Quick message for
@HRudy94.
I'll be honest - I feel bad for you. Bad enough to resurrect the old general-purpose thread to reach out, anyway. I don't know if you're trolling or genuine, but in case it's the latter I'd like to leave this here for you.
We've all been there. We've all taken on a project without really understanding what it entails, only to be smashed down by others. It's one of those things that most homebrew developers can look back on and chuckle a little - how far we've come, etc. The scene has a few infamous examples - there's Frappuccino CFW, from a dev who previously had only worked on PC tools. It had an extensive feature list and a minimal GitHub repo. It started
gaining traction, got a
very negative response, and was
locked. The dev continued work on their PC stuff; updated as recently as October. I think their situation is similar to yours - they came up with an idea of what they'd like to see, thought "it can't be that hard, I have experience in <x>" and made a thread announcing their intentions. The problem there was that they couldn't forsee the roadblocks they'd encounter, and couldn't actually deliver on what they'd promised. GBATemp can be a scary beast when people fail on their promises.
Despite that, the dev was able to get back on their feet, go back to what they knew and expand from there instead of jumping into the deep end. I reckon that if you're passionate, there's no reason you can't come back from this. You said it yourself - you're new to all this. You have to start somewhere, so start simple. Start with what you know you can do. Experiment and push further from the comfort of what you know.
You never know, you may even end up fulfilling your original goal. Back in June 2016, I made a project called URetro. At the time, there were basically no emulation options on the Wii U. My goal was to solve this problem; and my plan was to make a program similar to RetroArch which would attach to several different emulators to decisively make retro gaming on Wii U a thing. It would have fancy graphics, cores you could just drop in a folder and play, and all manner of other features I've since forgotten. I wanted to take full advantage of the unique hardware and make a damn cool program.
URetro turned out to be my Frappuccino. I hit a technical roadblock early on, sat on it for months and eventually had to kill off the project. I went back to what I was doing before (mostly writing massive posts like this) and went in a different direction. I never did write my all-in-one emulator to rule them all; but I
did help out with someone else's. In a weird way, my original goal came to fruition, but not in the way I imagined it.
Anyway. I just wanted to say: don't let this get you down; but learn from it. I hope to see whatever you come up with making the rounds again soon - in a good way, this time