Exactly, they completely miss the point of a city builder and don’t fit neatly at all into the main game systems. And the zoo example was just because I find zoos revolting.
Exactly, they completely miss the point of a city builder and don’t fit neatly at all into the main game systems. And the zoo example was just because I find zoos revolting.
That’s totally expected. Besides, most of the Cities Skylines DLC were shit anyway. I mean building a zoo, seriously?
You are assuming that if Marvel movies didn’t exist everyone would just go watch Requiem for a Dream instead, which is just silly. They target different audiences and the same people could choose to see one today and the other tomorrow. It’s not like Oppenheimer was made by a bunch of indies scraping money on Kickstarter.
I mean, can’t we just have both? On some days I want to see a silly lighthearted action movie and on some days I want to see a heart wrenching story about the deepest darkest recesses of the human mind. It’s not a zero sum game.
Night? More like sunrise and time to go to work
So this will apply to games that have already been distributed on stores as well? How the fuck is such a change in the terms even legal?
I guess this will mostly impact F2P mobile devs since they will lose most money from installs. The good news is that Godot is more than capable for those types of games.
When you chose a FOSS license you explicitly say that you are ok with derivatives of your work. These artists never distributed their work under a license where they allowed AI to be trained on it and make derivatives of it.
AI is far from replacing programmers. It can replace some simple boilerplate, but is nowhere near understanding the logic behind applications. So you simply say this knowing you are safe for tens of years more.
I wonder if you would be so adamant to defend AI if it could copy your work, and even your exact style by prompting your public name. I am going to bet on no
I played KSP on Epic because it was free, but I hate Epic so much that I just bought it on Steam instead since I really liked the game.
Exactly. Visual clarity is not just for the players, which can get used to anything after thousands of hours of play, but for spectators as well which will not have the same dedication.
Haha, good joke.
It’s a competitive game. You have to be able to recognize features as fast as possible and a vibrant color scheme can help with that. And I just like seeing things without turning max brightness and going in the basement. There is no need to set some mood here with a dark gothic color palette
It’s an incredible game, but it took me something like 20 hours just to finish the first act, and I just don’t have the patience anymore for a 100+ hour long RPG. The combat is really good overall, but I didn’t like that movement and attacks use the same pool of AP. Compared to something like XCOM, this forces you to be very static since moving is basically wasting an attack, or it makes movement abilities like jump and the likes extremely OP.
It’s kind of funny reading that article as it’s basically saying longer games make for longer work hours from the perspective of a games journalist. Must be pretty annoying to get through some 60 hours of same-ish game just to get a review out.
I like to hate on Ubisoft as much as the next person, but hasn’t this already been disproved like a week ago? https://lemmy.world/post/2109249
https://github.com/unocss/unocss is the spiritual successor to windy. Some of the devs are the same
Every front-end styling dev can now speak the same language, rather than constructing their own from scratch.
Ok, but with Tailwind it seems that they are just saying p-4 uppercase
instead of padding: 1rem; text-transform: uppercase;
which is shorter, but exactly the same thing since it maps 1:1 to ‘custom’ CSS. It also doesn’t abstract away the CSS underneath, it just gives it a new name, which you have to learn in addition to the CSS
Tailwind compilers should only bring in the classes that you’re using, so it should be much smaller than almost any other framework.
In theory yes, but in practice look at the link in my original post for how it becomes slow with hot reloading in Vite. I don’t know if it would have the same problem with leptos, but probably yes, since it is an architectural flaw of generate the world, strip it down later.
DaisyUI is useful because it has helper classes
I do get DaisyUI, and it does fulfill the goal of getting devs to speak the same language. <button class="btn btn-primary">
totally makes sense. What I don’t get is why couple and build it on top of Tailwind which becomes useless at this point, since it’s just shorthand for some CSS. Maybe I am missing some big feature of Tailwind? Quoting the creator of Tailwind from the main page
So he is clearly against the approach that DaisyUI advertises as a selling point.
I’m not a frontend dev. Can someone ELI5 to me the point of DaisyUI+Tailwind? With Tailwind you’re supposed to style your elements faster with atomic classes directly in your HTML. But then with DaisyUI you’re using semantic class names, so it’s basically going full circle to plain old CSS? What is the point of TWO added tech layers when you could achieve the same using CSS+HTML components like Bootstrap and the like? I’ve also read that Tailwind has horrible performance for development since it moves around megabytes of utility CSS, that with DaisyUI, you are just not going to use, and will mostly be stripped out by a long build process before release.
It looks nice, but you have to sign up for an account to use a terminal app? This is really getting ridiculous