Great to hear, thanks as always for your hard work on keeping things running well.
Normally I would agree, but Wi-fi on this thing adds a lot to it. It allows you to scrape box art and a short video that gets shown when you hover on each game you have, and it lets you connect to retroachievements as well as easily transfer files from your PC wirelessly with FTP.
It's definitely not needed but it makes things a bit more convenient for me IMO.
Been seeing this more and more lately. It's a shame we need such a nuclear solution, but it works reliably well. It takes a second or two to be redirected to the site you're visiting.
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.
Just my personal hot take haha, had nothing but bad experiences with Python.
I'm not keen on the specifics but part of the reason W4 exists is because the Godot Foundation can't just pass around console SDKs. Only publishers and larger companies can use them and they're usually under NDA.
So your options are going to a publisher like W4 Games (which is an entity by Godot's founders) to handle that for you, or you can try porting it yourself and going through all the legal shenanigans.
This update finally adds integer scaling for games that need to pixel-perfect (most pixel-art games). I just tested it and it works well. No more ugly half-pixels and jittery pixel-art, which was a huge complaint in Godot 4 (and even Godot 3 needed workarounds to get this working). Great stuff.
By the way there's a PR which adds FSR 2.2 support to Godot. I hope it makes it in time for Godot 4.2, the PR looks promising and would help 3D games a lot. The wait for 4.2 continues.
I miss being able to interact with the game scene while the game is running like in Unity. It's a big productivity boost being able to just zoom out and grab and move objects. In Godot you have to open the remote tree and interact with values manually which can be a pain for debugging.
Cybereality (the one that caused the drama and closed the forums) transferred it to a new owner, the forums are now back up and it's business as usual. The reason Q&A is down has nothing to do with the drama, it's just that they're transferring it to a new hosting service because the old one went down a lot.
I wonder if something is ever going to overtake git as the mainstream source control. I honestly agree with everything, git is so verbose and makes it easy to break something. The commands also have bizarre names that makes doing something specific annoying. The git docs are also a giant wall of text, just yesterday someone posted this.. I really want to try something else but it feels like there's no point because nobody would support or understand it.
Until then I guess I'll keep doing git status, git add *, git commit -m "some stuff", git push until something breaks.
Sounds good, but I hope it doesn't take too much time that they ignore some of Lemmy's issues and missing features.
Revolut is an E-bank and available for most of the world, privacy.com is just a virtual card service and it's only available in the US.