I know your pain, I just recently started seeing some success in the whole platformer collision thing.baconhawka7x wrote:Most frustrating moment was probably spending like two days to figure out how to use the filesystem for a terrible game.
Or just whenever I try to make a tile-based platformer and I need to prevent the player from overlapping with the tiles. Everytime it get's harder.
Most frustrating moment?
Re: Most frustrating moment?
- Rhinoceros
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Re: Most frustrating moment?
Are you sure that the brain damage occurred after you hit yourself in the face?veethree wrote:After literally an hour of troubleshooting, and trying just about everything, I realized i'd forgotten to rename a god damn variable. My palm and my forehead collided with such force i think i gave my self brain damage.
But yeah, this has happened to me a couple times. I just couldn't figure out why it would seem to ignore multiple lines of code, then I realised I was changing the wrong variable.
Self-esteem while programming seems to swing pretty wildly, from "AWW YEAH, look at Mr. Geniusbrain, coding stuff that works on the first try!" to "Holy hell am I stupid, it took an hour to figure out that I'm missing a comma/an equals sign/a set of brackets/the word "then"/some other really trivial error."
Re: Most frustrating moment?
So it's not just me that this happens to It balances itself out though, like if you get and error and after like 2 seconds figure out what's wrong with your program, that's a feel-good moment.Rhinoceros wrote:Self-esteem while programming seems to swing pretty wildly, from "AWW YEAH, look at Mr. Geniusbrain, coding stuff that works on the first try!" to "Holy hell am I stupid, it took an hour to figure out that I'm missing a comma/an equals sign/a set of brackets/the word "then"/some other really trivial error."
Anyway, I already gave my most frustrating moment, and haven't had another like it.
Also, I spent 2 days working on a filesystem too. I spent the first 5 hours of the first day just reading up on it on the wiki page, and the next day for almost 12 messing around with it, facepalming, etc. At this time, I had no idea what libraries were. The filesystem I used was actually for MBG. I remember when I got it working: Oh God I was so happy. I mean, picture you winning 50 million (currency here), and times that by 10. I felt so happy. Ah, the good 'ol days!
"In those quiet moments, you come into my mind" - Liam Reilly
- CaptainMaelstrom
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Re: Most frustrating moment?
I'll agree with most people in that, my most frustrating moments have been where I've overlooked something extremely simple: a require statement, a variable declaration, level of scope, namespace errors, functions not returning what I think they are, etc.
And probably the most frustrating/tedious aspect of my work with LOVE2D has been collision detection. No surprise there. I've made a simple geometry collision system for a platformer I'm working on, but in trying to make my next project easier, I've decided to implement line by line collision detection. So far so good. Knock on wood.
And probably the most frustrating/tedious aspect of my work with LOVE2D has been collision detection. No surprise there. I've made a simple geometry collision system for a platformer I'm working on, but in trying to make my next project easier, I've decided to implement line by line collision detection. So far so good. Knock on wood.
Re: Most frustrating moment?
I recently just had another facepalm inducing moment: I was trying to get a shader to blur the entire screen but for some reason I couldn't get the if statement to work. After literally starting again 5 times I realised I had been loading the wrong shader and was actually loading one where I got half way through an if statement then got bored and did something else...
Your screen is very zoomed in...
Re: Most frustrating moment?
my most frustrating moment was when i tried to make bullets in the multiplayer part of my new game i got the bullets fully working after 3 days (not whole days).
Re: Most frustrating moment?
Most frustrating thing ever to implement: multiplayer.
It's easy when you get the framework done. *cough*please check out my multiplayer framework!*cough*
It's easy when you get the framework done. *cough*please check out my multiplayer framework!*cough*
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Most frustrating moment?
im so happy that you made the multiplayer scaffold.Davidobot wrote:Most frustrating thing ever to implement: multiplayer.
It's easy when you get the framework done. *cough*please check out my multiplayer framework!*cough*
Re: Most frustrating moment?
Reminds me of a bug in my game which is frustrating, as it only appears on macs and therefore, as I don't own a mac, I have no means of debugging it...XHH wrote:Developing my project on a Mac.
If anyone knows what causes this: "box2d error: 0 <= index && index < m_count" I would love to know
Your screen is very zoomed in...
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