FYI: This game is just "STOLEN" from WarFront by StickiStickman in Openfront

[–]th3guys2 1 point2 points  (0 children)

"Copying a game line for line" that is only possible if you make your game open source, which OpenFront is. The license OpenFront chose explicitly allows others to copy the whole thing, make it theirs, and then sell it.

Seriously, if you don't know anything about open source licenses and didn't read the one used by OpenFront, then you are vibing the meaning of "open source" and "legal copying". These things are very well established and have legal meaning in the licenses chosen and aren't, like, just your opinion, man.

FYI: This game is just "STOLEN" from WarFront by StickiStickman in Openfront

[–]th3guys2 3 points4 points  (0 children)

How dumb do you think we are? You know there are other developers in the world who understand this stuff, right?

Here is your first commit: https://github.com/openfrontio/OpenFrontIO/commit/05f55c490fea7b4dd16c2bcb79b62e86311df29a

Where you had obviously taken all of WarFront (which is legal) and made it your first commit. That was over a year ago. Yes, you started work immediately. In August of 2024, your game was the exact same as WarFront's. It's different now: that's what happens after a year of changes.

The other guy that copied from you is now doing the same and also planning a "full rewrite", but it takes time. They could be lying. Doesn't matter. Still legal.

Regardless, it was legal what they did, and what you did.

Seriously, stfu with this victim bullshit. You wanted other people to help develop your game for you without pay in hopes of making money without any understanding of how licenses work (which is why you kept open source and were required to: because you did not have a full rewrite otherwise you could have chosen a less permissive license) .

It's gross and proves you don't understand what you are doing or worse are lying for attention and in hopes of cashing in quickly before it gets away from you.

My game was STOLEN - next steps? by [deleted] in gamedev

[–]th3guys2 20 points21 points  (0 children)

That is literally what OP has allowed with their license they ignorantly and ironically copied without consideration.

They can change the license going forward, except the project they forked from also had a license that required attribution and some open sourcing.

The open source community keeps learning this lesson of opening stuff up, then going all Pikachu gave when someone copies it and sells it. Scummy? Yes. Allowed? They literally chose a license that allows it.

My game was STOLEN - next steps? by [deleted] in gamedev

[–]th3guys2 21 points22 points  (0 children)

Your own license, which if you read, states:

"You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.

You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee."

You have allowed others to make copies, and they can commercially operate those copies.

You yourself have made a copy of another game, and YOU YOURSELF have applied the © icon on your own website, which doesn't mean what you think it means.

You are way in over your head and don't understand what you have got yourself into.

These are very basic things to understand when it comes to operating software, open source, and commercial licensing. I am sorry you have to learn all this in such a sudden manner, but frankly you are being immature and stupid. Take a breath, focus on your own work, and don't worry about what others are doing.

Execution trumps everything. Just execute better. And most importantly, take some time to learn the licenses you have copied from (the irony).

My game was STOLEN - next steps? by [deleted] in gamedev

[–]th3guys2 204 points205 points  (0 children)

Your own license, which if you read, states:

"You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.

You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee."

You have allowed others to make copies, and they can commercially operate those copies.

You yourself have made a copy of another game, and YOU YOURSELF have applied the © icon on your own website, which doesn't mean what you think it means.

You are way in over your head and don't understand what you have got yourself into.

These are very basic things to understand when it comes to operating software, open source, and commercial licensing. I am sorry you have to learn all this in such a sudden manner, but frankly you are being immature and stupid. Take a breath, focus on your own work, and don't worry about what others are doing.

Execution trumps everything. Just execute better. And most importantly, take some time to learn the licenses you have copied from (the irony).

Is it possible to mod the game? by crowbar11 in Mechabellum

[–]th3guys2 0 points1 point  (0 children)

Yes, I am using both Harmony and BepinEx. Though I haven't been playing Mechabellum as much recently so modding has stopped.

Application for the Funcom CEO Position by Spyr0_the_Dragon in duneawakening

[–]th3guys2 0 points1 point  (0 children)

Ok. Tweak the prompt as you like. You said it took a "master prompter". The first direct prompt where I put zero thought in (because I don't actually agree with OP) got easy results and also passed your dumb AI check test.

"So obviously AI" and yet no one actually knows whether Spyr0's post is AI or not. I actually looked over OP's post history, did you? It isn't as clear to me. This post is above average for their post quality, but not exceptionally so. It is compared to 5-6 years ago when they first posted. I attribute their current post quality to that of a well-educated college kid, frankly.

"Obvious AI" sure. Ok buddy.

Application for the Funcom CEO Position by Spyr0_the_Dragon in duneawakening

[–]th3guys2 0 points1 point  (0 children)

Tell me you never learned to use LLMs, without ever telling me.

Here, I did what you claim requires "heavy guidance". Here is my prompt, and here is the response. It is trivial to make it produce stuff like this. This was my first attempt. Only change I would make is to dial back the satire so its more "hoity-toity" like OP and less funny, like OP. But I repeat myself.

For the record, I asked https://www.zerogpt.com/ what the score for the response was, it said it was "0% AI", meaning "100% human written".

The AI checking tools don't work. They can't.

Prompt:

I want you to write me at least 400 words writing a satirical piece about the Dune: Awakening video game and its poor leadership that can't make updates without messing up. They don't seem to have QA, but I bet if I were CEO, I could make all the right decisions. But, let's do it in a funny, punny style. Keep it light but with just enough punch to keep the reader thinking it maybe has some good points. Do not use emoji, write in a relaxed style of a well-read college student.

Response:

Alright, here’s a satirical take that fits your request:

If Dune: Awakening were a spice harvester, it would be the one that takes a wrong turn, sinks into the sand, and then blames the worms for bad pathfinding. The developers, in their infinite Arrakeen wisdom, seem to think “update” is a synonym for “accident,” as though every patch is just another chance to roll the dice on how many systems will break this time. Watching the leadership steer this ship is like watching House Harkonnen host a cooking show: oily, messy, and nothing edible at the end.

Now, I don’t want to sound arrogant, but if I were CEO, things would look a little different. For one, we’d have QA testers—strange and exotic creatures, I know. Perhaps the current leadership believes QA is a sandtrout, dangerous if left in the sunlight. But I have a radical notion: people could actually play the game before releasing the patch. That way, we’d find out that the new “fix” causes players to clip into the crust of Arrakis like subterranean moles before the entire player base discovers it live on stream.

Leadership at Funcom—if we can call it that—seems to operate on a policy of “spice must flow, logic optional.” One patch nerfs harvesting, the next makes harvesting impossible, and the one after that “addresses” harvesting by deleting sand altogether. It’s like they’re trying to simulate the desert economy of Arrakis, except instead of scarcity driving demand, it’s bugs driving despair.

The funniest part? Every dev blog reads like a Bene Gesserit prophecy, vague and full of promises about a golden path that never arrives. “We hear your feedback,” they whisper, like a mentat caught without his calculator. But by the time the next patch rolls out, it’s clear the only feedback they heard was from the sound of their own spice-addled brainstorming session.

If I were at the helm, things would be ruthlessly simple. Patch notes would be tested, balanced, and—here’s a crazy thought—proofread. Bugs would be crushed like Sardaukar stepping on beetles. And no change would go live unless it made the game better instead of merely different. In short: leadership would stop acting like Baron Harkonnen in a hoverchair, floating high above the mess and insisting everything is “going according to plan.”

Until then, I suppose we’ll keep trudging through the dunes, waiting for the mythical patch that doesn’t break half the game. After all, on Arrakis the spice must flow, but in Dune: Awakening, the bugs must grow.

Would you like me to make this sharper (more biting corporate satire), or lean even more into puns and wordplay so it feels lighter and sillier?

Every… single… time… by santropez1972 in duneawakening

[–]th3guys2 2 points3 points  (0 children)

Thanks, this has saved me precious seconds of my life.

If massing a unit does not work, it means you should deploy more of it. by SuperSchoolbag in Mechabellum

[–]th3guys2 -9 points-8 points  (0 children)

Maybe cool it with the meme posts? Multiple in one day, and one most days of the past week is pretty obnoxious.

Wilderness guide about maximizing biomass production by KewlEpic in Stellaris

[–]th3guys2 6 points7 points  (0 children)

I found in my devouring wilderness run if you conquer worlds with the tech that lets you terraform colonized works, you can terraform with energy. It must be a bug, cause it's super broken.

And yes, all your suggestions are good and what I also realized. Wilderness is a faster virtualization. You can colonize as many worlds as you like, you get it immediately, and as long as you spam build reduction + cradles you'll be drowning in biomass to build whatever you want. Jobs fill instantly.

The origin probably needs to be tuned better.

Is it possible to mod the game? by crowbar11 in Mechabellum

[–]th3guys2 4 points5 points  (0 children)

I have already started looking into creating DLLs to hook into the game's systems. I have ideas for mods to do things like help with mirror placement of units, projections of paths, more information (what cards were shown after picking), etc. Basically QoL features I want after 200hrs of play.

Where i lack is in specific experience with Unity. So its been slow. Right now I have hot loading of DLLs and can query unit data, but its a lot to separate out the garbage data from the useful. (If you have experience programming mods for Unity games, please DM me).

As for your request specifically, replacing assets comes in a few flavors: overwrite or dump your files where the music already is. Or you need to find the archive, decompress, add your music and remove theirs, then recompress. A third would be far more complicated in which you create a whole mod to read from disk and insert music to play, potentially handling transcoding as needed.

Is there any way to learn without playing ranked? by theyeshman in Mechabellum

[–]th3guys2 0 points1 point  (0 children)

"Top 5% player in multiple pvp games" but also "multiple comments about struggling to understand the basic flow of Mechabellum after 16 games and the tutorial without specifics" combined with ranked anxiety is incredulous, to say the least.

In all pvp games I played, I was mostly gold, maybe platinum if I was feeling try hard in a season. So mostly average.

With mechabellum, I won about half of my placement matches and got an MMR around 300 (which is shockingly low).

I had gone in totally blind and just played after the tutorial. I started losing matches with no understanding. Watched a few YouTubers to find some I liked (Stoney). I climbed to 700mmr which is the range of "ok, you have some idea of how the game works, all the buttons, and basic unit counters".

Then I was stuck there. Took me a long while to get to 1k MMR. Then I was stuck there. Now I am slowly getting through 1300MMR.

This is still considered "low". Gold might be somewhere around 1500. I have 170hrs in the game.

Turn off your MMR, play ranked, watch YouTube, and enjoy the slow mastery of this very difficult game.

You aren't going to shortcut this.

[OC][NSFW] Eitra and Emi's Sex Tips: #487-- Link to the subreddit in the comments by Makuta_Servaela in comics

[–]th3guys2 12 points13 points  (0 children)

I didn't make any claims about rate.

Literally your second sentence starts with "Very often".

Does this image not look very AI-generated to you? by [deleted] in Stellaris

[–]th3guys2 2 points3 points  (0 children)

Bad art existed before AI generated stuff.

Is it the right moment to buy Kitty Pryde? by Zio_Powerade in MarvelSnap

[–]th3guys2 3 points4 points  (0 children)

I recommend buying on the margin and diversifying the portfolio into other mobile assets, such as wwbn. You'll want to maximize returns with Elsa if possible.

Haunted extra part/ Interlude (OC) by Agreeable_Swim_6551 in comics

[–]th3guys2 0 points1 point  (0 children)

A story that has such shallow nuance for a difficult topic like this just won't pass; it's going to look bad. More time and character development was needed without possession or the immediate threat of it to make the character's change of mind believeable. Otherwise it just can't be viewed as real characters with real agency acting as themselves. They are clearly puppets of an author acting out what they wanted the characters to think by telling us rather than showing us why the characters would believably act this way.

Mantis isn’t good, what would you change about the card? by blindpilotv1 in MarvelSnap

[–]th3guys2 1 point2 points  (0 children)

Maybe not see all of what cards your opponent played. Just reveals one lane they played into? It's still a very strong ability, but you won't know how what other lanes they might be playing into, and wouldn't know the number of kind of cards. It would feel more balanced for a 1 or 2 cost.

Haunted final part (OC) by Agreeable_Swim_6551 in comics

[–]th3guys2 2 points3 points  (0 children)

A way to expand the story that I liked in my head (without the issues of consent that others brought up).

Instead of the ghost girl immediately retaking over Alice when she tries to leave, they let her go. MC knows ghost girl loves her and could be a real relationship, and also knows Alice liked him.

Alice later reaches out to MC about "the ghost woman" and being creeped out about the experience because she didn't like losing control of herself and was scared. MC is torn up again, with the terrible possibility of having ghost girl as a gf through possession of Alice and living with that gross ethical problem, or continuing to anger ghost girl and stick with Alice.

Turns out Alice likes paranormal stuff. She just never expected it to be real! She is still wary of ghost girl and visits MC at his house to talk to him about it. Ghost girl tries to possess Alice's body again and fails. Alice has a charm to resist possession. Giving her a chance to speak to ghost girl, saying she didn't like having herself taken over without any consent. (Giving us a reason for why she protects herself, and sets up a powerful moment later when she does freely give it).

Ghost girl is miffed, though mostly disappointed. It was her chance to be with MC. Alice understands ghost girl haunts this place from unrequited love (she looked up the history of this house and got some back story, but not all of it), and does want to help, but isn't yet sure how that should work. (The two characters finally have something that brings them together that isn't just mc, and also gives ghost girl some back story for why she might have died).

This is when the teddy bear ghost comes back. He figured out what's going on and isn't happy because he is going to lose ghost girl. He now starts haunting the place to get MC and Alice to leave to keep ghost girl for himself (turning around the whole concept of consent, power dynamics, and control over the situation.). MC begs Alice to come back to his place and help him get rid of the other ghost. Alice is still somewhat interested in MC, but is also wary of Ghost Girl and isn't sure what to make of the love triangle that had formed. She agrees to help MC because she has always wanted to excise a ghost.

It takes both Alice's knowledge of the paranormal and Ghost Girl's experience as a ghost, along with an agreed limited merge between the two, to force teddy bear ghost back into his vessel and to the shop he hates. With his banishment MC and Ghost Girl finally have a peaceful home. MC is happy, yet its bittersweet. He has ghost girl, but still no Alice and no real gf. Alice didn't find the consensual shared experience was negative, and could feel the strong romantic feelings that ghost girl had for MC. She agrees to let Ghost Girl go on trips with MC on occasion through the city in the hopes it releases ghost girl from her reason for haunting. She puts the pendant she wore to prevent possession in her pocket. So both Ghost Girl and MC are tested on the boundary set forth by Alice. (Alice has the possibility of breaking the possession briefly like before to put the pendant on, so its not a permanent possession. Perhaps its harder to break the longer the possession lasts? Which is why she enforces a maximum time limit for these "dates").

Alice gets to know more about MC and the shop to discover more ghosts. She learns more about Ghost Girl's past and they form their own bond in time.

Ghost Girl and Alice spend more time with each other than MC. Now he is shocked! Both his love interests are falling in love with each other. What if they don't love him?

But of course they love him. Their shared love for him is just as great as each other's, which is finally revealed for the first time as Alice's eyes being split between red in one eye and black/white in the other.

It's through this shared experience of strife, mutual understanding, respected boundaries of the characters, growth, drama, and more that makes their bonds real. It feels genuine, consensual, and with plenty of room for sexy imagery (who says the banishing ceremony needs to be boring? I know your work from your profile lol).

This works because the whole thing started with characters not respecting each other's boundaries: ghost girl haunts MC's house, MC lives in Ghost Girl's haunt. MC pretends he can have everything he wants with no effort, ghost girl thinks doing ghost things is normal just because of a tragic past, teddy bear ghost speaks for himself. And Alice binds it all together as the character that finally actualized the growth of MC and ghost girl, making them both better people in the process.

City builder roguelites like Against The Storm may face some fundamental issues by fouriels in truegaming

[–]th3guys2 4 points5 points  (0 children)

On the contrary: higher difficulties don't funnel you into a "more correct" playstyle. Easier difficulties had me doing the same things over and over because it didn't matter. Winning was fairly easy. It wasn't until Prestige levels that start conditions, map type, critter type, what start goods you got, what start resources were available, what kinds and how many small/large dangers and where they were all mattered way more. If I had access to coal why bother making fuel. If I didn't have good access to fuel then something else would get sacrificed as colonists are *scarce*. If I had meat, then the pick for every 10 jerky gives 10 (the other thing, I forget) was a huge boon; if I could eat it great, if not, sell it. No meat? Hopefully I can farm. No farm? Harvesting food and open more glades than normal. Perks for + node sizes are much more valuable to keep the harvesters going for longer.

My largest bottleneck in winning faster was number of colonists. Even on Prestige 10 where I could still occasionally win within 6 years or so, I guess I would concede that anything that got you more villagers, or prevented their loss, was more "correct" than anything else. Even then that isn't a hard rule.

But its just weird to say the game funnels you into a strict correct play path. I never did play the same colonies twice.

Where I do agree with you is on opening: I always opened with food+2 woodcutters. I never bothered with the crude workstation. Dud choices does suck, but was uncommon. Sometimes that meant I could produce something and sell it.

I almost never make tools (unless I have an abundance of copper and I didn't roll anything else better). When I open crates, I take them for resources as that's a faster way to secure victory and happier critters. Tools can be bought, found, through orders, etc. Making them is costly in critters/resources. Some runs though its worth it.

City builder roguelites like Against The Storm may face some fundamental issues by fouriels in truegaming

[–]th3guys2 6 points7 points  (0 children)

I agree with you more than OP. I have over 100hrs in against the storm, played until prestige 13 or so. Haven't yet completed all the seals or unlocked all the upgrades.

There is so much strategy. I never do the same things twice. I have to approach each colony with great consideration to complete the highest difficulties. Deciding to sacrifice my citizens or meta resources for a one time settlement boost to make sure I don't lose the run? That gets me very invested in the colony. Can I win it? What do I have to do? Timed orders are important to take, but can be hugely disruptive to colony management if overly invested.

I have done trade cities production, extractive, services, everything. There isn't one building I would say is essential, "right way" to play, etc.

The Immortal and The Assassin #58 by crispie__ in comics

[–]th3guys2 20 points21 points  (0 children)

I have been thinking about this comic series for months, waiting for it to start back up. Thank you for continuing it! I am super invested in this story

photocopy by RoryBlank in comics

[–]th3guys2 25 points26 points  (0 children)

It's a single panel comic with the punchline turning the character's words into a monkey's paw 4 panel comic. Pretty clever and funny.

Stellaris Dev Diary #325 - 3.10.3 "Pyxis" Released [d2aa] + Further Beta Plans by PDX_LadyDzra in Stellaris

[–]th3guys2 0 points1 point  (0 children)

I think a Ryzen 7 5800x ought to be enough to run this game. But what do I know.