i think a few ppl will play it" attempt the next big thing. don't make a game that looks generic and simple manor lords is the best example for a successful indie game
Interesting. Not the kind of thing you'd find in All these begginer tips where they say to make something very small and simple. That's why 90% of steam is pure garbage 2d platformer trash which looks like one another
@alex.starostin yup. make your dream game, and during the development, every time you need a feature, you learn how to do it (learning by doing) also, work on a 2. project at the same time so you never get bored out burnt out, and you don't face the problem of not seeing the flaws of your own game because you are looking at it every day 24/7. At the same time use your advanced knowledge you gained from making the main game in the 2. one. The 2. game is smaller and will be published first and will give you motivation to continue
@@LordParcyval This is insightful info, thanks. Are you a gamedev? But why do ALL these videos and even random people on the internet tell you to dream small and make really simple game! I don't understand, they're the reason there's so much uninspired shovelware trash everywhere
@@alex.starostin because they think it's too much work and you will never finish it, and you should first learn with multiple small games. but you can learn while working on a big game. Just don't give up
1) Start game development now 2) Scope low and lower than that, it takes too long 3) Quitting a game is OK if you scoped game too large 4) Actually finish something 5) Stop copying tutorials, quit tutorial hell 6) Cycle through workflow, if tired of one thing do other thing 7) Make a gamedesign document 8) "This but that" rule, if you can't make idea take something that was done and change it a little 9) Make marketing a priority 10) If you in up for money give up now, there is no quick money in gamedev 11) Game engine doesn't matter. If you making simple game, but if you want something technical look for UE, you can modify it's code freely, join comunities for help. 12) Make your game feel good first 13) don't take criticism personally 14) failure is a good thing, thats how you learn 15) save and document everything you make 16) execution more important than idea 17) you have to be licky but luck is not everything 18) stick to a style 19) prototype your game 20) find balance between robust and duct tape Some of tips can be joined together
Thanks for the tips! Though the thumbnail was super negative lol! I have a bachelor and master degree in systems design and game making came “easy” because I knew how to program already(I’m a full stack dev). So once you know programming, making a game isn’t hard, it’s just time consuming! I’ve had a more rough time dealing with JavaScript and Angular 😂😂😂 than dealing with visual Blueprints. IMO making the gameplay is programming, so you will either become a programmer or hire one to make your gameplay! Ether way, it’s best if you also know programming to review the gameplay code yourself! Programming isn’t easy, you master after at least a couple of years! Even if it’s visual script or in typed code it’s about learning to program in the end. Then you must also do the art and other tasks for your game lol You’re basically a project manager 😊 My advice: buy assets and use them as placeholders, develop your gameplay and you have a game! You can always replace the meshes art etc later! Then it’s about adding the final touches: like camera shakes, cinematic camera changes, polished particle effects, etc! Good luck!
I wanted to quit the gmtk game jam but I was on a team as an artist so I just made the art good news tho the person who was the dev on that team is making a steam game and asked me to do the art
nice video, yeah i generally agree with most of this. my first game yet to be finished i think is over half way done with a couple years progress, a bit too late to give up now 😂 plenty of experience, just set the standards a bit high, but ive learned a lot more with 2d art and some basic code logic w/ all I've done so far, I'm just trying to finish it cause I can't wait to work on other things afterwards lol, multiple projects at once feels like a cunfuzzle nightmare and end up abandoning most of them so I'm more into finishing before i move on to others.
Different pixel sizes and "too many colors" isnt a hard and true rule. Case in point: Clangen. Its a warriors fan game that is very popular in its target audience. Theyve got some pretty nice pixel art for their ui and theyve got different sixed pixels in them that apparently no one has noticed but me. Bugs the crap out of me, but no one else seems to really take notice and the art looks good regardless. I guess just as long as you are selective where you put your differently sized pixels then you'll be fine. As for the "too many colors" part of the argument, the base game itself is actually fine and doesn't go over board. Its the mods that really take the colors to the next level, adding more and more colors and giving the sprites more complex shading. And people in the modding community for that game love it! Just really depends on what you want to do. If you arent very good at art and can only really do coding, then stick to same pixel sizes and simple colors. Otherwise, go crazy with it!
i can't believe i watched your ass go from some random guy on TH-cam with 300 subs to whatever you are right now in such a small amount of time pretty epic ngl 🥔
For tip 5: If you can bear it, read the docs of your engine. Its literally gwizz but for everything in your engine, and it tells you how to use it properly.
I can confirm theses tips are real important things to know. Though despite that I struggle, tutorials or not, my brain just keep struggling when I try to learn godot, especially the code 😔
Yeah mine too bud. I came from Unity and switched during the controversy and yeah. C# code and Unity methods/functions are still engraved in my mind, that's why I really struggle with Godot
So, for marketing, do I need to make social media pages for it and start sharing videos, screenshots? I just spent a year for it, it's playable but still lack of contents so I keep it hidden for now
I have a tip for tutorials, when you watch one don't just copy the code, look through it and keep looking through it until you can explain how it works. thats how I learned
Important: Don't make your dream game your first game. Make lots of really small games before going for anything bigger. You can also prototype mechanics from your dream game, or try making a game in a similar genre
Hey I’m new to this world of development I don’t know how to code or anything I wanted to learn c++ and learn the unreal engine too, not to make money but because I love video gaming a lot and I think it would be fun to make my own one day, it would be cool to make money from it but I just think it would be a really awesome hobby. Would you say I shouldn’t get into it? Or if I should where do you think I should start?
About copying tutorials there are some really good ones (I recommend bardent) that teach you how and why the things you write work I would not be able to learn about statemachines or core components if it wasn't for them tutorials
Wassup I wanted to tell you that Tip#10 really made me realized what I am doing it but on the other hand I am using Love2D to make games (or trying to) as I have LOW(I mean very LOW) specs PC but, but soon will go back to making my own game. Oh ! btw I wanted to ask if I should continue learning my game language or Should I start learning JavaScript...?
Stick to Love2D. I’ve seen some great games with it, and I can’t say I’ve seen any games made in JavaScript. If you want better performance for your low spec pc I would suggest a compiled language like c++ since it can be over 10x faster than interpreted languages. I think Raylib is a simple engine that uses c++
I am a game developer, and I’ve done tons of games, but not one the usual Godot, unity, scratch, I used castle make and play, for me it’s the simplest one, making a full fledged game is easy, and if you already have experience, you can add scripts instead of the classic rule stsyetm
Call me crazy but remember me when a game called" the unchained one" comes out, cause i never made a game and i dont know how to make one, but i will make mine Alone, and i Will surpass the top soulsvania games
about step 18, the artstyle thing. i’m making a 3d game with 2d minigames. is that going to be „problematic“? (don’t know what word to use to describe it better)
i am really experienced in coding, and i consider myself a good programmer. but, i never acrually finished any games. yes, i made some apps for mobile or some websites, i learned a lot throughout my 4 years of learning how to code. but i have nothing to show to someone. i think i tried making a game once but i never finished it? i was making a lot of prototypes a few years ago, then i switched to learning how to make websites. now, i think it, is time to get back to game dev and make a game i will truly be proud of.
I'm can't agree with some, like watching tutorials, is one of the best thing to do for learning tip from other. Marketing priority, it depend... So, to me it's clearly not a priority. Engine doesn't matter?! Yeah it does, and a lot. Some tips are just common sens, some other are none.
I found most tutorials were pretty bad when trying to learn the engine. Tried an official one and it was like 45 minutes of making the scene look nice before actually making the game. It was useful and I learned a lot but customizing materials, foliage, normal maps, etc felt very bloated for a beginner tutorial. A lot of YT ones didn't explain anything, or were incomplete. I had to do a lot of sifting before finding tutorials I was happy with. Hard to compete with Gwizz and Brackeys! Kekdot seems to have some really nice tutorials, but not quite what I was looking for. This was just my experience!
@Gambit-YT 100% agree. I actually took the most recommended course for unreal, spent 100 hours studying and building with it. I did learn a lot, but when it came to actually making a game? Didn't go well, I wanted to use cpp with unreal because I dislike visual scripting but the learning material for that is very limited. Unity is quick and easy to pick up and it feels like it has a better structure for learning imo.
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Gambit . You’ll also get 20% off an annual premium subscription.
change the thumbnail brother , so more people can watch , and ya quitting is not good bcz it can be done this : make a big scope game and time to time leave that game and make small games but the main focus will be the main game
4:18 I think it’s bad bc u do something that happens for Duolingo for example, you just do a lesson to save your streak and quit. And you never learn anything. I have a 280 days streak on Duolingo but 50% of the days are just a lesson per day and I don’t really progressed for a while.
"give up on game dev" how about i give up watching this video. then i can game dev forever 🎉
well… you got a positive way to look stuff which is good
5~ years is a reasonable time frame to chase a dream / one of the dreams.
Even if we fail, on our dying beds, we shall not have regrets.
@nobertstanel9428 is that supposed to rhyme?
What a chill guy
@Avery-ie3pb It doesn’t rhyme at all, so I don’t think so.
Additional tip!
You don't get the things that you dream of, but you always get the things that you worked for
This is a fire quote dawg.
fire quote
That is a lie.
I wish that was true!
not even true
tip #1 should be DO NOT QUIT YOUR JOB to create your "dream" game (especially if you have no team, funds or experience)
Thumbnail filled me with hope
2:20 bro is programming in enchantment table language 💀
Real
Are they Unicode characters?
In high school I used to code with enchanting table font so nobody could copy my work looking over a shoulder
@@krysti1527 ...i will copy your methods
Tip 21: Make an MMO as your first game
Xd
my first game is kinda a mmo lol but u dont want know how much thousand houers it took and im far from finish
Where im at rn lmao.
So used to tip videos being hidden tools and features. This is just straight moments of wisdom from years of working. Tip 6 is my favorite as I often take a break from the more complicated code to go setup some UI or art as my break, rather than playing a game for 30 minutes or something.
make massive game, got it
Forget making a game design document, got it
and watch a lot of tutorials
Fr I have massive ideas but can't even code nor do I have a pc
Make gta 7 by yourself
@@WarmFuzzlyBear tbh I have multiple ideas but once I get a pc and everything I'm open to suggestions sooo
I also quit the GMTK game jam this year! Was so excited for it and it felt bad just quitting but it was the right decision! Makes me feel a bit better hearing someone else in the exact same spot !
I was excited about it too! But I put too much pressure on myself when trying to make something *amazing*
the best tip is the first one.
when i was a kid, i always said, ill start game dev when i get a programming carreer, im studying programming and it cant get more boring than it already is, studying programming wont help you so much to make videogames, its a whole different universe
2:18 i'm sorry was that wingdings????????
Yeah what the fuck XD?
gaster reference
bro's locked in
do people actually understand that font?
some, yeah
Honestly with writing good code comes organization practice so shortcuts as in writing less lines is best, utilizing classes, objects and decorators, typically the good coders will know how to read it saving the whole team time and plus it's organized. With experience or leetcode you shall know thy way of runtime lol. Never give up man. I trust that you will become great!
0:28 What the actual...
Im thinking "oh, I should start now then"
*Proceeds to show the game I have in my mind, in the bg*
Naahhh Im starting now lmaoo
The last tip is the most important. You have to find the balance between good code and writing it fast. If you write trash you'll regret it soon as your project becomes an unmaintenable mess, but if you try to write the best code you'll lose weeks doing the work you could've done in a day with no real benefits.
This is a useless tip because it's something that only comes with experience and also comes naturally with experience.
Just a quick tip with marketing- try to think about why someone should play your game, like does it have something unique that people want, does it combine genres im a new way, or is it just REALLY good
Making your game feel good also means skewing the odds in favor of the player. For instance, when designing a hitbox for an enemy, it's better to make the hitbox slightly larger, making the enemy easier to hit, rather than too small and frustratingly difficult to target. When in doubt, always prioritize making the game easier for the player, not harder.
Loved that you used undertale as the example of bad dialog system he literally put it all in an if statement!
my advice: scope high not low, for everything except graphics. (don't be shy to buy assets, but pls not low poly, learn that urself)
don't think "this game will not be the next big thing but i think a few ppl will play it"
attempt the next big thing.
don't make a game that looks generic and simple
manor lords is the best example for a successful indie game
Interesting. Not the kind of thing you'd find in All these begginer tips where they say to make something very small and simple. That's why 90% of steam is pure garbage 2d platformer trash which looks like one another
@alex.starostin yup. make your dream game, and during the development, every time you need a feature, you learn how to do it (learning by doing)
also, work on a 2. project at the same time so you never get bored out burnt out, and you don't face the problem of not seeing the flaws of your own game because you are looking at it every day 24/7. At the same time use your advanced knowledge you gained from making the main game in the 2. one. The 2. game is smaller and will be published first and will give you motivation to continue
@@LordParcyval This is insightful info, thanks. Are you a gamedev? But why do ALL these videos and even random people on the internet tell you to dream small and make really simple game! I don't understand, they're the reason there's so much uninspired shovelware trash everywhere
@@alex.starostin because they think it's too much work and you will never finish it, and you should first learn with multiple small games. but you can learn while working on a big game. Just don't give up
1) Start game development now
2) Scope low and lower than that, it takes too long
3) Quitting a game is OK if you scoped game too large
4) Actually finish something
5) Stop copying tutorials, quit tutorial hell
6) Cycle through workflow, if tired of one thing do other thing
7) Make a gamedesign document
8) "This but that" rule, if you can't make idea take something that was done and change it a little
9) Make marketing a priority
10) If you in up for money give up now, there is no quick money in gamedev
11) Game engine doesn't matter.
If you making simple game, but if you want something technical look for UE, you can modify it's code freely, join comunities for help.
12) Make your game feel good first
13) don't take criticism personally
14) failure is a good thing, thats how you learn
15) save and document everything you make
16) execution more important than idea
17) you have to be licky but luck is not everything
18) stick to a style
19) prototype your game
20) find balance between robust and duct tape
Some of tips can be joined together
Thanks for the tips! Though the thumbnail was super negative lol! I have a bachelor and master degree in systems design and game making came “easy” because I knew how to program already(I’m a full stack dev). So once you know programming, making a game isn’t hard, it’s just time consuming! I’ve had a more rough time dealing with JavaScript and Angular 😂😂😂 than dealing with visual Blueprints.
IMO making the gameplay is programming, so you will either become a programmer or hire one to make your gameplay!
Ether way, it’s best if you also know programming to review the gameplay code yourself!
Programming isn’t easy, you master after at least a couple of years! Even if it’s visual script or in typed code it’s about learning to program in the end.
Then you must also do the art and other tasks for your game lol
You’re basically a project manager 😊
My advice: buy assets and use them as placeholders, develop your gameplay and you have a game! You can always replace the meshes art etc later! Then it’s about adding the final touches: like camera shakes, cinematic camera changes, polished particle effects, etc! Good luck!
Thank you so much for tips i've recently started game dev and these tips will help so much
I wanted to quit the gmtk game jam but I was on a team as an artist so I just made the art
good news tho the person who was the dev on that team is making a steam game and asked me to do the art
nice video, yeah i generally agree with most of this. my first game yet to be finished i think is over half way done with a couple years progress, a bit too late to give up now 😂 plenty of experience, just set the standards a bit high, but ive learned a lot more with 2d art and some basic code logic w/ all I've done so far, I'm just trying to finish it cause I can't wait to work on other things afterwards lol, multiple projects at once feels like a cunfuzzle nightmare and end up abandoning most of them so I'm more into finishing before i move on to others.
Denvercoder never loses a game jam. He either wins them, or he quits them.
Different pixel sizes and "too many colors" isnt a hard and true rule. Case in point: Clangen. Its a warriors fan game that is very popular in its target audience. Theyve got some pretty nice pixel art for their ui and theyve got different sixed pixels in them that apparently no one has noticed but me. Bugs the crap out of me, but no one else seems to really take notice and the art looks good regardless. I guess just as long as you are selective where you put your differently sized pixels then you'll be fine. As for the "too many colors" part of the argument, the base game itself is actually fine and doesn't go over board. Its the mods that really take the colors to the next level, adding more and more colors and giving the sprites more complex shading. And people in the modding community for that game love it! Just really depends on what you want to do. If you arent very good at art and can only really do coding, then stick to same pixel sizes and simple colors. Otherwise, go crazy with it!
I wanna make a video game, but what I want doesn't matter. What should I do? What would you do if you were me?
Good tips, thanks for the video!
i can't believe i watched your ass go from some random guy on TH-cam with 300 subs to whatever you are right now in such a small amount of time
pretty epic ngl 🥔
Thanks for the support!!
For tip 5: If you can bear it, read the docs of your engine. Its literally gwizz but for everything in your engine, and it tells you how to use it properly.
I can confirm theses tips are real important things to know.
Though despite that I struggle, tutorials or not, my brain just keep struggling when I try to learn godot, especially the code 😔
Yeah mine too bud.
I came from Unity and switched during the controversy and yeah. C# code and Unity methods/functions are still engraved in my mind, that's why I really struggle with Godot
DONT QUIET
So, for marketing, do I need to make social media pages for it and start sharing videos, screenshots? I just spent a year for it, it's playable but still lack of contents so I keep it hidden for now
I have a tip for tutorials, when you watch one don't just copy the code, look through it and keep looking through it until you can explain how it works. thats how I learned
Good advice! I'm trying my best to follow most of this!
Was the backgroundmusic (around 4:00) from pokemon? xD sound a little bit like the jhoto region
Nail the main game loop. if game is not fun few seconds in it wont be fun hours in
8:13 I feel like you're making fun of Toby Fox and I love it (I fully respect Toby Fox)
you can absolutely appreciate toby fox and his games while acknowledging that they are held together by hopes and dreams
Yeah everything in Undertale is just complete spaghetti code 😅
That's why modding is pretty hard too
Tip 1 is the best for all things in life don't wait for perfect time for anything because such perfect time doesn't exist
2:19 whats the name of the theme you're using?
If you're a 3d enviorment dev, alot of things you make even for those games you give up on can be reused.
4:52 jokes on you, I got so familiar with all the special things from a lot of game engines I actually guessed right 😭
Time travelling is so fun
huh
huh
I think he's referring to tip number one for anyone wondering
Important: Don't make your dream game your first game. Make lots of really small games before going for anything bigger. You can also prototype mechanics from your dream game, or try making a game in a similar genre
Bro is programming with wing dings! That is crazy (in the cool way)
Hey I’m new to this world of development I don’t know how to code or anything I wanted to learn c++ and learn the unreal engine too, not to make money but because I love video gaming a lot and I think it would be fun to make my own one day, it would be cool to make money from it but I just think it would be a really awesome hobby. Would you say I shouldn’t get into it? Or if I should where do you think I should start?
About copying tutorials there are some really good ones (I recommend bardent) that teach you how and why the things you write work I would not be able to learn about statemachines or core components if it wasn't for them tutorials
Do you have an example of how you format your GDDs? It's interesting you have your todos in the document
I followed one tutorial course by code monkey and repeted it twice as a noob and never toched another tutorial its really the best
Wassup I wanted to tell you that Tip#10 really made me realized what I am doing it but on the other hand I am using Love2D to make games (or trying to) as I have LOW(I mean very LOW) specs PC but, but soon will go back to making my own game.
Oh ! btw I wanted to ask if I should continue learning my game language or Should I start learning JavaScript...?
Stick to Love2D. I’ve seen some great games with it, and I can’t say I’ve seen any games made in JavaScript.
If you want better performance for your low spec pc I would suggest a compiled language like c++ since it can be over 10x faster than interpreted languages. I think Raylib is a simple engine that uses c++
Additional tip! please do not code in wing dings
4:54 what's the game called tho?
Gwizz is the goat
Sadly he won't upload godot content anymore :(
I understand his reasoning tho
I decide to learn Unreal Engine because of C++. Iv hit so many roadblocks and dead ends but I'm having fun learning.
I am a game developer, and I’ve done tons of games, but not one the usual Godot, unity, scratch, I used castle make and play, for me it’s the simplest one, making a full fledged game is easy, and if you already have experience, you can add scripts instead of the classic rule stsyetm
Call me crazy but remember me when a game called" the unchained one" comes out, cause i never made a game and i dont know how to make one, but i will make mine Alone, and i Will surpass the top soulsvania games
I believe in you!?
Hey ! Do you have a Youtber like Gwizz but for Unity ?
about step 18, the artstyle thing. i’m making a 3d game with 2d minigames. is that going to be „problematic“? (don’t know what word to use to describe it better)
I saw that last video where you used scratch with 0 experience next you should try castle (BTW it's only for mobile)
Made for it
should i start on python until i understand the basics? or straight to game dev?
5:00 DO NOT. Those are the big 3 engines you should wait on when you are basically clueless
Oh you did the push screen elastic thing 😅
What do you mean?
@@Gambit-YT tip 3 at 1:15
thanks for tips!
And then there is flappy bird that made millions and was made in an hour
Good tips bro )
4:51 got me good
2:09 This is actually good advice!
2:13 why are you coding in minecraft enchanting table
I coded a game in wingdings! It's a video on my channel if you'd like to see it!
Got any deeper advice
go fish
2:25 THIS HAS TO BE HARDER THAN BINARY CODE
I keep seeing Brilliant adds, is it actually good and worth the money?? I am student, gametechology engineer
im watching this whilst making a game
That's not coding, that's hieroglyphics!
Tip number 4 is gonna be the death of me lmao
i am really experienced in coding, and i consider myself a good programmer.
but, i never acrually finished any games.
yes, i made some apps for mobile or some websites, i learned a lot throughout my 4 years of learning how to code.
but i have nothing to show to someone. i think i tried making a game once but i never finished it?
i was making a lot of prototypes a few years ago, then i switched to learning how to make websites.
now, i think it, is time to get back to game dev and make a game i will truly be proud of.
I'm can't agree with some, like watching tutorials, is one of the best thing to do for learning tip from other.
Marketing priority, it depend... So, to me it's clearly not a priority.
Engine doesn't matter?! Yeah it does, and a lot.
Some tips are just common sens, some other are none.
I have failed for 20 years, I must be great by now 🙂
I have a question: how two people made Bodycam game ?
Make a 3d multiplayer open world game. Or you can’t do that?
is it possible to make a mmo in C++in 1 min?
That thumbnail isn't the most inspiring ngl
Don’t worry, it’ll make sense in the context of the video!
Tip 4: Actually Finish Something
executive dysfunction has entered the chat
Team Cherry: wouldn't it be cool if you don't actually finish it? 😮
This is my least favorite type of person who just because something isn’t for them they tell everyone else they can’t do it
thanks that good love the video
It's a shame this video have so little views
can we get more devlogs on snailwith a shotgun pls?
7:20 I HAVE BEEN SAYING THIS FOR AGES BUT NOBODY LISTENS TO ME.
"You should code yourself NOW"
2:26 what on earth is that language?
I think about a godot script with obfuscation.. or some Goa’uld logic maybe
2:22 why is bro coding in wingdings
Instructions unclear, coded half life 3.
"you should give up ,NOW!"
I stopped programming for so long (like this summer)
I should continue, like your new video said
Thx for the advice !
(Celeste mentioned yey)
wdym there are less tutorials for UE? youtube is full of them, epic forums are bursting from answers to every possible question.
I found most tutorials were pretty bad when trying to learn the engine. Tried an official one and it was like 45 minutes of making the scene look nice before actually making the game. It was useful and I learned a lot but customizing materials, foliage, normal maps, etc felt very bloated for a beginner tutorial. A lot of YT ones didn't explain anything, or were incomplete. I had to do a lot of sifting before finding tutorials I was happy with. Hard to compete with Gwizz and Brackeys! Kekdot seems to have some really nice tutorials, but not quite what I was looking for. This was just my experience!
@Gambit-YT 100% agree. I actually took the most recommended course for unreal, spent 100 hours studying and building with it. I did learn a lot, but when it came to actually making a game? Didn't go well, I wanted to use cpp with unreal because I dislike visual scripting but the learning material for that is very limited.
Unity is quick and easy to pick up and it feels like it has a better structure for learning imo.
Bruh I saw this on my feed with the thumbnail finish it now than a/b testing hits me with give up now when I go to the video.
"don't hand-code dialogue boxes"
shows undertale
eh, checks out
20 tips for Game Devs! Tip 1: GIVE UP NOW, YOUR LIFE IS A JOKE
Shhh 🤫
Bro got a blue comment 😭🙏
FOr the last time its better to start hard then work your way up start easy then hard lol
I quit tutorial hell when the tutorial is so bad that a completely new game dev can scrap together better code than it.
Thx a lot for showing me the truth and now my dream just disepeard ill go and face the wall bye