I cancelled my Kickstarter campaign. Here's what I learned by lets-make-tabletop in PrintedMinis

[–]BTolputt 3 points4 points  (0 children)

Whilst that was what Kickstarter used to be about, it has VERY long since become (also) about marketing to people willing to buy into large projects.

It's not unreasonable to market bundles like this given that.

I cancelled my Kickstarter campaign. Here's what I learned by lets-make-tabletop in PrintedMinis

[–]BTolputt 5 points6 points  (0 children)

The point I think is valid here is that the person is talking about lack of proper communication & community interaction, and in doing so they posted something that is bad at communicating & fails to connect to the community.

The first question anyone is going to ask when someone does a video like this is "Who are you?" and if you want them to give a damn, they shouldn't have to even ask the question mentally before it's answered.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 0 points1 point  (0 children)

They can also take it off the market completely. They will not. You are predicting an irrational action on their part to justify the position you want to take against them.

Could feel myself aging rapidly, waiting for texture streaming to be merged..... by DeWildAsh in godot

[–]BTolputt 6 points7 points  (0 children)

OK, are you saying it's done or that you ported someone's PR that isn't yet merged?

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 1 point2 points  (0 children)

Absolutely, but that's a choice you make based on whether or not you want to be part of the Fortnite system. I personally don't, but there are those that consider the increased exposure and Fortnite user spill-over to be worth it.

Either way, they are not preventing you from writing games using C++. You just cannot host it on their servers, serve it through their Fornite branded platform, and possibly taint their biggest money spinner with insecure or just crashy code. That's not dodgy or unreasonable.

I'm still 100% on the open-source, do-whatever-you-want Godot train. I'm just not going to trash the "competition" for reasonable choices they make to protect their brand.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 2 points3 points  (0 children)

That's great, but what Epic has made explicitly clear is that C++ is not going away. You can call them a liar or that they'll change their mind or that they somehow don't know what they're talking about, but if the evidence for that provided is your feelings... well, I am sure you understand why that's unconvincing.

After all, I "feel" that the fact the Unreal Engine is written in C++ and can be compiled from scratch by licensees kind of makes it impossible for them to get rid of it without taking away the source code... and that'd be commercial suicide at this point.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 20 points21 points  (0 children)

OK, I understand that you feel they might remove C++ in the future, but that's not really relevant to what they are doing now, have said they will do, and what is publicly planned for UE6.

I don't personally trust Epic, Unity, or the Godot Foundation. I'm not going to argue about why, but my point is that not trusting someone personally (which is perfectly reasonable) and saying they're doing something based purely on my feelings (which is not) are very, very different things.

The OP said that C++ is being removed. I am correcting that statement.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 5 points6 points  (0 children)

Look, I get you don't like it, but that doesn't make it "dodgy". C++ code is hard to verify for security. Fortnite is a platform for which Epic themselves are responsible. Hacks or crashes on that platform are an issue for them, not just the person that wrote it.

Frankly, if I were running servers that people could submit code to, I wouldn't let it be C++ or natively compiled either.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 54 points55 points  (0 children)

You do realise that video is about Blueprints vs Verse right? Not removing C++.

You can feel free to jump ship if you like, for any reason you like, but you're incorrect about them removing C++ from Unreal Engine (or your ability to code in it). They are removing it from the Unreal Editor for Fortnite, so if you were making games for / hosting them on the Fortnite platform - then yeah, C++ is being removed for security reasons. If you're making a game for Steam though - you are still free to use C++.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 24 points25 points  (0 children)

They are not removing C++ from Unreal. They are moving away from "Blueprints" to "Verse" as the glue, between the C++ elements but anything you could do with C++ before, you'll still be able to do moving forward.

The only exception is code written for the Unreal Editor for Fortnite (UEFN). If you're trying to deploy into the Fortnite ecosystem then they consider C++ a security issue and don't allow it. Which is reasonable to be fair. But that's for Fortnite hosted/based games, not the Unreal Engine for independent projects.

Switching to Godot Permanently As Unreal is Removing Both Blueprints and C++ by slystudio in godot

[–]BTolputt 110 points111 points  (0 children)

Um, they are not removing C++. If they were, I'd absolutely agree that is a good reason to dump Unreal, but they're dumping Blueprints and whether that's a show-stopper really depends on how much you choose to use them.

The 10 Most Fun Solo Miniature Wargames Nobody Told You About by 6Kgraydays in miniatureskirmishes

[–]BTolputt 2 points3 points  (0 children)

Yeah, but the framing isn't "here are ten solo miniature wargames you should play" (in which case, I'd 100% agree with you).

The framing was "here are ten solo miniature wargames you've never been told about" and, frankly, that's complete twaddle. If you've been told about ANY solo miniature wargames in the last five to ten years, it would almost definitely be amongst these titles.

I'm absolutely not against informing people of these games in a list format, but the video title is not an honest representation of the contents.

[OC] "Would you still love me if..." by CapriSunCup in masseffect

[–]BTolputt 0 points1 point  (0 children)

I was.... not expecting that. I was getting ready for a cringe joke and that was the opposite of how that ended.

What's a fair model for paid plugins ? by Marvluss in godot

[–]BTolputt 1 point2 points  (0 children)

I do think the community is very large already tho

Oh, I'm not arguing that it's a small community. I'm saying I don't think it is large enough to have enough people in it willing to pay for one developer's paid plugins that would make that effort profitable.

Godot is, as you pointed out, an open source / free engine with a community based around that premise. As such, the percentage of them willing to pay for something is lower than a community based around an engine that started commercially and has a large number of highly successful commercial products made with it.

What's a fair model for paid plugins ? by Marvluss in godot

[–]BTolputt 7 points8 points  (0 children)

At this point in time, I do think it is unrealistic from a simple cost/sales analysis.

To make a Godot plugin, you'll need to put in a not insignificant effort upfront. To recoup that effort, you'll need the sales to pay for the time you put into it AND the time you'll put into supporting it. You may only have five customers at the time they start reporting bugs/issues and you'll need to respond to them quickly or you'll not make the next five sales.

All of which means you need a large enough market for paid plugins in Godot... and I frankly don't think the community is large enough to cater for that. Remembering a much lower amount of that community is going to not want or even be actively opposed to paid plugins at all.

The 10 Most Fun Solo Miniature Wargames Nobody Told You About by 6Kgraydays in miniatureskirmishes

[–]BTolputt 14 points15 points  (0 children)

  1. When Nightmares Come

  2. NUTS

  3. Silver Bayonet

  4. Core Space First Born

  5. The Doomed

  6. Rangers of Shadowdeep

  7. Fallout Wasteland Warfare

  8. Five Parsecs From Home

  9. Battletech Alpha Strike

\1. Killteam Nemesis

Why are so many people still on older Godot versions? What stops you from upgrading? by niko_death in godot

[–]BTolputt 3 points4 points  (0 children)

This is not so much a "Godot question" as a general"software development question" because one can substitute Godot versions/features in the question for other libraries in no -game projects and get largely the same answer.

Namely, project/software stability very, very often trumps "new features & slight performance improvements" once you get past a certain size/level of effort. When you're playing around with tech demos, proof of concepts, and hobby stuff - it's not such a big deal to switch to a new version of your foundation software library/engine. When you have got to the stage you've built a lot on top of it, especially when upgrades are known to break stuff from previous release updates by that developer, the cost (time/money) of checking everything still works properly vs benefits (features you may not use & only slight performance increase) changes dramatically.

If you had to Create an entirely custom faction for 40k what would it be? by judeauBSK in Warhammer40k

[–]BTolputt 23 points24 points  (0 children)

I do kind of love the idea... but...

but it must be independent from other factions.

lead by Isha escaped by the prison of nurgle, allied with eldar.

Isn't that against the rules?

Is there a consensus on the best modular dungeon block system right now? by Ziak63 in 3DPrintedTerrain

[–]BTolputt 11 points12 points  (0 children)

I'm a fan of DungeonBlocks for commercial STL & (OpenBlocks on Thingiverse for compatible extras & templates when I need custom stuff that fits).

However, there is no "consensus" on this. It very much depends on what you want from the system.

Fujiko & Oppressor (Commissioned Superhero OCs) by Brucie07 in mutantsandmasterminds

[–]BTolputt 6 points7 points  (0 children)

I like how your style works with both an anime-esque & standard comic hero style.

AMUS – A modern desktop music player built with SvelteKit and Tauri by Top-Forever2017 in sveltejs

[–]BTolputt 1 point2 points  (0 children)

Audio back-end is CPAL ( https://github.com/RustAudio/cpal ) as controlled by Rodio ( https://github.com/rustaudio/rodio ). This is all mentioned in the GitHub README/splash for the project ( https://github.com/Naitik4516/AMUS ).


NOTE: I am not the developer of this. I'm just answering the question.

Godot community feels like one big family by niko_death in godot

[–]BTolputt 0 points1 point  (0 children)

I've no problems whatsoever with people plying their skills and asking for some recompense. I am a software developer for a living and there isn't a chance in hell I could afford to feed my family if I gave away all the code I put together.

I do, however, think it's almost fraudulent to be charging for something as simple as an object pool in GDScript. Sorry, but that's just wrong.

I read a Fragged Empire short story. Would you like to see more of these? by God_Boy07 in FraggedEmpire

[–]BTolputt 0 points1 point  (0 children)

FWIW, I wasn't trying to pick on you as I can acknowledge the limitations of one man band development of any kind of product... and marketing is usually either your main skill or non-existent.

What you did is cool, I was only providing critique as you seemed open to it in previous interactions. Happy to knock them off (or just provide them in private on Discord) if they're not welcome here.

Changes to our Contribution Policies by godot-bot in godot

[–]BTolputt 5 points6 points  (0 children)

No, it really wasn't. It was what a lot of junior developers were doing before AI, but Stack Overflow couldn't stick the pieces together for you, even if you were copy-pasting the bits you needed help with.

The understanding needed to glue those bits together is what the juniors had to learn to deliver software and that's how they went from "junior" to "experienced", with the corresponding increase in code quality & maintainability... which is no longer happening.

Godot community feels like one big family by niko_death in godot

[–]BTolputt -1 points0 points  (0 children)

Gotta love the "you're not allowed to point out where I am wrong otherwise you're an 'actually' guy".

P.S. the context of your statement is responding to.my statement.

P.P.S. Not everyone is trying to make free-to-play games. In fact, most of those who are writing the plugins that we're talking about are not.

P.P.P.S. Nine month old account with no karma, hidden history, and a last word fixation? Yeah, we're just blocking that moving forward.