6 bad worries and the needed attitude toward them.

This is an excerpt from “Think and Grow Rich” by Napoleon Hill. It summarizes an attitude I think it’s very healthy (towards common worries).

The six basic fears become
translated into a state of worry, through indecision.

yourself, forever of the fear of death, by reaching a decision to
accept death as an inescapable event.

Whip the fear of poverty
by reaching a decision to get along with whatever wealth you
can accumulate WITHOUT WORRY.

Put your foot upon the
neck of the fear of criticism by reaching a decision NOT TO
WORRY about what other people think, do, or say.

the fear of old age by reaching a decision to accept it, not as
handicap, but as a great blessing which carries with it
wisdom, self-control, and understanding not known to youth.

Acquit yourself of the fear of ill health by the decision to
forget symptoms.

Master the fear of loss of love by reaching a
decision to get along without love, if that is necessary.

Kill the habit of worry, in all its forms, by reaching a
general, blanket decision that nothing which life has to offer
is worth the price of worry.

I think so highly of this advice that I’ve put it over my desktop wallpaper. I will follow this advice and attitude as best as I can, for I have the intuition it is the right one.

The reason I’m sharing this is because you might draw some inspiration from it. If you can read Napoleon’s book – do it. Great, great stuff.

Some people say that the chapters on the infinite intelligence and ether vibrations are bullshit. I disagree.

We don’t know everything. Not by far. Some form of universal infinite energy influenced by thought and desire doesn’t seem so far fetched to me.

We know that by observing a certain thing we influence the properties of that thing (from quantum theory).

Another thing that stuck to my mind was the senses analogy. Imagine if you lacked the visual sense. All your life you would not be aware of vision as an aspect of the world – even if it existed.

Since we are a rather mundane biological entity it follows we don’t posses a myriad of senses. AKA – we’re not some super being capable of experiencing the world in a vast way.

A human is to such an ideal being as an ant is to a human. An ant experiences the world through an array of senses much limited when compared to ours.
We too are limited in our sensory experience when compared to this fantastic superior being.

An ant that hears Bach will miss it’s meaning – probably interpret it just as some random wacky sounds.

(Speaking of ants hearing Bach a beautiful SF book is “A roadside picnic”. After an event known as the Visitation there’s a an area full of wonderful and dangerous alien tech/energies. People who visit it risk horrible deaths or awesome rewards if they get they’re hands on something valuable.
The name of the book comes from the following theory: this visitation event might be similar to a roadside picnic made by humans. We might leave behind things such as plastic wrappers, bottles, cigarette buts, a lighter, a fire, etc. An ant visiting the leftovers of this picnic will have the same experience as the people visiting a Visitation Zone).

Who’s to say which divine sensory experience bypasses us completely because we’re unable to experience it? Who knows all the secrets an component parts of universe and life?

Basically we know jacksh*t even with all the scientific progress of our time (if you’ll excuse my french).

Anyway, I diverted heavily from the original subject!

No matter. Following the advice from above I am not worried about what other people think, do or say. Or at least I am trying.

(On a side note fear of criticism has its roots in our social conditioning. It’s part of our genes. It has to do with group acceptance which meant survival in the stone age and before.
A certain compromise must be reached between “I don’t give a f*ck and I walk naked in the streets painted blue and screaming Evrika” and “I base all my life decisions on how they make me appear to others.” Preferably geared towards the former. :D)

Making professional games with Godot. The Good, The Bad. (no ugly).

What’s the difference between Godot 3.2 and an elephant?

The elephant can be bigger than 2.1 Gigabytes. Hahahahah. What a funny joke. You get it?

If you don’t, no worries. I kinda suck at telling jokes. But It doesn’t matter. Because you’re not here to get your amusement dose. You’ve come to hear me tell stories about Godot. And it’s beautiful story.

Let’s start with the beginning.

I was born on a cold september morn in Romania under the watchful eye of our president at the time, Nicolae Ceausescu. He heard my first screams as the doctor slapped my ass and said: “Oi!! Keep the noise down. Trying to run a bucolic communist country here!”

Nicolae Ceaușescu.jpg

Oh, wait! Not that beginning? My bad. Let me try one more time.

I was 10 years old when I first saw a NES. It was at a schoolmate’s home. His father brought him one from abroad. He was playing Mario. I felt like watching warm rainbows covered in chocolate. It felt like touching god’s little finger. It felt like magic. AND I wasn’t even playing.

Amazon.com: Super Mario Bros Power Up Card Game |Super Mario Brothers Video  Game Nintendo NES Artwork |Fast paced card games |Easy to learn and quick  to play |Fun game for all the

What now? Not that beginning? Ok, ok. Let me start again!

I first heard Godot mentioned as a cheap (free) alternative to Unity. Open source game engine??? Heehaw! Where do I sign up …. to keep using Unity or Phaser.js.

You have to understand.

At the time I was afraid of open source products given my previous experiences. Don’t get me wrong – open-source it’s a boon to humanity. But some of its end results are not as polished or user-friendly as their commercial alternatives.

Take Gimp for example. As a veteran Photoshop user and digital software lover I’ve said to myself:

“Let’s give it a shot. It’s probably going to be awesome!”

Woman, Towel, Surprised, Excited, Excitement, Portrait
That’s me without a beard.

And it was. Awesomely disappointing. It just didn’t felt right. The workflow, the UI, the tools …. I know, I know. If I’d been using Gimp for a decade and then tried Photoshop I would say the same thing about Photoshop. Or would I? Who knows. Thing is, from productivity and UX viewpoint open-source Gimp it’s a poor alternative to Photoshop IMO.

So my thinking was “Godot is to Unity what Gimp is to Photoshop”. A rough vagabond dog …

Dog, Mutt, Pet, Animal, Canine, Doggy, Cute, Dirty
How Godot seems if you’ve never tried it.

… vs a clean and elegant house dog

Dog, Black, Portrait, Animal, Blue, Rare, Big, Bitch
The big and powerful Unity.

So, was I right in my early untested assumptions?

Yes, I was. Godot was indeed a vagabond dog.

If by vagabond you mean:

  • lean and mean
  • lite yet powerful
  • lovable at first sight
Wolf, Predator, Grey, Animal, Mammal, Portrait
How Godot feels after you’ve used it.

During my gamedev years I’ve had the chance to try a variety of engines and frameworks:

  • Unity
  • SDL
  • Phaser.js
  • Unreal

I’ve made some games with Unity and some other games with Phaser.js. But I’ve never been able to create a game as fast before Godot.

Put simply – Godot will allow you to create games FAST. Creating games is hard enough without the game engine getting in your way.

Here are some “fastness” examples.

I’ve managed to add localization (just english) in just 2 days for Gamitate. 400 something entries, 10,000+ words, multiple locations (buttons, dynamic text, checkboxes, in code, etc).

It took me 1 month to create a fully working skeleton for Gamitate. Sure, I’m always tweaking and adding code. But to create a working game skeleton in just 1 month? For a mid-sized game that’s amazing. AND it was my first time ever working with Godot! So I was also learning the game engine in that first month.

(granted, I’ve took 2-3 weeks before hand to go through all the tuts and docs. But it was still my first project in Godot)

Just to give you an example – it took me 3 months to create Nature Basketball in Phaser.js.

I’m getting a gamedev-gasm every time I use Godot.

How can I best put this … working in Godot will give you pleasure. Much pleasure. It feels good, natural, elegant, clean. Not everywhere, mind you – there are still some rough edges in the UI/UX. But the core game-dev features? Beautifully crafted.

GDScript is one of the reasons Godot feels lightning fast during development. Gone are the days when you have to write miles-long terse syntax to do even the simplest things (yes C#, I’m looking at you).

Now don’t get me wrong – C# is great. It’s a powerful and beautiful language – and you can build incredibly complex software solutions with it.

But guess what! With power comes verbose syntax and complexity. You usually don’t need all that bloody power for games. You’re perfectly fine building even very complex games with pythonic languages.

I know, you think I’m talking rubbish. I used to think like that too – until I’ve actually built some games using GDScript. Not only it’s not an issue using a pythonic language – it beats the hell out of C# and C/C++ for game development (not game engine development, yeah?)

If Godot sucked I would’ve abandoned it after the first project.

I’ve started working on the second big project (it’s going to be something truly special) and guess what – still using Godot. I’ve tried getting back to Unity but it’s like going back to a horse-drawn carriage after a Ferrari.

And this is a feeling shared by many, many game developers. The vibrant community on r/godot it’s full of praise and beaming reviews. It’s just that good of a game engine.

It does have some rough edges.

There are some minor UX issues here and there but nothing game-breaking (haha).

People keep complaining about the poor documentation. Me, I’ve find the documentation extremely good (bonus – you have documentation embedded inside the engine – saves a sh*tload of time).

The tileset editor seem to be another source of complaints. I don’t work with tilesets so I can’t comment on that.

There was a nasty bug that didn’t allow for games to be bigger than 2.1gb. You had to put your assets separately in the build folder, load them at runtime, etc. Now it seems the bug was fixed (in a nightly release at least).

I hope I convinced you to give Godot a shot.

If you’re a game dev and you haven’t tried Godot you’re missing A LOT!

Why html5 games are good for your business!

Html5 games are a great way for educating & engaging with your customers.

Here’s how they work:

  1. You put an html5 game on your website. New and existing customers get to play this game.
  2. While playing the game they learn more about your company and your products.
  3. When they finish the game (5-10 minutes) your customers will get a high score. They can use this high-score to get special discounts, promotional products, bragging rights, etc.

Why html5 games and not “regular” games? Because html5 games work great on a large variety of platforms and machines. You want your game to be available in as many places as possible.

If you’re interested in a custom html5 game I’m here to help. Shoot me an email and we’ll chat about your needs!