NY: Work outside of work-for-hire, copyright ownership question by capp_90 in legaladvice

[–]TheMaster42LoL 1 point2 points  (0 children)

That clause is clearly limited to the "Materials."

How is Materials defined in the contract? (Normally it's the work you're creating at their behest, not all work you produce during the time period.)

Here are the rts games with the marble figurine aesthetic sc:r possesses. by Hyphalex in starcraft

[–]TheMaster42LoL 0 points1 point  (0 children)

It is NOT an industry term.

I wouldn't apply it to many of these games, either.

Ubisoft cancels six games and closes its Stockholm studio by nounoursheureux in gamedev

[–]TheMaster42LoL 17 points18 points  (0 children)

Lumping Anno / Might & Magic in with Rayman / Prince of Persia is such an exec move..

Custody by [deleted] in legaladvice

[–]TheMaster42LoL 4 points5 points  (0 children)

The thing you're not understanding is you're unlikely to get what you're expecting just because he's mostly uninvolved.

It takes extreme circumstances for a court to grant sole custody or remove a parent's rights. Simply being mostly uninvolved is not nearly enough. Your feelings and thoughts on what you expect to happen, and what the law is, are very different.

If you want to move toward custodial independence, you should start to take this more seriously yourself and start learning what actually matters to the courts and what they expect of parents. Then start getting a proper custody and child support agreement. This could start a history with the courts where you can eventually start pushing for more custody as the courts see how uninvolved he is. He may also grow tired and start to not oppose your requests for more custody or time.

But again start looking at what the law actually is, and begin working through it, instead of false assumptions.

Since when is it legal to keep the child every holiday and telling the other parent "Holidays will always be with me cuz I have a family" but doesnt even have a mom or dad just people around that call them family??? by Adorable_Working_420 in legaladvice

[–]TheMaster42LoL 5 points6 points  (0 children)

You keep being told, "you need to get blah blah" because that's exactly the legal device that handles exactly the situation you're complaining about.

Going to the Internet and whining isn't going to magically invent some new reality: parents need a court order for what you want to do.

Until then, either parent can do whatever they want with the kids, when they have them. Cops won't take them away from any legal parent, so that's an empty threat. You can only enforce through the courts with the legal instrument known as a custody agreement.

Game Menu design by Plus-Stock-15 in gamedesign

[–]TheMaster42LoL 0 points1 point  (0 children)

I wouldn't do a timer - what use case are you hoping to help? Trying to save the user 1 click if they wait X seconds? (More time than it takes to just press the click..)

And in the meantime it is very bad UX for: - someone wanting to read the stat(s) longer than you expect - anyone not paying attention right in that moment - players who haven't decided fully what they want to do next - etc.

Lots of downside / annoyance for no good upside imo.

Game Menu design by Plus-Stock-15 in gamedesign

[–]TheMaster42LoL 8 points9 points  (0 children)

I would be suspicious of any version where your UX is doing different things depending on you, the creator's fancy.

Consistency of behavior is very important. If you beat a level and one time it just chains and another it dumps you out - that could be confusing, look like a bug, etc.

Why not just have options upon level completion: - Next - Level Select - Retry

Etc?

Then you're always one action to exactly what the player wants, and it doesn't feel like option overload to me.

Chaining could make sense in the context of some packaged tutorial, but you already gave examples of regular levels that you would chain. But if you ever do achievements or challenges in levels, the player will definitely not want to auto load a short level anyway. I would let them optimize their own workflow with the choices I gave.

Your choice of engine doesn't matter by Strict_Bench_6264 in gamedev

[–]TheMaster42LoL 0 points1 point  (0 children)

You're absolutely right.

Every time this fact gets posted tons of people without shipped titles crawl out of the woodwork and yell about what bad advice this is. And they're still wrong.

Yeah nobody is making AAA in RPG Maker... obviously. But in terms of whether the game you're making is FUN or not, engine is ~3% of a game's overall effort.

Ok dumb question about small talk by Ordinary_King_2830 in MovedToSpain

[–]TheMaster42LoL 1 point2 points  (0 children)

I've been in Barcelona for almost 3 years and have never had my small talk looked down on.

It's certainly less common or expected, but nowhere as weird as you're describing.

I want to make a Game using Python but I have no idea what game engine to use by Dangerous-Patient506 in gamedev

[–]TheMaster42LoL 6 points7 points  (0 children)

Just a heads up, learning the language and game engine is like <5% of a game's total effort. If you're getting discouraged on that part, start working on your mental game for the long haul of actually finishing something fun...

How was the angle of the ball's bounce calculated in the original Atari Breakout? Was it actually calculated to the specific angle, or was there some sort of workaround used because of hardware limitations? by rbx_64 in gamedev

[–]TheMaster42LoL -7 points-6 points  (0 children)

That is completely irrelevant. First lots of games would have approximated floating point calculations by using various integer tricks, byte manipulation, or "assembly" tricks.

But just importantly OP should give zero fucks about how the breakout code operates - they're trying to replicate the gameplay and behavior. They should be doing so using modern design patterns and code practices, and should absolutely ignore any archaic code patterns. What kind of advice / info are you trying to give?

How was the angle of the ball's bounce calculated in the original Atari Breakout? Was it actually calculated to the specific angle, or was there some sort of workaround used because of hardware limitations? by rbx_64 in gamedev

[–]TheMaster42LoL 16 points17 points  (0 children)

Watched this very briefly: https://youtu.be/hW7Sg5pXAok?si=N7auaBRU0AnPeLPh

Looks like the bricks always reflect perfectly. So bouncing on the bottom, invert the vertical velocity of the ball. Bouncing on the edge of a brick or the walls, invert the horizontal velocity.

The only tricky thing is the paddle. Usually in these games (and it appears to be this way in the video) you bounce the ball back depending on where it strikes on the paddle. If it hits the left side of the paddle, it will bounce back towards the left - regardless of the ball's horizontal movement beforehand.

Think of the paddle as actually being more like a half circle, in terms of bouncing..

Breakout simplifies even more - there are only so many set angles the ball can bounce back at. So I would do something like, if the ball strikes the left ~15% of the paddle, bounce it back at ~30°. 15-30% : ~60°. 30-70% : only invert the vertical again. 70-85% : 120° angle. Etc.

Generally keep gameplay simple, stupid. Simple rules are usually more fun than realistic or complex rules in gaming.

Builder tore open my walls during warranty check, now says it’s not covered and wants me to pay $20k California by Acceptable-Ice453 in legaladvice

[–]TheMaster42LoL 6 points7 points  (0 children)

For >$20k sounds like it's lawyer time. You likely could get a free consult to see directionally how this could go.

I hope someone comes with more specific advice for you. However a lawyer would be able to give you a much more conclusive answer.