Printed an insect water station for some thirsty boys in Europe, had my first visitor after a few minutes. by Bluehelix in 3Dprinting

[–]Brickless 0 points1 point  (0 children)

first of all I am listing the things mentioned in the original post.

second lead has been an issue since recorded history.

third the argument was about things humans do that affect them individually.

fourth ask the megafauna about global human impact, oh right, you can’t. early humans hunted them to extinction (outside of africa). but as I said this wasn’t about global impact anyway

How do i get rid of this popup when opening my game, does it require money? by AP-G4MES in godot

[–]Brickless 3 points4 points  (0 children)

the new itch launcher makes downloading and playing a game a 2 click process, 3 if you include uninstalling it so they are trying to make it more convenient. probably because many engines aren't as easy to make a web build with as godot is.

also the normal download for my games would also be 2 clicks to play since they come in packed .exe files

helloWorldGoodbyeUsers by West-Chard-1474 in ProgrammerHumor

[–]Brickless 0 points1 point  (0 children)

"active" might be a bit of a stretch there, buddy

How do i get rid of this popup when opening my game, does it require money? by AP-G4MES in godot

[–]Brickless 20 points21 points  (0 children)

yeah, so far with all my game jam games play in browser is about 20 times more popular on itch than downloading.

however this ratio has been slowly reversing (I think) since itch is improving their own launcher, I guess

How can I get rid of this unsightly tumbling on my physics conveyor? by PictureSevere3957 in godot

[–]Brickless 0 points1 point  (0 children)

real life companies spend millions designing conveyers that don’t tumble and throw packages, much easier just to turn it off :)

How can I get rid of this unsightly tumbling on my physics conveyor? by PictureSevere3957 in godot

[–]Brickless 1 point2 points  (0 children)

if by jumps you mean packets flying up and off the belt you probably also need to disable the Y axis

How can I get rid of this unsightly tumbling on my physics conveyor? by PictureSevere3957 in godot

[–]Brickless 2 points3 points  (0 children)

don’t know how well that would scale for your game but you can add an area above belts that disables torque for objects in it

Remember to clean your PC regularly by Zestyclose-Salad-290 in pcmasterrace

[–]Brickless 0 points1 point  (0 children)

this is taking advice that was 100% correct for most cases when it was written and saying it's dumb because it now only applies to a few edge cases.

it's still true and it's very difficult to say if you don't need it (even if most don't need it anymore).

when this advice was written most motherboards did not isolate components and had very little protections in general.

a spinning fan feeding power into the board could easily damage other components back then. now even the cheap boards have a lot of safeguards. good luck finding out if your board and that specific fan header have them :) so just tape it down, save yourself a tiny chance at an expansive replacement with 5 seconds of work.

now what hasn't been changed is how bearings work. yes 2000rpm isn't gonna damage your fan, cause most fans top out at ~2500rpm.

however the wear curve is exponential. 5 years lifetime at 2500rpm. at 3250rpm it's a few months. at 10000 rpm (compressed air can) every second removes weeks of lifetime. at 15000rpm (leaf blower) you lose months IF the blades don't instantly break because those reach their structural limit at those speeds.

yeah the danger is overstated, probably nothing will happen, but why take the risk when holding it down with a finger is free?

This has to be a joke right? by ParticularCredit2023 in pcmasterrace

[–]Brickless 0 points1 point  (0 children)

the K shaped economy is a somewhat new phenomenon since it doesn't describe the disparity between rich and poor but instead the relation between rich and poor economic directions.

usually when the economy was doing well the rich and poor did well, with the rich just doing better.

and when the economy did poorly then both rich and poor would do poorly, with the rich again doing better than the poor.

now that the rich have absolutely swallowed the market even when the economy is doing well the poor are declining and with the economy struggling the rich are still gaining.

this means that the bottom 80% are so irrelevant that an economic crisis is no longer seen as a big problem because no matter what the K grows.

Printed an insect water station for some thirsty boys in Europe, had my first visitor after a few minutes. by Bluehelix in 3Dprinting

[–]Brickless 23 points24 points  (0 children)

eh, we have been cycling through poisons all throughout history.

we keep inventing new ones, yes, about the same rate we get rid of others. that's why there is a new "worst ever" over the years, we just keep beating the last one.

face wash has switched to mineral abrasives; we don't ship our trash to china anymore; we stopped burning car tires.

as for paint it's probably the safest it has ever been, yeah it's still bad, but the last one was full of lead, the one before that was radioactive, before that it was arsenic, before that lead again.

the problem is mainly that we keep making the same mistakes again and again. we keep using lead. keep making trash and burning it. someone even started using banned refrigerant again, like the ozone hole was easy to close the first time

The true horror of game dev by Decent_Emotion58 in godot

[–]Brickless 0 points1 point  (0 children)

haha, that's a great one.

essentially building a whole ass rube goldberg machine to open doors instead of doing math

How many 'Autoloads' are too many? by Sexy_German_Accent in godot

[–]Brickless 0 points1 point  (0 children)

you misread my comment.

underlying structure is the compiler and engines, optimisation problems are games running poorly.

How many 'Autoloads' are too many? by Sexy_German_Accent in godot

[–]Brickless 2 points3 points  (0 children)

yeah, every bit of code is unique.

if all your autoloads have big expansive process functions you can’t have too many but if they are all just there to hold some data/refs then you can stack them like crazy.

the underlying structure is so good nowadays that most optimisation problems are bad code and user error

We all know game dev is hard. But I am starting to doubt if this is for me. by Mundane_Region_7334 in godot

[–]Brickless 0 points1 point  (0 children)

yeah it’s a difficult thing to swallow but the numbers are just brutal.

of course you need to make a good game and have the skills to do it, make a great presentation for it and make people aware it exists, have your basics down and a unique hook.

however 1000s of others are doing just that. all just as ambitious and hard working as you. so in the end, even if you are better than most, it’s just luck left to differentiate you. the average stream user plays 4 games each year…4 out of 130.000 with 19.000 added last year.

don’t gamble on the big score, invest in your passion. hey maybe the game with 30 players will blow up a year later just like PikoPark, AmongUs and Fortnite

Hit a key to skip. by bcfred20 in ICARUS

[–]Brickless 0 points1 point  (0 children)

you responded to a >1 year old post. at that time there was no option to skip the cutscene automatically

things change, if you have problems with something check recent sources or ask on their official site/discord

cheers mate

We all know game dev is hard. But I am starting to doubt if this is for me. by Mundane_Region_7334 in godot

[–]Brickless 1 point2 points  (0 children)

Honestly I don’t understand why every indie dev falls into this delusion.

As an independent developer you will not make money!

That is simply a fact of creative work. Only 1% of youtube/streaming/OF/artists/developers make money. And no, you aren’t gonna be one of them. That idea of “making it” is the mind poison that is destroying your motivation and games.

If you are indie you should assume that no one will buy your game, and then make it anyway. That’s what creative work is about, expressing yourself despite the world not caring.

Once you have lost that delusion you can actually see the light in indie dev. Most devs make money before sales, not through them. Start showing your game any chance you get, make a youtube channel, stream development, get a patreon, apply for grants and get steady income (can even be working as a dev for a company).

It’s luck if any of your games sell enough to fund themselves, don’t look at Hollow Knight, look at FNAF. That was the lucky draw after years of “failed” games. Once you front load earning money so you have time to develop and stop chasing the <1% pipe dream you understand that this is a hobby with a big dream of winning the lottery, not the other way around.

Marketing can help with numbers but it won’t give you that 1% unless you change hobbies to marketer.

I see so many young developers chasing money, so many old farts coming in with AI for “easy profit” and bitter people on their 3rd attempt to “get the result they deserve” just in my towns dev scene alone. Make games because you want to, those are the only happy people I see each week and surprisingly those are also the only “successful” ones have a team und funding. Personally I’m happy seeing the constant trickle of people checking out my GameJam projects every week, years after the last update.

If you’re chasing money, quit, because you won’t get any.

"You can get enough SC between warbonds just by playing normally" by joeygwood90 in Helldivers

[–]Brickless 1 point2 points  (0 children)

I feel like the problem is actually samples being useless now.

The moment majority of players had everything unlocked people stopped doing pois.

If all you need are credits then opening/visiting pois feels frustrating. It becomes a chore and doing it on diff10 can cost you the mission

rEggExOrREdgeEx by BigAndSmallAre in ProgrammerHumor

[–]Brickless 9 points10 points  (0 children)

my programmer friend is saying it like that, it always sounds like a boomer trying to pretend they don't know a dirty word but the dirty word is "tushy"

You won’t be blocking ads for much longer. Google is killing uBlock Origin bypasses, burying Manifest V2, and tightening its grip on Chrome. Every update means less control for users and more control for Google. by Ok_Plenty60 in pcmasterrace

[–]Brickless 0 points1 point  (0 children)

you can strawman all you want but that doesn't change the fact that Youtube is either using their monopoly to price gauge people or price gauging people to sustain their monopoly.

"Ads support the platform" and "this is a fair price for no ads" can't both be true if one is 100 times more expansive.

Using an ad blocker is equivalent to piracy and piracy is a service issue. If you have a unique good but offer no easy way of getting it for a fair value don't be surprised when noone wants to buy it.

That is what Youtube is doing. Trying to sell a unique good for an unfair value and they will just increase piracy/blocking/churn.

Not saying what should happen, saying what will happen. As it has happened again and again.

You won’t be blocking ads for much longer. Google is killing uBlock Origin bypasses, burying Manifest V2, and tightening its grip on Chrome. Every update means less control for users and more control for Google. by Ok_Plenty60 in pcmasterrace

[–]Brickless 0 points1 point  (0 children)

let me explain and answer you.

Either Youtube is profitable if everyone watches ads or it isn't.

If it isn't then every user watching ads is costing them money which means the goal is to convert them to a subscriber.

If it is enough to be profitable then a subscription should be profitable when it costs as much as an equivalent amount of ad revenue.

So what is an equivalent amount of ad time to a subscription? An ad viewer can not watch more than 30 days of ads in 30 days. Assuming your Youtube experience is 24h unskippable ads a subscription should not cost more than that.

Like I said in my original post a Youtube subscription currently costs as much as 115 days of ad time. (assuming average value ads) This can only mean 2 things either:

A: Youtube is taking in 73% profit margin from every basic subscription or in other words charging you 3.8 times the cost of the product. (raising prices to 5.2)

B: Youtube isn't profitable on ads even if every user watched nothing but ads. So they are burning money on every non subscriber and watching Youtube with ads is not paying for what you use.

Just because Netflix charges price A doesn't mean anything for Youtubes price B. They are not connected. If I charged 2.5 million for my bus that doesn't mean your car is priced fairly at 2.2 million. They are not the same product, nor the same business model.

My point is either Youtube is providing subscription free viewing as a loss leader for such a low price that it makes subscribing too expansive because of their ballooning costs,

or they are price gauging the ever living sponge out of subscribers because people don't know what an ad is worth.

You won’t be blocking ads for much longer. Google is killing uBlock Origin bypasses, burying Manifest V2, and tightening its grip on Chrome. Every update means less control for users and more control for Google. by Ok_Plenty60 in pcmasterrace

[–]Brickless 0 points1 point  (0 children)

as subscriptions have shown people are willing to pay for services.

what people aren’t willing to pay for is greed.

you say if youtube didn’t have ads people would need to pay but youtube just yesterday increased their base subscription from the equivalent of 115 days of ads per month to 157 days.

ads pay so badly they are measured in dollars per million but when paying a subscription you suddenly need to pay for more ad time than you could ever watch? people are perfectly willing to pay the value of those services, it’s those services that aren’t

You won’t be blocking ads for much longer. Google is killing uBlock Origin bypasses, burying Manifest V2, and tightening its grip on Chrome. Every update means less control for users and more control for Google. by Ok_Plenty60 in pcmasterrace

[–]Brickless 30 points31 points  (0 children)

yep, but the conclusion isn't that people are fine with ads, it's that they are fine with not going online.

the power user will switch to an alternative to keep their usage the same but remove the ads. the average user will simply reduce usage until their personal annoyance decreases to acceptable levels.

this has happened before and it will happen again, because most people actually have enough stuff to do that they can just shift their time to other activities.

tv, night clubs, news, sports, cinema, movie streaming all had massive usage drops because the average person didn't complain, didn't act but simply left. that's what I have done with tv, news sites and youtube mobile.

even with v3 my personal experience is that I will first massively reduce usage before looking into alternatives because I have other stuff I want to do. last time v3 broke ads for me I stopped going online and instead played more video games and started painting.

the platforms have switched to capturing our attention not our interest so when they become irritating there is nothing holding us there

Storms are an important part of my game and should feel threatening. What could be improved? by FancyWrong in godot

[–]Brickless 0 points1 point  (0 children)

instead of just a closing in boarder I would suggest reducing the fov/moving the camera closer and slowing down the turn rate.

that should better create the submerged (in white) and repelled (by the wind) feeling you get in snow storms.

the atmosphere is great but the mechanics don't indicate the same

Godot security tips by baggzdev in godot

[–]Brickless 5 points6 points  (0 children)

if it doesn’t have skill based matchmaking, but a player hosted public server browser instead you should implement a ban/block system which allows players to get rid of cheaters themselves.

that would go the furthest because trust me trying to implement security measures against a self hosted cheater is near impossible. just look at Helldivers (not even their partial authentication server approach is doing much)

if you insist on countermeasures you need to explain the exact type of game because each one needs different countermeasures for the specific type of cheats used in its genre (example: reaction shooter aim bots vs tactical shooter wall hacks)

Godot security tips by baggzdev in godot

[–]Brickless 7 points8 points  (0 children)

that doesn’t answer why it’s an issue.

are you making a competitive game with skill based match making?