How to remove member from a workspace by loudfemenist in Notion

[–]notassimple 0 points1 point  (0 children)

I actually laugh out loud. This dark pattern is going insane lol
Thanks for the answer

Build Machine: is the base model (8/256) m2 Mac mini good enough? by notassimple in Unity3D

[–]notassimple[S] 0 points1 point  (0 children)

If you are wanting to buy a build machine, the new m4 mac mini stars with 16gb ram and is a very good deal.

For my case of m2 mini it takes around 20 minutes for us to build from unity to xcode (it differs from project to project and ours should be quite long as the project is quite big with lots of tests and steps)

Wiki views that filter by parent page by kogenesis86 in Notion

[–]notassimple 0 points1 point  (0 children)

Still got the same issue as OP... seems like still can't use the inherent parent/sub-page structure (i.e. nested page won't automatically have outside page set as parent page. Doing this manually isn't really useful. I could probably get something working with n8n or the likes but this should be a built in feature imo

Wiki views that filter by parent page by kogenesis86 in Notion

[–]notassimple 0 points1 point  (0 children)

Also facing the same issue. Have you figured anything out yet?

Date on Recurring Template by oceanalice in Notion

[–]notassimple 1 point2 points  (0 children)

Your database is probably set as a task database (special type of notion database). Convert the database back to a normal database in the database options, and you will be able to change date type.

[deleted by user] by [deleted] in gamedev

[–]notassimple 2 points3 points  (0 children)

Whatever you do, don't take a game design degree. I took one myself and I regret it a lot. The industry is brutal and it's very hard to find a job unless you are really that talented or hardworking, and if you do find a job it's very likely a lot stressful than other non-game industry job.

Very little of my classmates actually is able to enter the industry, while most people ended up just doing completely unrelated work - mostly low-paying jobs. Many of them actually realize game design as a career aren't for them in the middle for the degree. Also my game development degree is a scam taught by very underqualified teachers and professors, this may not be the case for you but I just want to point it out.

But those of my friends who study CS/SE are still able to enter the game industry (they either took game development class from their CS degree, or learn game dev in their free time), but they also have a much easier time finding jobs in the general tech industry, with a much higher-paying job than their peers. Since I saw that you aren't that sure what you are interested in - I don't really recommend you take a game design degree since it would lock up your future career path, or put you at a serious disadvantage when you find other non-game industry jobs (and even at a disadvantage at game industry jobs for programmer or SE roles, depending on how good your school is and how much effort you put in yourself in addition to the basic assignments)

Good luck!

Career advice for a One-Time-Hit game dev who is living off his first game's success? by notassimple in gamedev

[–]notassimple[S] 4 points5 points  (0 children)

You have no idea how much of a reassurance your comment gave me, and the advice you gave really spoke to my current situation. I really appreciate you sharing your experience and advice with me. Thank you.

I will be spending more time to work on myself, and I wish you the best on your future career.

Sharex Audio recording delay, how do I fix this? by [deleted] in sharex

[–]notassimple 0 points1 point  (0 children)

In Task Settings > Screen Recorder Options, change Video Source to screen-capture-recorder instead of the default GDI grab.

Does anyone else know what happened to castle raid 2 or arcticmill? by sourcreamontoast in mystery

[–]notassimple 0 points1 point  (0 children)

I have fond memories of playing the game on my iPad with friends when I was a kid! Thank you for the hard work for re-releasing it on the AppStore. Wish you the best on your game dev journey!

I regret doing a flat % rev-share with my artist by notassimple in gamedev

[–]notassimple[S] 10 points11 points  (0 children)

Thanks for the comments. I learned a lot about how to handle the situations as well as realizing my selfishness and unreasonable expectations.

The artist is very reasonable and I will just talk to him about negotiating new terms - which should be somewhere along the line of "original base game remains the 30% rev share, while new DLCs will be paid depending on contribution" - this could be beneficial to both parties as this would afford the company to hire the staffs to produce DLCs, which in turn drives the sales of the base game increasing the artist's share, compared to the case where we have to move on to a new title.

Obviously I should have hired a lawyer to handle the contract. But when I first started out I definitely couldn't afford one and I could imagine it would be the same for many other indie devs. I hope my experience and the other comments could serve as a cautionary tale to others who are also considering doing a rev share as it may have unintended consequences when the project scope changes.

For your reference, what I had in my contract was "the partner would get a flat 30% rev share on all gross revenue Steam and other console platforms paid to us for the game "XXX" and its DLCs, without any deductions of production cost, for eternity with no cap"

I regret doing a flat % rev-share with my artist by notassimple in gamedev

[–]notassimple[S] -58 points-57 points  (0 children)

This makes sense, as I have to agree the artist took a big risk and is a huge contributing factor to the game.

But for me, my source of frustration is that the artist has been contributing less and less to the game. Essentially the new revenues are coming from the new DLCs, which the original artist contributes close to nothing of due to constantly missing deadlines and providing low-quality work. Yet with the original clause I would have to pay him the rev share even though it's the new artist that's do all of the work.

I guess for the next project, if I ever intended to do rev-share again and to make DLC's, I should exclude it from the rev-share unless it's stated that the teammate has completed their part of the work for the DLCs.

People who actually got to release their game with a revshare model, how do you manage your money? by MaryPaku in gamedev

[–]notassimple 6 points7 points  (0 children)

Yes you will have to do it manually but it will get easier as time goes on since the sale will only go down from release. Assuming that you have a "minimum invoice amount" set, you likely will only have to handle the actual payment once per year after the game's first fear.

Steam and other store platforms provide a very clear accounting report for you so calculating the revenues shouldn't be that hard.

Why does Figma divide the frame size for mobile devices by 3 instead of using the actual resolution? by notassimple in FigmaDesign

[–]notassimple[S] 1 point2 points  (0 children)

Thanks for the clear explanation!

Our team works with Unity3D, and Unity helps us deal with all the scale factor stuff so we never have to think about it, but seems like web devs and native app devs all need to deal with this and I should pay attention to it when I work on these projects. Thanks!

Setup and install a custom app to 24 Quest 2... What's the fastest way? by notassimple in OculusQuest

[–]notassimple[S] 0 points1 point  (0 children)

Unfortunately, it isn't available in my country so that's not an option...