This was actually the second time I stopped learning game development and it was for the exact same reason and at the exact same lesson; basically I was learning 2D game development, got to the stage where you set up the sprites and can decide how long each sprite lasts for (so perhaps one frame in a several frame long sequence you want that one sprite to last on the screen a little longer than the rest, you can), and also setting up each sprite and such, only to realize I'd have to do this for everything that has sprites and was like noooooooope.

Maybe if I ever try to learn game development again I'll just stick to ASCII games or something. I watch the game dev videos where people make games in a short amount of time, see all the work that goes into the stuff they do, and realize it's not for me.

I'm honestly way too lazy to do any of this stuff. I wanted to be a game developer ever since I was a kid, but I'm also infinitely lazier now than I was back then.

  • ShimmeringKoi [comrade/them]
    ·
    edit-2
    8 hours ago

    Speaking of game dev, why do I always have the same mising faces when I export my mesh for rigging? I went to all the trouble of learning how to do basic 3d modeling and texturing because I am so in love with my setting, and now I have an actual playermodel but I can't seem to fix this issue. What causes it? I swear to god I'm hitting select all

    • GnastyGnuts [he/him]
      ·
      edit-2
      4 hours ago

      In blender I think shift+n in edit mode is the shortcut to flip your normals in the right direction. There should also be an option to show face normals with a little ray coming out in the direction they're facing. It's also worth doing a check for n-gons before you export (faces with 5 or more sides), and there should be an option to select faces by number of sides (thus highlighting any you miss), I forget where the option is off the top but it's there.

    • Zezzy [she/her]
      ·
      7 hours ago

      Is this from Blender? Blender by default shows both sides of a face, while most game engines hide the back face. So I'd guess that missing face might have its face orientation flipped compared to the others, and gets culled because of it.