@inbound.shovel: Game Dev Secrets: The Most Common Programming Mistake #gamedev #pixelart #godot #gamedevelopment #indiedev

inboundshovel
inboundshovel
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Tuesday 19 May 2026 22:50:02 GMT
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jdavidwebb
David Webb :
Game dev secret = use variables. What on earth is this world coming to 🤣
2026-05-20 11:38:32
374
ratchet3789
Ratchet :
No offence but this is overstating the concerns of literals/magic numbers a bit. If a variable is specifically for gameplay data that changes, absolutely store it in class scope and if it needs to be editor modified 100% expose it to the serialization system. The bigger issue is unnecessary variables over literals. Every class declared and allocated variable increases object size per instance, so hundreds of variables across thousands of entities can become needlessly large memory overhead. Imo not every number needs to be declared and can be a literal in the functions local scope.
2026-05-20 03:46:12
44
sminty410
sminty :
what you also can do is export it. this will give you a better way of editing it!
2026-06-22 15:18:32
0
whale.snail.games
Whale Snail :
I only use Unity. does godot not have an innate physics simulation system?
2026-05-21 14:21:48
1
seijicxzq
seijicxz_ :
important values like gravity should use const
2026-05-20 15:21:08
25
anzu.rl999
anzu :
wouldn't doing every frame cause issues between 60 fps and 120
2026-06-13 11:02:04
0
slumpmiles
Miles :
What’s the best way to learn coding through game dev?
2026-05-20 00:21:16
0
pikthem
pikthem :
oh dang. im further along than I thought lol. godspeed to yall
2026-05-19 23:04:40
19
bouncy.blobs
Bouncy Blobs :
Having a file full of constants is what I like to do.
2026-06-19 14:40:32
0
mr336672
Smile :
I got magic variables of x y z a and b
2026-06-12 02:06:53
0
ba0o0o
ba0o0 :
Bro this isn’t a Game Dev secret this is literally just basic programing
2026-05-25 19:19:34
1
ggstrider
strider :
also for jumping is better to use predictable values. It means that you should have variable jumpHeight instead of jumpForce, and somewhere in the code actually calculate how much velocity you need to apply to have jumpHeight for example 10.
2026-06-09 07:22:40
0
toletron
Oletron :
valid video cuz we ain't no computers to understand just the numbers
2026-06-08 12:00:46
0
tyanuziello
⚫️ Thomas Yanuziello 🇨🇦 :
if you're going to tweak a variable, export it. if you're not going to tweak a variable, it should be a constant instead.
2026-05-20 01:45:11
9
jamontes828
Sito :
Wanted to do this stuff many moons ago
2026-05-20 23:34:49
1
chx196
Chx2 :
This is very cool!... can you just... code everything for me?
2026-05-19 23:48:56
0
thee_token
Thee Token :
Im a unity user, does Godot not have gravity from objects? Like in unity you get gravity via the editor not the code. But then again Ive never tried subtracting gravity in code, just making it work with the gravity in engine
2026-05-19 23:03:24
2
dehanakunaranai
deha naku naranaku :
nobody makes that mistake past their first coding class
2026-05-20 11:41:58
8
luuxt2
Naoya fan 67 :
lua?
2026-05-22 16:38:48
0
j.s.p.12
j.s.p.12 :
placeholder usees no memory and do the Same so it's even better
2026-05-20 09:24:09
0
xanderxv16
Xander :
velocity+= goes down not up
2026-06-14 08:12:50
0
mauricedevera
mauricedevera :
Same logic applies outside code, unnamed spatial problems in a level become the exact same kind of debt. Nobody can fix what nobody named
2026-06-19 19:45:52
0
resonant.solutions
resonant.solutions :
This is a bit too dogmatic. Magic numbers are not an inherent issue, and in many cases make code easier to read. And that's the takeaway you should have - prioritise making code easy to understand. Magic numbers have one very strong advantage - they are right there with no indirection. If you do not obfuscate your function and variable names, then not having to hunt for constants is a big plus. Just look at your example, you turned 2 lines of code into 6, and you've introduced the implication that these numbers are not constant. Sticking gravity in one place for the entire project is good, but be verryyyyyy wary of dogmatically wrapping every number in a layer of indirection if the purpose could have been understood just by looking at the code.
2026-05-22 11:35:27
0
illegalez
Illegalez :
Or you could just leave a comment above the function like “//does some shit don’t touch probably will break game” that always works for me
2026-06-12 15:29:09
0
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