Finally, audio cackling in web builds should be fixed!
popcar2
I've been on Nobara for almost a year now and am really happy with it. The only distro I'd probably switch to is Bazzite just to try out immutability, but aside from that I'm good where I am.
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Ultimately, bots scrape the entire internet and there's no guarantee they will honor robots.txt of a particular website (which tells bots what they are and aren't allowed to do). If it's on the internet, people can scrape your content and there isn't much you can do about it. That shouldn't stop you from writing or blogging, just don't post very personal data.
Also, feel free to join us on [email protected]!
Compiling to bash seems awesome, but on the other hand I don't think anyone other than the person who wrote it in amber will run a bash file that looks like machine-generated gibberish on their machine.
Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!
This is very exciting! It's my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there's definitely a lot of room for improvement in binary size.
Most variables have setters for situations like this. Rather than using get_tree().paused = false
, try get_tree.set_pause(true)
. There's also Input.set_mouse_mode()
, you'll see them under the variable names in the docs.
"Merge pull request #8 from [branch name]"
Not the most exciting but hey, someone has to do it.
I don’t agree with people downvoting you just cause its unity lmfao
Yeah Lemmy is kind of funny in that regard, the downvote is not a disagree button.
It's also a lot easier to manage via code since you could just get children and have each layer have its own group.
It's a two part story:
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The mobile market mostly targets kids and boomers and their resistance to microtransactions has been basically non-existent, making the market quickly become predatory and full of spam
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Modern app stores have become abysmal, making it impossible for smaller games to see the light of day. 99% of google play is a dumpster fire, and the 1% that is decent isn't published by a multi-billion dollar company so you're unlikely to ever see it. There are good games out there, but the way the algorithms and ads work makes them constantly pushed down in the list. This isn't "a problem" to a company like Google because they're making bank off of all these ad spaces.
Anyways, most good games are paid, but here's a list of stuff I've enjoyed playing on mobile:
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Fancy Pants Adventures
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Bloons TD 6
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Dicey Dungeons
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Dead Cells
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Slay the Spire (but the mobile port is rough on small screens)
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Knights of Pen and Paper +1
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The Enchanted Cave 2
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Let's Create! Pottery
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BAIKOH
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Data Wing
Probably a lot more I forgot. Have at it.
Has it ever been better?
Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.
I remember early Humble Bundles being full of exciting games for mobile, now you'll be lucky to find just one of them that isn't filled to the brim with MTX or ads.
This hits too close to home.