• Chee_Koala@lemmy.world
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    2 months ago

    Same dude(tte), Also loved it when someone showed me the holy path that is the debugger, learning to use it effectively is shaving off a lot of bug hunting time. Time is money, money is power, power is pizza, less bugs more feature creep!

    At least i have pretty butterflies at night now!

    • the_grass_trainer@lemmy.world
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      2 months ago

      How did you get your start with Godot? Dumb question I’m sure, but game engines stress me out with all the coding involved :'(

      • Chee_Koala@lemmy.world
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        2 months ago

        First I got an older book for 3.6, I thought maybe following a book is what it takes for me. Then, following this book, I could get my claws in development for longer then 2 hours, and spoke to more folks around me about my project and ambitions, and someone recommended a couple Udemy courses. Found one I liked (Firebelley Games dev), and that got me developing and learning a lot more efficiently. It’s still an insane time investment so for me that means I need at least a weekly schedule or I’ll just let it go and do the things that give me more instant gratification instead.

        Context: I did about 6 months of programming courses in high school and already knew I could grasp the idea of it. It was really just starting up and then really keeping it up.

      • GreyBeard@lemmy.one
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        2 months ago

        I recommend starting with basic YouTube tutorials, then do a game jam. The great thing about game jams is that it is zero pressure. The only goal is to try to make something playable. It doesn’t have to be grand in scale, you don’t have to write perfect code to make change and growth easier. Just slap something together in 48/72 hours or 2 weeks, depending on the jam, then move on.