Yeah, and they often launch with loads of systems where future content could be plugged in, but the actual content itself is typically bad or at the very least incomplete. The publishers try too hard to build a platform rather than a good game…
Yeah, and they often launch with loads of systems where future content could be plugged in, but the actual content itself is typically bad or at the very least incomplete. The publishers try too hard to build a platform rather than a good game…
Yeah, theoretically the exact model for monetization isn’t as important, but many publishers are hoping to get players to pay subscriptions indefinitely.
And here I would argue that the Rust library is strictly better, specifically because it will come with an automated or precompiled build of the C library. Compiling C is such a pain.
Fucking hell, man, with how many very publicly visible security problems they had last year, you’d think the stakeholders would be on board with doing security for a bit.
Make sure, you’re not blocking fontawesome.com in NoScript or whatever content blocker you might be using. All the UI buttons depend on that to be available…
Oh, do you have the community blocked? I think, that would do that…
The posts are locked, so folks cannot comment. And the community itself is locked, so non-moderators cannot post. But madthumbs is a moderator.
Excuse me, I believe, you mean qu\ntumr\ndomnumbers. You see, it’s the Windows path equivalent of /dev/random.
Nah, sudo is fine. I can create users without touching the domain stuff. 🙃
Yeah, gotta newtype it up to make it even more relentless.
I mean, there’s some decent design principles behind it. For one, it just takes up space only once rather than for each window individually.
But much more importantly, it makes use of an implication of Fitts’s Law: https://en.wikipedia.org/wiki/Fitts’s_law#Implications_for_UI_design
TL;DR: Because you can slam your mouse cursor against the top of the screen, you can’t miss the menu vertically. It’s like an infinitely tall button. This makes it fast for users to move their cursor there.
Having said that, this macOS design is from a time when the mouse and navigation menus were the primary user interaction method, which they’re not anymore. So, yeah, that’s why it was designed like that, but I doubt they’d expend this much effort to design it like that again.
Yeah, the Y
is a wildcard in that position. Typically, you would write it as an underscore, primarily because most Prolog compilers will warn about unknown variables, since those could also just be a typo of an existing variable.
I think, a big part of the problem is that much of the cost is sunken into things that don’t really teach you too much. The basic game concept prototype can probably be developed for less than $10m. You do still learn some things by making really nice graphics. But then making those nice graphics as well as sounds, voice recordings and world design for your massive open world, that’s when you’re just doing more of the same at quite the scale.
I found this: https://en.wikipedia.org/wiki/Minifloat
I could never get over how boring the gameplay of Infamous looked. Comparing it to a third-person shooter is pretty apt. Like, you’ve got these crazy lightning powers, but 90% of the time, you just use your hand buzzer to give folks a bit of a zap. Riveting.
There’s rumors of Bethesda working on an own Oblivion remake…
It runs in the Skyrim Special Edition engine, so should work wherever SSE works. And SSE does work in Proton under Linux.
Emoji log levels: 🔍 ⚙️ ℹ️ ⚠️ 💥
Well, forget for a moment everything you know about webpages and now you want a form where the user can create an account. The sales person tells you that the user has entered the data for us, so it just needs to be sent with a request to the backend, which always looks the same. And then it just needs to be put into a INSERT INTO
, which also always looks the same.
All of that stuff can clearly be auto-generated by the framework. And 70% of the boilerplate code does exactly that, so that obviously means 70% of the workload of your devs disappears, which means you can get rid of 70% of your developers.
It just makes it really easy to scam people, when they don’t know the technical side…
It would certainly be weird, after their recent games were so story-driven. You can’t tell a good story, if you need to always keep the end open for possible expansions.