896 karma · joined April 17, 2010
Come build web-based games with Zach Gage (Knotwords, Good Sudoku) and Orta Therox (TypeScript, Artsy) and a small team of designers and engineers. We’re pushing what’s possible with web tech for games: help making existing games even more native-feeling, and help us ship a steady stream of brand new games to our new daily games site.
Tech: React / TypeScript / Node.js
Learn more about the job and apply at https://eevd.fa.us6.oraclecloud.com/hcmUI/CandidateExperienc...
I'm happy for all the Unity developers out there that are breathing a sigh of relief. Hopefully they can ship their ongoing projects but I'd be hesitant about a continued long term relationship with Unity after this.
This isn't the first Unity backlash and I'd be surprised if it's the last.
For people who are not paying as much attention to this I'd like to summarize the main points of frustration.
1. Unity has just shown they believe they are able, and they are willing, to change the terms on what you have to pay them. What are the bounds to terms like this? What if Unity is tight on money and decide to squeeze developers further? The risk to continuing business with Unity is very high as you have unknown future exposure.
2. The monetization model they've chosen is tied to installs, not revenue. On the initial day of announcement they even claimed re-installs would count but they've since walked that back (or "clarified a miscommunication"). Unity has been extremely wishy-washy on how they even plan to track this mentioning proprietary systems they can't elaborate on and your only recourse is to appeal if you think they got the numbers wrong. This is not a metric tied to your revenue and is difficult to plan around.
There are a lot of people arguing against a strawman of people who don't want to pay unity but that is not at all what this is about. Unity chose a terrible model they can't even explain for how they want to bill people and apply it to all past games that use the engine for all future sales.
This would be similar to if Microsoft said everyone who ever built anything on C# has to start paying a fee for every future install because it includes the .net runtime.
https://docs.godotengine.org/en/stable/getting_started/first... https://kidscancode.org/godot_recipes/4.x/games/first_2d/ind...
After that my son wanted to switch to making his own game so we've been re-implementing boss fights from cuphead and lately he wants to make an idle game.
I've also found its fun to just get them to be part of the design process in game jams. It's really great to see the creative ideas that come out of young kids and game making with kids has been super fun and educational.
> Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.
> Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).
Web exports are essentially unusable for Mac users. It's the biggest complaint I get from my games using Godot 4.x.
[1] https://docs.godotengine.org/en/stable/tutorials/export/expo...
I worked on pygerduty, a python client library for PagerDuty, at a past job so I spent a lot of time talking to people at PagerDuty but I think they stopped inviting me to their "Founder's Club" meetings when I told them I didn't care about AI Alerts and wanted better UIs for scheduling and better reliability.
Always found it ironic that their own products (gmail/chrome) gave away their attempts at steganography.
I've spent a lot of time adjacent to games in my free time, doing reversing/modding/speedrunning tools. I'm currently learning Godot and plan to jump into development hard next week working on a rogue-like platformer, in a similar vein to Spelunky.
If you want some kind of delayed call to action maybe some kind of toast at the bottom would be better. As it is today I'm primed to abandon sites that do a full screen take-over while i'm reading.
I think it's clear to me at this point that it's not just Jerry, other people seem to notice other ones more. Maybe it just depends on what times you're more likely to visit the site or which headlines you pattern match on more.
* No read-only mode. I like to have documents default to a read-only mode so I don't accidentally typo random characters, or delete something when try copying. etc.
* No floating table of contents. There is a ToC block but it's at a fixed position, where it's not terribly usable especially for long documents having a giant ToC at the top isn't great. I've tried using columns but it just squishes the rest of the document way too much
* Floating heads. When you have multiple collaborators the avatars zooming up and down the left side of the document is incredibly distracting. I'd love a way to disable this completely. I don't care where in a document other people are reading.
* Database/Table horizontal scrollbar. Almost every database in our documents end up with this giant scrollbar that spans edge to edge, looking like a horizontal rule, breaking up the visual flow of the page significantly. I keep thinking it's some kind of page break.
These are just some of my initial impressions. I do think it's a very visually nice product and has a lot of neat features but I'm pretty surprised by some basic QoL stuff missing and hope to see it further refined.
Regardless, and maybe it's not a great distinction, I find a difference in a company not charging sales tax vs a company sending an excited e-mail about how they've found a loophole to avoid sales tax. Maybe that's just me.