My 10 yr old 1st build. HDD plugs into SSD. Am I dumb?

My 10 yr old 1st build. HDD plugs into SSD. Am I dumb?

I'm finally upgrading my OG storage for my pc. My mobo has 2 occupied M2 slots already, so the last piece to upgrade is my 10 year old SSD. For some reason 10 years ago I plugged the HDD into it, I guess because it fit? And it was my first build

I want to clone my SSD to a bigger one, but I don't want to brick my pc if I unplug this

Does this do anything? Will I brick my boot drive?

u/KyotoCrank — 2 days ago
▲ 294 r/godot

I've learned the hard way why people tell you not to do a multiplayer game as one of your first

My head hurts, man. This is my 2nd game. My first game (beyond practice projects) is a solo project over a year in the making, nowhere near finished

A friend and I talked about gamedev and got excited at the idea of making a game together. We decided to make a multiplayer game with all the friend-slop games coming out. (I hate that term but people know what I'm talking about when I say it).

"This will be a couple month project max" I thought. We are now at the 2.5 month mark and still prototyping

The mechanics are simple. All the trouble is from the multiplayer.

I've been battling physics jitters (now fixed) and latency for about a month now. The amount of delay is unplayable.

This isn't a tech support post, I'm just sharing that I thought I was built different and I am humbled daily as I try to get this game working. Very close to starting a different project right now.

Listen to the people who have more experience than you! They know what they're talking about sometimes!

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u/KyotoCrank — 6 days ago
▲ 158 r/godot

"Where do I start learning?" posts fatigue.

Firstly, this community incredible and super helpful. I have come here for tons of help, and I try to help when I have the knowledge to. People go to great lengths to help each other and it's awesome.

But the wide net, general questions of "Where do I start?" "How do I learn programming?" "Best way to learn Godot?" is getting a little old. It's literally every day someone asks something like this.

This sub has rules about this kind of thing, people are posting before reading rule 9 that links to the Godot Docs for introduction to the engine.

I'm more than happy to help people figure out specific features, but the "how to start" questions don't need to be posts. Go look at the Docs. Watch a tutorial. There are resources out there for beginners that already exist.

It doesn't matter how basic the question as long as it's specific to what you're trying to do.

Edit: After thinking about it for a bit, some people might need to be walked through the process of making a simple game. Take away the choice paralysis and just follow along and take in the process.

I got my start with Brackey's 2D platformer tutorial and Devworm's 2D hack-and-slash tutorial. And I took that foundation to start building my own games and finding resources or getting help for my particular issues.

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u/KyotoCrank — 11 days ago
▲ 862 r/godot

Sometimes I forget gamedev is smoke and mirrors

I'm working on a multiplayer car game where you attach and detach parts.

For almost a week I was battling sync issues with Spawners and Synchronizers, and I realized I was changing the multiplayer_authority. I realized that only the host player should own objects, and players merely pass their ID to the object, so the object knows who to follow

Then I had this issue where the object jitters as it follows the player. I had another realization that they don't need to see the exact object they are holding. I can hide it, and have a dummy object in their hand, so it doesn't appear jittery. Then when they "drop" the object, I just show the actual physics object, and re-hide the dummy mesh from the player's hand

TL;DR: game developers are basically magicians, and all that matters is things *appear* to work as they should

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u/KyotoCrank — 16 days ago

Does anyone use standing desks for long gaming/programming sessions?

I've been thinking about getting an electric standing desk for the days I'm at my desk for several hours at a time.

Do you feel you have benefited from it? Does it get annoying in any way? Do you still use it or get rid of it?

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u/KyotoCrank — 23 days ago
▲ 5 r/godot

How do you make a barrier to keep the player's car in bounds in 3D?

I'm making a multiplayer, 3D racing game, and I want to keep the player's car in bounds without sacrificing pc performance

I could build it piece by piece using CSG shapes or collision shapes, but I'm sure there's a better way that I just don't know yet

I would really appreciate a nudge in the right direction. Thanks

u/KyotoCrank — 24 days ago

Fearful of the trade off of early marketing vs. idea security

I think I have an idea for a multiplayer game that has the potential to become popular, not viral, but decently popular. I don't want the idea to be stolen and made by someone else before I can finish it. Then again, no one will buy the game if they don't know about it.

What is the best approach? Launch on steam first and release a bunch of high quality trailers, shorts, and send keys to content creators?

Or showcase content early and try to accumulate wishlists?

Or a hybrid approach? Create content a couple days before launch in an attempt to gain wishlists, to help boost on steam?

reddit.com
u/KyotoCrank — 1 month ago
▲ 5 r/INAT

[Hobby] Looking for a musician/composer for a racing game!

Looking for a musician/composer to make the soundtrack for a racing game a friend and I are working on.

No particular genre in mind at the moment, just something with some energy to keep people on the edge of their seat as they race against their friends.

The project is new and in the prototype stage. When it is finished, it will be put up on Steam for sale. If we end up making sales, you will be paid. You maintain the rights to the music, I just want the permission to use it in the game.

We are making a Friend-like (commonly known as Friend-slop right now) competitive, party, racing game. We're hoping to ride the wave of the current trend of friend-like games to make a little money on top of this hobby we enjoy.

PORTFOLIO: I do not have a finished game to provide a portfolio.

reddit.com
u/KyotoCrank — 2 months ago

In your opinion, what sets Shovel Knight apart? What makes Shovel Knight, Shovel Knight?

Played SK for the first time this year and I have loved it! Except Plague of Shadows, I really don't enjoy the mechanics.

I'm working on a retrospective and would like to include what the community has to say!

reddit.com
u/KyotoCrank — 2 months ago

Full Windows C Drive showing apps that are installed on other drives?

I'm trying to clean up my C drive because it's almost full, 218/250 GB.

I checked the storage in settings and it says 150 GB is from apps. I check those apps and it's showing games that I have installed on other drives. I have 2 large drives specifically for games, so this should not be the case.

I check in Steam the local install folder, and it shows the correct drive they are supposed to be on.

Additionally, these apps don't show a file size either when viewing in the Windows storage settings.

I'm very confused and would really appreciate some help!

reddit.com
u/KyotoCrank — 2 months ago

I experimented and found that clearer titles = better engagement.

This is likely a "no shit sherlock" for many of you here, but I wanted to share what I've learned for the people who may need to hear it.

​

I make game reviews & analyses for indie games. For the longest time I put in the title: "Game Name - Indie Game Review" but I don't usually break 1k views. So I tried something new with my latest review video.

​

I put what I thought was an interesting title for a mountain climbing game: "The Mountain Is A Metaphor." I reasoned that people would see the 30min time and assume it's an in depth review/analysis. Some surely did, but I didn't get over 400 views. And the people who did show up, clicked away very quickly.

​

I let it marinate for a few days, and feeling frustrated I changed the name: "The Mountain Is A Metaphor - Cairn - Indie Game Review & Analysis" and my views are now almost 600, and the people who stayed, *stayed longer.*

​

I realized that if I more clearly advertise what the video is, people might skip over it still, but the people who engage with it have a better idea of what to expect, so they are more likely to stick around.

​

​

The same goes for a gaming montage video I made. I do them occasionally to have something new so I don't burn myself out. My most recent one, as some in this sub kindly pointed out, had a very confusing title. I thought it was funny, but that's because I was in on the joke. I barely got 100 views. I changed the title to add simply "- Deadlock Montage" and the exact same thing happened. More new views, and longer engagement.

​

​

It feels kind of corny to put "Indie Game Review" in my titles, but that's because I've been comparing myself to big creators with established audiences who get tons of views no matter what. I don't have a large audience yet, so I still need to advertise my work to people to convince them to be among the first to click, to take the chance on a video.

​

​

TL;DR: the quality of a viewers engagement is better than more viewers who leave the video early. Clearly advertise your videos with thumbnails and titles and you will see more views and subs.

reddit.com
u/KyotoCrank — 2 months ago

Put several hours of effort into a vid just to get 24 views. How to cope?

I know not every video is going to be a hit, but it makes the hobby feel pointless when I'm putting nearly a dozen hours into a 10 minute vid and get 24 views in 24 hours

I thought it was a good video, maybe it's just bad. There are people who make the same kind (game montages) and get 10k subscribers in a month

Having 216 subs is still crazy for me. I can't imagine having 216 people in a room listening to what I have to say. But only a fraction of them show up. Idk man

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u/KyotoCrank — 3 months ago

How bad is it for growth to experiment and try different things? Are you better off making a new channel once you find a style?

I don't upload frequently, but I'm trying new things with every upload. I don't care about reaching a million subs, but it would be nice to get at least 1k views on something I spent hours and hours making.

I do game reviews/analysis/discussion. I know that's a super saturated niche, but it's what I enjoy talking about.

With my latest upload I think I found more of my style and how I want to do videos going forward. I only have 216 subs. Most of my videos don't break 100 views, but I've had a couple 1k/2k. Is it more worth it to stick with my channel or start a new one?

reddit.com
u/KyotoCrank — 3 months ago

Comments that make it worth it despite low view count

I got a comment on my most recent video: "How is this video only 44 views? How is this channel only 200 subs? This is peak"

And it really motivates me to know that if I put in the time and effort, my content will connect with someone who will enjoy it as much as I did making it

What are comments that you've gotten that encourage you?

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u/KyotoCrank — 3 months ago

There is no reason for the first person to press blue. If no one else has pressed blue yet, there is not yet anyone to save.

The question as written, "Everyone in the world has to take a private vote by pressing a red or blue button. If more than 50% of people press blue, everyone survives. If less than 50% press blue, only the people who press red survive. Which button would you press?"

No where in here does it state there is already someone at stake. This could be a limitation of the character count for the twitter tweet that started it. Nevertheless, it is the first person who presses blue who becomes the person Blue Button Pressers are trying to save. Until someone decides to press Blue for the first time, there is no reason to continue pressing Blue. Everyone could press Red and be fine.

reddit.com
u/KyotoCrank — 4 months ago