I am legitimately terrified to do this, but I’ve made a GFM to raise funds for my mental health recovery. I really need the help to get back on my feet.
💕please share and donate if you can, every little bit helps.
Thank you for all the donations so far, I can’t express my gratitude enough ;; we’ve almost hit the goal for October, and wow what a sigh of relief. I really want to get caught up and out of survival mode.
realised my problem with ultrakill on a design level is that despite everything being inhuman or mechanical theyre all still fucking skinny or lithe somehow
in a game full of robots and unholy beasts HOW TF ARE THEY ALL STILL TWINKS❗❗
@milezprower since you like the NIN remix albums are you into A Perfect Circle at all? Their remix albums are pretty great and have a similar feel to them, so if you like that sorta sound I’d recommend them too.
haven’t listened actually ! i’ll definitely give them a look. 💞
i got @nonediblegummies to take a picture of me and @thepitchblackprocession! arent we cute? <803
It’s happening!!
I am seeking about $3k to cover copay, medical supplies, transportation, and hotel stay.
Here are some ways you can support me!
^ I have both a donation drive and some characters listed for sale on my ko-fi!
And you can help me with some of those medical supplies by checking out this wishlist I have made:
I made it to 81% of my goal - that means there’s only $600 left! I’m so close y’all 😭 thank you for boosting
i always mean it when i say i love you btw
‘but thats a stranger you dont know’ and i love them. i love that they exist and i love that they passed through my life. and i love u too btw
My one gripe with Godot is that it doesn't use the same component-based workflow that Unity does. It seems like a massive hurdle to me. Do you have any tips on adjusting or recommendations for other engines to more easily transition to ? I'm still gonna give Godot a solid try, but I wanna come into it more prepared than I did last time (it was a disaster). I've used Unity for almost 10 years, so any advice helps !
Good ask! Honestly I wish I could give tips on Godot specifically - I’m actually having very similar problems adapting to it myself. Its inheritance-focused structure and single-script approach is really difficult for me to adapt to as a Unity-focused dev who knew how to squeeze a lot of mileage out of Unity’s component-centric architecture.
BUT as someone who has jumped onto new engines a handful of times in my career, the best advice is probably just allow yourself the time to learn it.
When you move exclusively from one engine to another there’s going to be a transition period, since you’re basically starting again from square one from a production standpoint, and re-learning how a tool wants you to think or how it wants you to approach problems. Every engine has its quirks and specific implementation methods that will frustrate you in the beginning, and the only way to move past them are through experience, which comes with time.
It’s tempting to immediately build A Big Thing or or plan a project, but don’t try to build anything crazy to start. Don’t pre-plan anything aside from exclusively what you want to learn, and keep those lessons as simple as possible before scaling up, one step at a time. Start with tasks that are ordinarily easy things that you’ve never done before in this engine.
Add a sprite. Make it a physics object that falls. Add collision to it. Make the sprite change colour. Make it move when you press one button. Have it trigger something. Make something do something else when you click on it. Have two objects send messages back and forth. Do an action built on timers.
You won’t necessarily have a cohesive project by the end of it, but you’ll hopefully learn enough to apply that into something that might be cohesive when you start over new. The point isn’t to make something amazing, but to make something that fundamentally builds your skills and re-wires your brain to change your approach first.
Give yourself like, 4-5x the amount of time to do a task as you normally would too. You’re going to be working slow, and it’s going to be frustrating. Keep in mind that’s all normal. The skills will build up over time and you might even have a ‘Eureka’ moment where the switch in your brain flips and you suddenly just 'get it’.
Also keep in mind that you can’t make a tool be something it isn’t; Godot fundamentally isn’t going to be Unity because they have different approaches to the same problem, just as Unity isn’t going to be Unreal or Game Maker. That’s not a bad thing, but it does mean some knowledge isn’t going to be universally transferable and will have limited use. We can’t make Godot into Unity, or Unity into Unreal, or Unreal into Godot. It’s fine to complain and get frustrated by the process, but at some point moving past it and learning those differences is the only option. If you get stuck on a problem take a break and come back to it later.
In terms of engines which are easy to transfer to, I’d say Unity -> Unreal was an easier transition than Unity -> Godot for me, but everyone will have different experiences!
Good luck, you can do it! :)























