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rje

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Independent game developer and consultant, with almost a decade of experience in mobile. Extensive experience with Unity3d/C#, Objective-C, and C++.

http://rjevans.net me at rjevans dot net

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Unity has integrated a 2d physics solution that is very similar to their 3d solution. It has different strengths/weaknesses relative to the 3d solution.

Another option is simply using 3d physics volumes with your 2d sprites if you need features of the 3d physics systems. This works fine and you can constrain objects to a plane/rotation axis as needed.

As a homebrewer I think this would be a pretty rough way to try and scale. The actual brew time would be the same, but you've increased your cleaning and maintenance significantly, you need a solution to pipe from multiple stations into fermenting vessels, you need a significant amount of extra space dedicated to brewing that could otherwise be used for fermentation vessels, etc.

I think the right answer is to get your equipment and do test batches to rework your recipes at scale. If you're successful as a brewery it's a process you'll have to do multiple times as you grow anyways, so avoiding it once seems like a silly optimization.

iPad Air 13 years ago

Given that the gold 5s was incredibly popular at launch, would it really be surprising that someone wants an ipad with the same option?

First Law dev here - I'll have a new build coming out soon that has better support for more controllers and keyboards. Hope you enjoy it!

That's what I've done to date in First Law and it works well - as I continue to need more traditional configuration/UI stuff I am finding it a bit of a struggle though. Like right now I'm trying to create a controller/flight stick configuration screen and the number of choices continue to expand. Lots of work to figure out what works well for complicated UI structures.

5th paragraph of the article.

"To accomplish that, Rohrer first built the game in computer form, designing a set of rules that would be playtested not by a human, but by an artificial intelligence. He said he plugged the game's rules into a "black box," letting the AI find imbalances, iterating new rules and repeating. Rohrer showed the video game version of his board game onscreen, but obscured key portions of the board game's layout, so no one in attendance could reverse engineer its mechanics."

No, any indie who wants to can apply to be a ps3/ps4/vita developer. There are some minimal requirements but I haven't heard of folks getting turned away.

On top of that Sony has also been actively courting indie developers with interesting games and doing things handing out 'loaner' devkits to make the development process less expensive.

I know several 1-5 man teams that are working on Sony titles and they are all very happy with their relationship with Sony.

Nintendo revenue over the past year has been pretty abysmal, and they've effectively admitted that the Wii U launch was an unmitigated disaster.

There's nothing to indicate the author doesn't understand that point. He's simply being sympathetic to someone who has made a good game and wishing it had more success.

I looked up a couple of sources for the facts I was interested in.

Extreme Poverty:

“Progress is within our reach. Since 2000, extreme poverty has been halved. This proves that with political will and the joint commitment of States, outcomes can be achieved. To succeed, we must redouble our efforts to combat new forms of poverty and social exclusion. We must also understand all aspects of poverty in order to tailor our response appropriately.” [1]

Life expectancy in Africa (2009):

"... the increasing availability of antiretroviral therapy has reduced the spread of the epidemic, and the mortality due to HIV/AIDS has been decreasing since about 2005, allowing life expectancy at birth to increase again: average life expectancy at birth, in Africa, was 51 years in 2000, whereas it was almost 54 years in 2009." [2]

[1] http://www.un.org/apps/news/story.asp?NewsID=43307&Cr=po...

[2] http://www.who.int/gho/mortality_burden_disease/life_tables/...

To all the people saying "use a cd key":

On iOS a paid download is a transaction that is 100% managed between apple and the user, and as a developer you receive daily aggregate statistics. You don't receive any user identifiable information that you could use to limit accounts. There is no way to supply serial codes as part of a purchase. There is no way for them to create a single account as a part of the purchase.

The only thing they could have done is to change their game to a free download and make multiplayer an in app purchase. This would, of course, require that they also make something that is playable outside of multiplayer (since apple won't allow you to ship something that is non functional in the default state). Also, the server-side verification of IAP receipts can fail, which if they do strong checks can block potentially valid users from playing, through no fault of either the player of the developer. (notably, there have been cases of apple's verification server going down or incorrectly reporting receipts as invalid)

So please, before you eviscerate the devs, please realize they were trying to do the best they could for the consumer, and as a result got thoroughly screwed over. I wish them the best and hope they recover.

Existing things I can think of: * Gaming streaming services like gaikai/onlive - as people continue to get bigger monitor resolutions (like the new retina mbp), they're going to want those resolutions supported eventually.

* Game downloads in general - Downloading some games is upwards of 20 gigabytes, which is fairly slow on most networks

Regardless, it's a step in the right direction IMO - a huge part of the USA is still on a connection that can't reasonably do any of the things you and I have mentioned. If google wants to work on fixing that, I'm happy to let them.

You may not enjoy them, but it's dismissive and incorrect to label the entire set as 'garbage'.

Offhand, here are some mobile games that I have played that are in no way garbage:

  * Superbrothers: Sword and Sworcery
  * Waking Mars
  * Shadowgun
  * Infinity Blade/Infinity Blade II
  * Hero Academy
  * Magic 2013: Duel of the Planeswalkers
  * Aralon
  * Great Little War Game
  * Space Invaders Infinity Gene
  * Shadow Era
Pokemon is an amazing game and one of the most popular ever made, so saying you've had more fun with it than another game isn't saying much at all.

Not to mention for #1 there are some games that already support controllers through the gamepad support in Android 4.0. If the Ouya supports that they may very well work 'out of the box'.

As a developer I'm happy to see someone trying to tap into the market in new ways, and I can't fathom why there's so much hate generated towards the product.

No idea who'd have done the patch, it was really a team effort. I forget the exact number, but there were 20+ contributors over the course of the project. And by the time it was up and running a lot of us were crashing due to the long hours. I only vaguely remember the first night it fired up, since I had gone home to sleep after a long shift and someone came back to tell me that it was finally working.

Awesome to hear from someone who got to play it!