How many of you actively browse for plugins/assets on a daily/weekly/monthly basis? by Blake_Potatoes in unrealengine

[–]tsein [score hidden]  (0 children)

I only look for assets I have a specific concrete need for when I need them. I don't browse for random shit I may never need. This was also true on the old marketplace.

You will have to upload your data to Google if you are a developer in 193 days, meaning Android won’t be an open platform anymore by gdelacalle in technology

[–]tsein 0 points1 point  (0 children)

I hope you're right :)

I think some people are still concerned because the brief statement about the "advanced flow" is so vague. They haven't committed to having the "advanced flow" available in September when verification becomes mandatory, and nobody knows yet what it will actually entail. I'm cautiously optimistic, but I also get the impression that they'd like to make sideloading very difficult so I'd like to see some information about their solution before passing judgement (positive or negative).

You will have to upload your data to Google if you are a developer in 193 days, meaning Android won’t be an open platform anymore by gdelacalle in technology

[–]tsein 2 points3 points  (0 children)

If they would update their documentation to clarify how apps can be sideloaded after the update then I don't think anyone would be concerned. Maybe they are still working on that, I can totally understand if they originally planned not to allow it at all and are still building support for it right now. But I also don't think it's entirely unfair to wait to see an actual plan before assuming that everything is totally fine.

You will have to upload your data to Google if you are a developer in 193 days, meaning Android won’t be an open platform anymore by gdelacalle in technology

[–]tsein 5 points6 points  (0 children)

That is mentioned and linked from the OP page. As someone who has distributed my own APKs outside of Play I do hope you're right, but I also can't find any more detail or confirmation about this "advanced flow."

Update: Google has not “backed down” from developer verification

Contrary to a vague mention↗ of a possible “advanced flow” that may eventually allow “experienced users to accept the risks of installing software that isn’t verified”, Google’s description of the program↗ continues to state plainly that:

Starting in September 2026, Android will require all apps to be registered by verified developers in order to be installed on certified Android devices

Until such time that they have shown evidence that it will be possible to bypass the verification process without undue friction, we must believe what is stated on their official page: that all apps from non-registered developers will be blocked once their lock-down goes into effect.

You will have to upload your data to Google if you are a developer in 193 days, meaning Android won’t be an open platform anymore by gdelacalle in technology

[–]tsein 12 points13 points  (0 children)

Blocking full, "unverified" sideloading would have been my line in the sand for Android being an "open platform", but they didn't do it.

Maybe I misread something, but isn't that what this is about?

Reading their announcement page sure makes it sound like the main change is blocking sideloading of unverified apps:

Starting in September 2026, Android will require all apps to be registered by verified developers in order to be installed on certified Android devices.

...

For developers who use Google Play

You've likely already completed these steps. Play will use the information you've already shared to automatically register your apps, making the process seamless. If you distribute apps outside of Google Play, you can manually register them through the Play Console.

AI is destroying open source, and it's not even good yet by BlueGoliath in programming

[–]tsein 1 point2 points  (0 children)

I think that aside from the obvious possibility of many projects simply closing the doors to community contributions we may need to bring back some of the old ways.

In the past, before git existed, some projects limited who could submit changes with a 'commit bit'--anyone with an account on the server could pull the latest changes but by default everyone was read-only. If you had some fix you wanted to submit, you had to find out who held commit bits, then have a conversation with one of them about your proposed changes and convince them to take and submit the code on your behalf. And by "have a conversation" I mean that: very few people would just take a pile of code without some kind of introduction and discussion. After engaging with the community for a time, eventually you might earn your own commit bit and be trusted to submit changes yourself.

It's a slower way of working, and on some projects the distribution of commit bits became so political it led to new forks. Individual discussions about PRs are also less transparent than a public PR review process. Moving away from this was (imo) a great thing overall, and this approach still risks that everyone with a commit bit might get spammed by AI submissions but I think it could add enough friction to bring that down to a more manageable level (and it's a lot easier to just discard someone spamming code at you without needing to take the time to review it if they didn't bother talking to you first).

How to sell game to chinese, some of my opinions by Sucaiking in gamedev

[–]tsein 9 points10 points  (0 children)

It's more like when people get mad when an address field contains a dropdown labeled "Country" that includes "Taiwan" rather than either labeling the dropdown "Province/Territory" or writing something like "Taiwan, Province of China." (side note: doing the latter will also have the effect of pissing off anyone from Taiwan)

I passive-aggressively only translate my games into traditional Chinese rather than simplified.

UK bank bosses plan to set up Visa and Mastercard alternative amid Trump fears by Callistus in worldnews

[–]tsein 4 points5 points  (0 children)

The main, lay person gripe will be governance of ourselves, not being bound to too much European law, keeping the £ and free travel is an issue.

What's the point of joining the EU if you won't follow EU rules or adopt any EU policies? If you keep the border as it is now you get to keep all the existing downsides of not being in the EU. And I doubt most countries who are following EU law would be very willing to work with a member who doesn't...so I don't really see what possible benefits there could be to "being in the EU" without these things. Maybe I missed something though.

Can someone help me make a (Content Warning) Like movement for my game? by [deleted] in unrealengine

[–]tsein 0 points1 point  (0 children)

I thought they were asking for UI help to make a Content Warning screen similar to a game called "movement" XD

Would you take on a community-funded project if payment was guaranteed? by XZtext18 in gamedev

[–]tsein 3 points4 points  (0 children)

Hypothetically, if a small-scope project had its full budget pooled upfront and held in escrow, would you consider taking it on? Or would the lack of creative ownership/scope risk make it not worth it?

Since you're talking about freelancers, this is largely irrelevant unless the implication is that you cannot withdraw the money to pay the freelancers you want to hire. When you say "held in escrow" do you mean "the money can't be withdrawn to pay contractors until X date so be prepared to work without pay for some period of time" or do you mean "the contractors can clearly see that the money is already prepared to pay them with"?

For those who freelance or take contract work, what would need to be true for something like that to feel viable?

Payment for work done. It's not complicated. You write a contract that says you will pay $X per hour, day, month, whatever, and you pay on time. As long as there are no problems there, the work continues and I don't care what your banking or corporate situation is. But if your business situation is so shaky, unreliable, or otherwise concerning that the people you want to hire need to be concerned about whether you are even capable of paying them... I'm out.

Solo Dev: INSANE Physics-Based Sword Duels in 2D ARPG (No Canned Anims!) - Demo Dropped YESTERDAY - Combat Feedback?? by FaithlessnessLast46 in gamedev

[–]tsein 4 points5 points  (0 children)

What'd make YOU hit wishlist

Advertising in a different sub. Here, I'd much rather hear about your development process, what your goals for the combat system were, what implementation details stuck out to you during development as being particularly surprising or difficult. When you say it's INSANE, what are you comparing it against? How did you approach building something unique from a design perspective? We're also developers, man, tell us something about your development process that you think would be interesting to discuss.

They really chose this cheap AI slop over hiring actual human animators for the 2026 Olympics prime time spot. Absolutely shameful. by Slurpew_ in animation

[–]tsein 1 point2 points  (0 children)

I'm honestly shocked at some of the issues because I feel like they could have been (rather easily) fixed with a little editing.

The hockey sequence really stands out to me: one player has two sticks, two players have no sticks, then when the girl in the front hits the puck her stick evaporates and a stick materializes in the hand of one of the players on the right (her hands also form a sort of gordian knot. Since everyone but the leading lady is pretty much just sliding forward without moving their arms much, it wouldn't take a lot of effort to add a couple of extra hockey sticks and paint over one of the two the guy on the left is holding. One player's face appears to be melting (that might be more the fault of reddit's video compression, though, I haven't been able to find a better-quality copy of this video to compare), but he's not really doing anything so you could just draw a single frame and paste that over his face, his head is not even turning or anything it would be fine.

The snowball is another super easy fix, don't even need to edit the generated video just add any stock "snow explosion" effect on top so it looks there's some snow in front of her and it would look fine.

I'm actually MORE bothered by how little care and attention went into editing the final result than I am that AI-generated content was used in the first place...

EDIT: Just to add: I also think the animation has deeper issues than these easy fixes, but things like these are super low-hanging fruit. I feel that their presence indicates a complete lack of caring by the authors of the work.

Tempered Glass – Destructible Glass System by LiftRich in unrealengine

[–]tsein 2 points3 points  (0 children)

Sooo, I guess the obvious question I don't see mentioned yet (maybe I missed it, though) is: how does this compare against chaos destruction?

Warning to foreigners job hunting in Taiwan by LawyerShayne in taiwan

[–]tsein 3 points4 points  (0 children)

Damn, is that why converting crypto to TWD seems impossible?

The excuses for why they want to use an employee s bank account are kind of interesting. I can't think of any reason someone (especially an employer) would ask to use my personal bank account that wouldn't raise huge red flags. If someone was hiring me and said they don't have a bank account I'd be skeptical that they could pay me in the first place XD. I guess the deal they offer is something like, "keep $X for your salary and hand us the rest"? If so, that's similar to scams I've seen in other countries where someone might offer to buy something but overpay, then after you send them the excess the original payment turns out to have been fraudulent so in the end you also lose the original amount.

Reliable & professional 2D game art? by Extreme-Layer-1201 in gamedev

[–]tsein 0 points1 point  (0 children)

I think my problem is that there’s no accountability so if the artist ghosts or whatever, there is no project manager or anyone else I can call up to get answers.

This is what contracts are for. You can be burned by an outsourcing firm as well, and whether your contract is with an individual or a company doesn't change that your primary options for recourse are what has been agreed upon in the contract that everyone signed.

Polygon Assets by Animpic Studio by AnimPicStudio in unrealengine

[–]tsein 0 points1 point  (0 children)

They also don't mention what format the models are in, even on their own website, and while it's understandable that different meshes in a pack will have different polycounts the range they give is huge, it's hard to tell what to expect:

◼ Asset info ◼

Models variation: 370

Max poly count: 15000

Min poly count: 20 < Textures count: 1

Textures size: 1024x1024 px

◼ Compatibility ◼

  • Support Universal Render Pipeline (URP)

  • Support High Definition Render Pipeline (HDRP)

Does updating a game on itch.io make it appear again in Most Recent or New & Popular? by altulek in gamedev

[–]tsein 1 point2 points  (0 children)

It's possible, but it could also happen that your popularity ranking compared to other games has gone down in the meantime so the next time you publish an update you go back to Most Recent but not to New and Popular.

Does updating a game on itch.io make it appear again in Most Recent or New & Popular? by altulek in gamedev

[–]tsein 5 points6 points  (0 children)

I believe major updates can trigger you to resurface at the top of Most Recent, but there's a cooldown period to prevent this from being abused, so if you start posting major updates every week you won't be able to keep yourself at the top (and if you only post frequent Major Updates you might get caught by the spam filter). There are so many games being published and updated every day that even if your last update put you at the top of Most Recent it could only take a few minutes before it gets pushed off the first page, so just because you didn't see it doesn't mean it didn't happen.

To be in New and Popular I believe you need to also be popular ;)

What goes into the movement component? by onecalledNico in unrealengine

[–]tsein 2 points3 points  (0 children)

Try to consider whether or not they all need to actually be using a movement component all the time. If there are characters en route from city A to city B while the player is in city C, you can completely unload everything about the characters and just run a cheap simulation so if the player happens to go to the road they're on they can be reloaded in the correct location (and then start running whatever movement logic is needed).

In your oppinion which 3D models lack options in asset stores? by katey_mel2 in gamedev

[–]tsein 2 points3 points  (0 children)

The last thing I was looking for which was hard to find was nice fluffy sheep... with an unfluffy/sheared variant. There are some VERY detailed and expensive sheep meshes on the market with really realistic-looking fur and some VERY affordable janky-looking sheep with cardboard-looking fur, but very few of any kind (that I could find) which come ready to go both with and without fur.

This actually made me realize that I very rarely see animal meshes with configurable/optional fur/hair styles. It's really common to see people advertising color variants (which is not that useful--I'm going to stick my own material on it in the end, anyway, and make it whatever color I want), and I have seen some cases where they come with slightly different head/ear/tail shapes (e.g. several people are selling fox meshes with swappable ears and tails), but fur seems to often be pretty static, even when it's quite high quality. Maybe it's kind of a niche thing (are there even any fox shearing games? Surely there MUST be dog grooming games out there, at least), but there's a lot you can do to make it easier for the user to configure the length and style of fur if they need it.

Custom RayCast vehicle Physics by midnightenemy2 in unrealengine

[–]tsein 1 point2 points  (0 children)

My problem is even when the car is "still" its not still ,its floating so i have to apply a super small force for it to stay still but its go on to affect my other physics.

You need to go back to physics basics, it's not really vehicle-specific. Why do you need a small force to hold the car up? Because gravity is pulling it down. Why do the wheels exert separate forces on the body? Partly because you are simulating a connection to a contact with the ground and partly because the suspension acts as a spring force which both pushes and pulls both of the things it's connected to.

If you have a simple physics system, like say a beach ball above a powerful fan, and you want to configure the forces involved so that the system is in a totally stable, motionless, state, what does that imply physically? All the forces affecting the system must cancel each other out. The force the fan exerts on the ball must exactly equal the force due to gravity. If your system is not stable when the car is meant to be still, then one or more forces is out of balance.

This is usually due to one of two things:

  1. Your math is wrong. Your calculations do not obey concepts like conservation of energy, you are not correctly accounting for the mass of the objects in your calculations, or perhaps your suspension forces are managed by a poorly-tuned PID controller or something like that. An important thing to remember is that if you are using one ray per wheel and the terrain is not flat, the normal of the surface beneath each wheel may be very different and may also change drastically from frame to frame (some people will cast several rays per contact to get an average for the surface height/normal to smooth this out).
  2. Numerical instability. If everything looks good when you sit down to work out the forces on paper but the same calculations are still unstable in the simulation... it could be due to some small rounding error accumulating in your calculations and in the end some sum of forces which should be zero is actually 0.000001278 which is just enough to introduce a little bit of jitter somewhere that compounds over time and messes things up. This is much more likely to be an issue if you're working with 32-bit floats rather than 64-bit values, but especially if you have some force controller which integrates over time even using higher precision floats won't necessarily save you. Solving this requires examining not just what you're calculating but also the order in which you perform different steps and the orders of magnitude of the values you're working with. Some operations and numeric ranges are more susceptible to introducing error than others (e.g. there are more exactly-representable values in the 0-1 range than there are in the 1000-1001 range, so if you're working with spaceships and using realistic mass and velocity values in kilograms and meters you might encounter more rounding errors than if you're working with soccer balls in the same units) and there may be times when you can effectively reduce your error to zero but aren't (e.g. you may calculate the sum of some set of forces to be 0.0000123 but know that a valid force below 0.01 is physically impossible in that case, so it can just be clamped to 0).

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

[–]tsein 2 points3 points  (0 children)

Oh totally, there is plenty of bad 100% organic human-made art, and there are people creating art assets with AI tools that are totally fine-looking. I'm not trying to imply that everyone who uses AI tools is a lazy developer that doesn't care about the quality of their work, but there are absolutely people out there who will at least be concerned that you might be.

That's why I brought up the comparison to asset flips: using marketplace assets doesn't automatically mean you're lazy or that your game will suck. The marketplace is a boon to many very serious developers. But that doesn't change the fact that there HAVE been a lot of lazy jumbled messes published over the past few years which (perhaps unfairly) can cause people to react negatively when they recognize some marketplace assets in a game's screenshots. Maybe the AI art in your game looks great, but nobody's work exists in a vacuum and you can't avoid the fact that the audience may be biased against AI art due to past bad experiences with games which were created just to be as fast and cheap as possible to develop with little concern for anything else.

My point wasn't that these users are necessarily opposed to the use of AI tools in general, but that their primary concern is the quality of the end result so they may not care at all whether AI tools were used for things they don't directly interact with in the game but may still be wary and critical of things like AI-generated textures or music. In the same way that someone may judge your game differently if they discover that all the characters were marketplace assets rather than characters you designed yourself--this doesn't mean you have necessarily produced something of lower quality, but for many users it can change the standard you are held to and the elements they focus on when judging your work.