Btw this is basically Replit's entire product (replit.com). Costs some money but the UX is pretty good
HN user
japhib
Crazy how much bigger modern games are … I wonder how many total pixels were shipped in the art assets of Warcraft 2 vs. StarCraft 2? My guess is at least 4 orders of magnitude higher for SC2
That seems very far away. My understanding is that these PETases digest plastic VERY slowly and need human engineering efforts to digest it in any appreciable amount of time (hours to days rather than years). And human bioengineering of these enzymes is still not to the point where it's actually usable at industrial scale. The paper just says they've discovered the variants, not "oh no all animal life on earth is now dependent on microplastics" :D
What happens to the plastic economy when plastics are no longer useful because they'll be decomposed too quickly?
We already use lots of biodegradable things for crucial applications, such as the wood used in framing houses. Just because wood can rot in a damp forest doesn't mean that the wood inside your walls will rot away just because. There are conditions where it can start rotting, and we're aware of those conditions and how to prevent them, at least enough for a house to last for decades.
Elixir is the closest thing to OCaml that has a chance at semi-mainstream usage IMO.
It has basically all of the stuff about functional programming that makes it easier to reason about your code & get work done - immutability, pattern matching, actors, etc. But without monads or a complicated type system that would give it a higher barrier to entry. And of course it's built on top of the Erlang BEAM runtime, which has a great track record as a foundation for backend systems. It doesn't have static typing, although the type system is a lot stronger than most other dynamic languages like JS or Python, and the language devs are currently adding gradual type checking into the compiler.
If the "check"/offline payment bounces, I wonder if it's the merchant that is out the money? Or is there any assurance from anyone else, like maybe the network would go halfsies?
Edit: on second thought, that doesn't really make sense and would be a great way to defraud the network of a ton of guaranteed money
But you can heal 3 masks of damage in about the same amount of time it takes to heal 1 mask in HK ...
Interesting! Can you explain how this works? (economics noob over here)
I tried to use Teal before and had some issues even getting it to compile ... but the Lua language server actually has pretty good type checking.
Another option is https://typescripttolua.github.io/
You'd be hard pressed to find console support for much less than that - compare it with Unity or GameMaker's console support tier and you'll find it's pretty similar.
It can take hundreds of dev-hours to port your engine to consoles yourself, so having another company handle it for you, for all 3 consoles, for only $2000 is a pretty good deal!
If you just want static typing, you can write Typescript and compile to Lua: https://typescripttolua.github.io/
They recently added C# support: https://forum.defold.com/t/defold-c-support/79479
I wonder where a game with built-in editor ranks
The website-summarized version of the license says:
You can not commercialise original or modified (derivative) versions of the Defold editor and/or engine
It sounds like this would only be a problem if you're literally shipping a modified version of Defold. No game with any kind of financial incentive does this for a built-in map or mod editor, because it would make it incredibly easy for other people to then sell a modified version of their entire game.
It's kind of like if Apple made the Xcode source available, and then said "hey you can't monetize a modified version of Xcode." No one is going to ship their app's entire Xcode project to players just so the players can make a custom map.
The normal way for games to do this is to implement a brand-new map-editing UI inside Defold (or Xcode, Unity, Godot, etc.) that spits out custom maps in the exact data format that the game can parse.
Sorry to hear about your situation.
Since you're in Utah, I'm going to suggest you find a bishop to ask for help. Even if you don't belong to the LDS church, I _think_ they might be able to help you out. Go to https://maps.churchofjesuschrist.org/ and find a church service to go to on a Sunday morning, and before/after the meeting, try to figure out who is the bishop/counselors and tell them your situation. It may depend on who you get, in which case you can always try other wards/buildings/areas.
Good luck!
Interesting to hear your experience with Rust. I’ve also been working on a game project for a long time, but in Unity. It’s bothered me for a long time that I have to be so reliant on the editor when using Unity, because I feel like as a programmer, man I could just be so much more productive if I was _only_ coding all day long!
But over time I’ve realized that the Unity editor is actually a really important piece of the development tools for games. Games are an extremely visual medium. So it’s really important to have something that is at least mostly WYSIWYG.
(My game project: https://pollywog.games/barnards-star.html )
Thanks for the in depth answer! Good luck with the recovery - hopefully the game has left your financials in a good enough spot that you don’t have to worry about the next project for a bit, at least.
Unity is kind of the default, worth trying out at least. I’ve been using it for 6+ years for money-making hobby projects. It’s not without its problems, but there are a lot of perks to using the same engine that all the pro gamedevs are using.
I realise you can make games in any language/engine
It's actually a bit more constrained than people realize ... Well, for desktop, you can literally use anything. But for mobile it's a bit harder because of specific platform quirks, i.e. on iOS you can't make a language that relies on a JIT compiler, so for a Java/libGDX game the best option is https://github.com/MobiVM/robovm which compiles the JVM bytecode to LLVM IR and then to native machine code.
And then for consoles (switch/xbox/ps5) it's way worse because you're relying on commercial stuff, and the only support you get is from the engine makers themselves (Nintendo/Microsoft/Sony) so there's a lot less open source options. Basically you're stuck with C++ at that point (which Unity actually compiles your C# to under the hood for non-desktop platforms).
Not what you asked, but I found out this stuff a while back and find it interesting, hopefully it's interesting to you too :)
If you look on the Steam page it's Raw Fury.
Steam is just the storefront. A game publisher's role varies a lot - sometimes they're just financing the project, usually they handle stuff like PR and marketing, and sometimes they help quite a bit more with the development of the game (sounds like the case in this case based on his other answers) as in programming/art/sfx/whatever else.
Amazing work! Questions:
- How/why did you decide to talk to a publisher? When in the process did you feel like you had a good enough prototype to do that?
- What have been the pros/cons of working with a publisher? When, in your opinion, should someone do that vs. self-publishing?
- What was your confidence level throughout various stages of the project? Was there a point before releasing the game where you maybe got a glimpse of the success you were going to have? (I guess probably Steam wishlists?)
- What's next?
Congrats again on the hit!
My 2c having released both premium and free apps on iOS and Android: premium apps do not sell. People don’t want to fork over any amount of money just to try an app that they may or may not enjoy. You can still make _some_ money, and get some downloads, that way, but it’s just completely incomparable to making it free.
Some rough numbers from my recollection: I released Card Crusade (deck building mobile game) for $4 back in 2019 and i think in the first year we got about 2k-3k downloads total. When we made it free in early 2020 we got 25k downloads in the first _week_. The revenue was less for us as a free app, but that’s with no ads and IMO we designed the IAPs pretty poorly.
But, a while after making it free, we accrued enough positive reviews that the iOS App Store started recommending the game to more people, so we have a steady 200+ downloads per week, despite not having updated the game since 2020!
I released another premium mobile game, Barnard’s Star, back in 2022 (and am still slowly updating it). Coincidentally, both apps make roughly the same amount of money (about $500 every 6 months), but Barnard’s Star makes that money from a fraction of the downloads… but the word of mouth effect (and game community) seems like it would be a lot stronger with f2p. So I’m planning on making Barnard’s Star free eventually (with hopefully better designed IAPs this time!).
One place where the “just a game and a price tag” model still works well is Steam. If i were trying to make a living off making games, I think I’d focus on releasing stuff there.
Microsoft had significant antitrust penalties back in the early 2000s due to windows/IE.
The other 3 all have antitrust lawsuits currently going. Google’s is just the furthest along.
There’s a similar antitrust lawsuit against Apple: https://www.npr.org/2024/09/20/nx-s1-5119948/a-look-at-the-d...
These things take a long time, though. I think the Apple one is just not as far along.
Seems like almost every creative industry (music, video games, art, writing) is having the same issue: Creation & publication tools are getting cheaper & easier to use, which means a lot more people can publish their creative ideas. With such a huge number of choices, discovery is now the issue.
IMO discovery of what is truly high quality is still an unsolved problem. Seems like recommendation systems generally just recommend things that are already popular. For someone that has zero following, but an interesting creative product, there's not much they can do. You're kind of relying on either "going viral" or hoping that someone with a lot of followers takes notice of your work and draws other people in.
You know what is paper-like, has infinite FPS, never runs out of batteries, and costs about 100x less than this?
A physical notebook & a pen :)
There’s a new-ish plugin for VSCode called pico8-ls that is much better for language support than what there used to be. But the #include approach mentioned by someone else allows you to use the full Lua extensions which are great.
Funny how often HN comments are like “this would be better if it used AI!”
Here’s a really good breakdown from the dev of a Tetris clone: https://blog.osk.sh/post.php?p=643dbb578e1ba3.57021842
TLDR is that it’s really easy to get a larger hosting platform such as Steam, the App Store, etc to take down a game just by issuing a DMCA. But suing to take down something on a self hosted website is much, much harder
Big time this ^, I really need static typing in hobby projects (I like C#/Typescript) but at work we use Elixir and it doesn't end up being a problem because of pattern matching. It's partially because it ends up being run-time type checking, and partially because it makes the code _read_ like a statically typed language.
This is cool. It's too bad Johnathan Blow is so insufferable.
a LOT of the comments I saw rejecting the new Unity pricing format (which was walked back and is now not so bad) blamed John Riccitiello … I have to wonder, was he forced out by other Unity peeps who were unhappy with the surprise pricing update (and how bad it was)?