

If I remember correctly, in the US an ebike must be limited to 28mph, anything faster requires a driver’s license with a motorcycle endorsement, or in some states a scooter endorsement


If I remember correctly, in the US an ebike must be limited to 28mph, anything faster requires a driver’s license with a motorcycle endorsement, or in some states a scooter endorsement
I never mailed mine in, my local grocery store would trade them for a free tootsie pop
This is why all my clothes are cotton/wool
Dry microfiber sticks to my fingers and when I tell people that they look at me like I’m crazy
I’m 1 in 166 million lol, I think I’m easy to track, however a lot of the data is wrong so not sure how to feel
Could be before it cost money?


Yeah. I’m a hobbyist game dev who’s used Unreal, Unity and Godot for projects in the past. I’m a software engineer by trade and am familiar with C++, C#, and GDScript. While the other engines out perform Godot, I find that I simply enjoy using Godot more than the others. I find myself happier when making games in Godot versus the other two. With that in mind, it makes perfect sense that it gets used more in game jams than the others, those are supposed to be fun
Mumble dialog is intentional, directors want movie and show dialog to sound natural, which often involves under-enunciation. I have a great home theater setup and while it fixes the vast majority of issues, I still don’t watch anything without subtitles
I don’t think the wage gap exists as a blanket “women get paid $0.70 for the same job a man makes $1” While that definitely still exists in some sectors, I think the issue is much more deep seated systemically, and that’s why it can be hard to pin down. Women are more likely to be in lower paying positions. They are more likely to skip out on career growth due to having/raising children. Women’s performance is evaluated more harshly than men’s, so they end up working more hours to ensure they don’t lose their jobs. This isn’t an extensive list by any means, but that’s the type of issues that can result in women’s work to be considered less valuable than a man’s.
This is why it’s important for programs that combat these types of issues to exist. I know that anecdotally, especially in the service industry, it’s easy to say women can make more money, are more likely to be managers, etc. I’ve seen that as well, but the service industry isn’t exactly a high-playing sector. This is a demonstration of my first point that women are more likely to be in lower paying positions.
Also, I think it’s pretty lame that you’re getting downvoted for saying your stance in an effort to allow yourself to be educated. I think that it’s impressive to admit blind spots if your goal is to improve.
Oh, and for the 20% of people committing 80% of the crime, that one is probably close to accurate just numerically, the problem is that people say this is true because the 20% committing crimes aren’t white, which is empirically untrue.


I’m not on Jerboa, but on Thunder I had to tap the image so it went full screen, and at the bottom of that next to the share and download buttons there was a toggle for turning on the caption, which was off by default.
You know what they say, there’s lies, damned lies, and statistics.
I think you’ve misunderstood. I make games as a single person. I’ve made multiplayer games. So I’ve got a pretty good idea of what goes into this.
Let’s talk about the breakdown of indie games real quick. Unfortunately, I can’t seem to find any concrete numbers, but I’m pretty confident in the fact that the majority of indie games are single player experiences. Any game that is single player only doesn’t have to do anything to comply with Stop Killing Games.
Next, most multiplayer indie games are using P2P networking. This essentially turns one player’s game into a host, which acts as the server for that session. As long as game devs aren’t using purchased, proprietary networking solutions for this (which most indie devs aren’t, because they are expensive and free alternatives are easy to come by) they also don’t have to do a single thing to comply with Stop Killing Games. This is what Steam’s free built-in networking is. The biggest indie multiplayer games right now all use this (Peak, Meccha Chameleon, Pal World*, etc.)
The last big group of games, multiplayer games with a central server that the company owns, is the group that is getting affected here. Unsurprisingly, the vast majority of indie games do not fit in this category. The reason behind this is simple. It costs a lot of money to host servers. Compared to P2P, it’s significantly more complicated to design and maintain these servers. What do the companies that run these games need to do to comply with Stop Killing Games? They need to release a version of the server that can be deployed on anyone’s computer, rather than just their servers. This isn’t a ton of work, since they’ve already done the hard part, mostly just changing a few endpoints, addresses, etc. to be configurable. This becomes a bit more of a headache if they are using a paid for proprietary networking solution, because they likely won’t have the distribution rights for it, but again, for most indies that’s those proprietary options are prohibitively expensive. Most companies that run games like this have the budgets and manpower to comply without any issues.
The last game type that barely gets a mention are “Online” single player games, which require an Internet connection to play a game by yourself. These in all honestly shouldn’t even exist, but it’s a simple patch to remove the internet requirement from these.
There are other nuances that exist, but none that make it harder for the indie developer, only easier.
*Pal world supports both P2P model and central server model. They also let users host their own servers, so they wouldn’t get affected at all.


I think people cared less about Nintendo’s case because they allow 3rd parties to make physical games that are just a digital key, but they won’t release any first party games that way. (Not exactly convinced they won’t eventually change this policy, but that’s what it is right now)


Yeah. It’s a betrayal of trust in my eyes. They were the first company to get a genuine “plug-and-play” experience to 3D printing. They amassed a huge user base, then acted against those users’ rights. There’s no way in hell they win the lawsuit against them, so at least the people who have already bought printers from them should still be able to use them. But I would avoid Bambu like the plague from here on.


The main issue is that, once you have enough value in stock, you can take loans out against it, thus extracting the value of the stock without actually having to sell the stock.


This isn’t the case here. Their printers are some of the best out there. Their cost is high but not unreasonably so for what you get. The company, on the other hand, is garbage. They’re breaking the law and doubling down saying they’ve done nothing wrong. People are pissed off about that, not their products.


Same. The devs get big bonuses if the game is successful, so I bought the game. If the publisher won his lawsuit, I would have pirated it. If they ever take the game away, I’ll pirate a copy. Obviously I’m emotionally invested in the devs getting what’s rightfully theirs, but I also don’t see an issue with piracy of big name games in the modern age of gaming. But please buy indie games if you can afford to, they are the only ones keeping gaming alive right now


I’m not entirely familiar with the process, but I think Goldberg uses steam architecture, but replaces calls to steam servers with locally emulated ones. And I think Steamless emulates the DRM check locally, to spoof the call to steam servers. Neither tool requires internet or active steam servers to run. If the internet disappeared tomorrow, as long as I had my game library downloaded, and the latest version of those two tools installed, I could play all my games forever. Of course, I still prefer to buy my games as physical copies or offline installers from GoG, but you kinda have to go where the games are.
I think they meant the shadow line running parallel with the sidewalk, a few inches from the curb