u/AerialSnack
AerialSnack
AerialSnack
I've seen some scores use 0 for the thumb, although I think they're typically older ones. Still wild how I got that far with that misconception though lmfao
AerialSnack
My bad, delirious from my workout, thought this was the piano subreddit 🫣
AerialSnack
No, because it's much harder for something that isn't really much of an issue. If the AI clone is better enough than your game that it's actively stealing potential players, then your game just wasn't good enough in my opinion.
Even if they're able to make a game as good as mine, I'll release mine first so it'll be fine. But I doubt it will look as good.
Server side code introduces a lot of headaches if the game isn't already server authoritative.
AerialSnack
You roll it?
AerialSnack
Oh boy, I gave up over a decade ago. I don't remember any specifics, just that it's the only thing I've ever tried to study that gave me difficulty, aside from maybe solid state physics. I think I vaguely remember there being a ton of different terms to describe different types of chords and having trouble trying to understand that. I wish I still had my textbooks so I could look and tell you
AerialSnack
You have a partner and your chart goes up? Something isn't adding up here
AerialSnack
Yes. I can't "learn" music theory. It's kind of interesting because I work as a computer engineer and have to design systems that technically don't exist, similar to how music structure is.
But when it comes to music theory, I can't seem to wrap my head around it. So I just don't use it when I write. I just let me head come up with music then I write it down.
AerialSnack
In my highschool textbook where we read it there were illustrations of him being a cockroach, so I'm sure that plays a large part for the modern thinking
AerialSnack
How much of a string do you have to cut off for the other end to be 10 inches?
AerialSnack
I would like to note that a decent number of these layoffs are likely also due to AI.
However, the gamedev industry has been shitty since before AI, so I'd bet it's not a cause of more than a fifth of the layoffs.
Nice insight, I didn't consider that perspective. Not that I really consider this issue much at all. It's not like an increase in competitors, regardless of competency, has any impact on how I should go about making or releasing a game.
AerialSnack
I don't know about other engines, but Game maker is pretty difficult to use to make a good modern game. I think saying that people are straight up lying about using it is crazy though.
I think a lot of it comes from when people were first getting into Godot they got made fun of for using "not a real engine" and got super defensive about it, but now it's established itself and they still are acting like people don't respect it as an engine.
To be fair, I think most engine stans act like that, there's just a ton more indie devs using Godot because it's one of the most used engines for indie devs
AerialSnack
I always find it quite funny because whenever I perform it sounds awful to me and I feel bad then I get shown the recording and it doesn't actually sound that bad. It's such an interesting phenomenon, that I personally could do without haha
AerialSnack
Price doesn't really mean anything.
A really good bow will sound really good on some cellos and not so good on others.
Same with the relationship between bows and cellists.
Just try different bows and pick the one that feels and sounds the best.
AerialSnack
Not really. If I go back to code and don't even know what it's supposed to do then I'm completely fucked anyways.
I'll label sections with comments. Like, if a function has multiple blocks I'll label each block with the goal of that block, usually a few words.
I'll also explain names that can be ambiguous or misleading because I couldn't think of a better name.
AerialSnack
Why do you need procedural animation?
If you've made games before, then you should know that just just start. The first thing should be making a world, then make a character that can move, then try to implement the moves you want the character to be able to make. Just start going, and when it takes you too long to figure out a specific thing, look up that very specific thing.
AerialSnack
It's been 9 days for me an not a peep. I think that estimate they give is from before the AI era
AerialSnack
Keeping Ippo from fighting Miyata was to keep him motivated.
He most definitely got mad at Ippo when his boxing started to get sloppy.
The opponent thing is subjective. I would say they were opponents that would push Ippo to his maximum but he still could beat if he really went all out. But because he has an absolute shit corner he wasn't really able to.
I mean, no one has noticed his health even still. As for burnout, that's something hard to do anything about anyways.
AerialSnack
If there was a way to do it consistently, then there wouldn't be so many failed games.
Firstly, you have to make a good game. If the game isn't good, people who play it aren't going to recommend or share it, and it will never pick up.
Once you have a good game, then you have to make a ton of people know about your game. For every thousand or so gamers you get to know about your game, you'll get one person to buy it.
So how do you get tons of people to see your game? You can spend tens or hundreds of thousands on marketing. Or if you can't swing that, get lucky and hope the players spread it and an algorithm picks it up to show lots of people. Every person that sees your game is another chance for someone to share your game. So, just get it in front of as many people's eyes as possible. Spread it on social media. Get people engaged.
Other than that, you just have to get lucky.
Note that all of these things have to be true. It's not make a good game OR get lucky. It's not get lucky OR market your game. You have to make a good game AND put in work to spread the game AND get lucky.
AerialSnack
Everything about this is amazing. And the back is witchcraft.
AerialSnack
This is what I do, it's worked well for me.
AerialSnack
I think it's more like the amount of entities signing up for steam works is explosively increasing
AerialSnack
Are you saying that if you asked someone who disliked AI why they dislike it their response would be something like "I don't know AI is bad" ?
AerialSnack
I mostly agree with this. I think it's not necessarily a fad, but something that people champion a lot more than they normally would because of its popularity. I think most people do actually dislike AI for the reasons I stated, but if getting rid of AI means actively making something that's a large part of their life worse (ie major studio games for gamers) then they'll quickly fold on their beliefs.
I think it's less of people not having these beliefs and more of people just don't have any sense of spine, self pride, or agency.
AerialSnack
I would say it's maybe a quarter of one. I think they do genuinely think stuff made with AI is worse, but I don't think it's what they care about the most.
I'm sure they would love for people to be more environmentally aware, but if they've interacted with people any considerable amount they'll know it's not possible.
So it's more like they're leaning on the only part of their argument they think has an actual chance of convincing people that are still into AI.
Of course this won't work as well when it comes to programming, since actual programmers know the difference between vibe code and ai assistance, and can view using the AI the same as having a free intern and still having control of the project. But the majority of people don't understand this difference and can only assume programming works like everything else in the world.
Sitting down at the table