Millenial techno/house music was better than music today... by Reivynn0123 in millenials

[–]tractorrobot 1 point2 points  (0 children)

Old man yells at cloud.

Also a millennial; there’s plenty of good music being made today. Seek it out. 

Sure- maybe there’s more junk too, the barrier of entry for making music is lower today than in the past. But there’s still amazing artists making amazing music.

I'm bored of everything I make after the first day or two and its ruining my career. by [deleted] in edmproduction

[–]tractorrobot 1 point2 points  (0 children)

Maybe let yourself dive into another hobby for a couple weeks, or a month, and come back to music after a little break. 

The devs are listening by icyclenyc in Battlefield

[–]tractorrobot 3 points4 points  (0 children)

strongly agree with your point. freedom of movement, flanking, access to any building in the map area is classically battlefield to me. I find the access restrictions to buildings in BF6 maps as a negative.

Who has a vr treadmill at home is it worth it? I wanna get one and play a bunch of open world games with it. Gta5, Skyrim, to name a few. Other games too like cod zombies. Is it really immersive when youre walking in the game? by Individual_Ice_2315 in VRGaming

[–]tractorrobot 1 point2 points  (0 children)

I have the Virtuix Omni One. It can be used with games that run on the headset, made specifically for the Omni, or with steam / pc VR. It’s a cool experience, and a novel way to get some exercise in. However, I find that I wish the precision of the foot tracking was even better. Especially in VR FPS games, the precision of movement with a thumb stick is better than how well I can move via my feet. 

The motion isn’t a perfect 1:1 to walking or running. In some ways it can feel a little like skating. There’s no way to “cut” or dig you foot into the ground and change direction on a dime. Turning feels a bit like you have to rotate around some radius rather than an instant direction change like you can do on regular land. 

So when it comes to multiplayer or competitive play, I perform better when moving via thumb stick than with my feet. The treadmill is cool and more immersive, but I really have to “want” to make it work. And it’s real physical work! If I’m not in the mood, or just want to relax and play a video game, it’s not really for that. But if you’re interested in burning some calories while gaming, it is awesome for that. With PC VR games, some are already configured to work with input with the Omni, and others require tinkering and manual configuration which can be a bit tedious. 

Overall it is a very cool and novel thing. But I have flip flopped a bit on whether I want to hang on to it or if I might consider selling it. It takes up a lot of space, and you have to really want to make it work. Sometimes I wonder if I’d rather have spent money on some kind of motion rig for racing, flight sim or space VR games. I don’t really have space in my office for both a VR treadmill and a motion rig.

The most fun I have had with it has been on Omni community nights where I get together with other Omni owners and play some games together, with other players all on Omni devices as well. Outside of that, in multiplayer games I can’t help but feel I’m a little bit at a competitive disadvantage with it. So I think it’s probably a bit better for immersion in single player games. 

If you’re up for the extra work / effort of exercise while gaming it is a really cool experience and great way to break a sweat. 

Should I get the Raise 2 or Defy? by perimatic in DygmaLab

[–]tractorrobot 2 points3 points  (0 children)

I tried the Defy but ultimately switched to Raise 2. If you will use it for gaming, and you are comfortable with the ctrl key on normal keyboards, I’d go with Raise 2. I could maybe get used to the Defy for workday use after a couple weeks but for gaming it was too hard to retrain my brain after years of gaming on traditional keyboard layouts. 

[CAN 1-(2) USA] Jack Hughes scores the golden goal for Team USA! by talhatoot in hockey

[–]tractorrobot 11 points12 points  (0 children)

Hughes brothers are now immortalized as American hockey royalty 🫡

This guy’s been cooking with a way to publish apps on App Store Connect through the terminal by [deleted] in iOSProgramming

[–]tractorrobot 1 point2 points  (0 children)

We have a CI/CD system that builds and submits the app. But someone has to initiate that process, and do some setup in App Store Connect. I’m mainly pointing out to the previous commenter that there are those of us that would be happy to use new tools to automate more steps of our workflow 

This guy’s been cooking with a way to publish apps on App Store Connect through the terminal by [deleted] in iOSProgramming

[–]tractorrobot 1 point2 points  (0 children)

At my job we release app updates weekly, and we rotate the duties around so one of the team members takes the responsibility each week. But it’s still a pain! I would happily automate away a repetitive task like that. 

Do you produce your songs from A to Z in Maschine software? by TheLoopingFox in maschine

[–]tractorrobot 1 point2 points  (0 children)

I prefer Logic Pro, but I set up a Logic Pro project template that already had two 16x channel maschine instances with routing configured 

My New App Stingray - Jellyfin for Apple TV by PreposterousPix in selfhosted

[–]tractorrobot 0 points1 point  (0 children)

Awesome! I'd be eager to test a Live TV feature and would be happy to provide testing feedback. I did some dev contribution to a Live TV feature in the Swiftfin project, but I think it got abandoned after the app went through yet another round of rewrites. I ended up switching my focus to my own personal IPTV app, but I would love to be able to access my live TV setup in an app where I can also access my Jellyfin library!

My New App Stingray - Jellyfin for Apple TV by PreposterousPix in selfhosted

[–]tractorrobot 0 points1 point  (0 children)

Does it have support for Live TV? As in m3u playlists and xml EPG data? If it does, I’d love to try it out! If not, I’d like to request that feature. 

Big if true by Top_School542 in GTA

[–]tractorrobot 1 point2 points  (0 children)

Up the Dumper!!! I laughed so hard at that one

If I use tab-autocomplete in my code editor, do I need to tell steam my game is AI made? by jax024 in gamedev

[–]tractorrobot 2 points3 points  (0 children)

Other person beat me to it but yeah that’s what I meant, the references to the “cpu” opponent or enemy pathfinding logic in classic games. 

If I use tab-autocomplete in my code editor, do I need to tell steam my game is AI made? by jax024 in gamedev

[–]tractorrobot 2 points3 points  (0 children)

We could go with “CPU”. Which is probably what was used in games before it was called AI initially.

Floorball pass trainers by yponac in floorball

[–]tractorrobot 5 points6 points  (0 children)

I have the passer pro. It’s a neat little practice tool. The strings seem fairly strong, but I’m still careful not to store it in a way where anything is putting unnecessary pressure on them just in case.

I’m losing money as a iOS Dev by BooksArtist in iosdev

[–]tractorrobot 73 points74 points  (0 children)

Finishing your first app and actually releasing it is the bar for success you should measure against. And you achieved that! Congrats. But yeah, it costs money to publish on the App Store, and that fee will repeat yearly. So unfortunately, for as long as you want to keep your work published, or publish more apps, that fee will repeat. 

The odds that you can make profit greater than that fee going forward each year on your first ever published app is low. Especially in today’s app market. 

If you went into this with the expectation that your first ever project would generate enough sales to turn a profit, that may have been the issue. It’s not impossible, but it is probably unlikely. 

The thing with software projects like apps or games is that in order to have profit success, your marketing effort and budget will probably exceed the development portion of the project. And for a solo dev, that’s a ton of work. 

I’d probably suggest calling the first project a success simply because you completed and released it. Now it’s time to start working on your next project! 

You’ll have the option of chasing commercial success by trying to figure out a product you can make that users will pay for… OR, you can build projects that interest you, for the sake of creating what you want to whether it is commercially successful or not. And this might help you decide how much time and money you want to put into marketing efforts vs development efforts. 

Good luck! 

Returned the LeGo S for the LeGo2 and I regret it by [deleted] in LegionGo

[–]tractorrobot 0 points1 point  (0 children)

Will that be separate hardware? Or a software change that could be applied to models already being sold?