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Messages - Araph

Pages: 1 ... 18 19 [20] 21 22 ... 176
286
General Discussion / Re: Zombie arena
« on: April 25, 2015, 10:47:35 am »
You might want to move this to the Creative Projects board. I don't have any real opinions on the book (dystopian future stuff isn't really my cup of tea), but you might get more feedback there.

287
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 10:44:32 am »
Two things that are tangentially related to the topic.

First off, lots of Valve hate everywhere I look, which begs the question why people who hate Valve are using Steam. Buy games off Desura. Get physical copies of games. If you're buying game's on the extremely convenient platform that Valve has made, it kinda undercuts your moral high ground. It doesn't matter if the games you want are only on Steam; by using Steam, you're implicitly supporting the business practices you so ardently despise.

Second, the paid mod update was accompanied by Skyrim going on sale, so I got Dawnguard and Dragonborn for 66% off, and, since I've stopped giving a shit about paid mods and am just waiting for the dust to settle, I'm happy about that.

288
General Discussion / Re: Favorite jelly belly jelly bean flavors
« on: April 24, 2015, 09:37:02 pm »
Any of the Starburst jelly bean flavors. Those things are amazing.

289
Creative Projects / Re: Join me in my quest to Git Gud!
« on: April 24, 2015, 09:28:51 pm »
I've been using Open Broadcaster for screencapturing, which has been working pretty well. I went back and edited in zooming with Premiere on the Intro to Programming videos, which have been reuploaded. I'll get the networking ones soon.

In addition, three new videos have been uploaded: one on Unity's Input Manager and two on modeling cartoony objects, all three of which have been added to the list in the OP.

Input
Part 1

Cartoon Modelling
Part 1
Part 2

290
Forum Games and Roleplaying / Re: [ISG] Teovanth
« on: April 23, 2015, 09:04:27 pm »
Holy crap that was awesome! That picture looks freaking amazing, too! We are such a badass! We kinda stuffed it up at the end but considering the circumstances and that it was our first try we were great!

Awake.
Also, hope you don't awake to something hostile.
+1
+1. Life, eh?
+1
Here's for not dying!
+1

Yay, update!
+1 AWAKEN!









291
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 08:16:49 pm »
Valve has a legal obligation to maximize profits for the shareholders.

I think Valve is actually privately owned, but I agree with what you're saying.

292
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 07:01:29 pm »
One other thing to consider is competing mods. Suppose the Unofficial Elder Scrolls patch was monetized. How many seconds do you think it would be before someone starts working on an identical (and free) patch? In 'vital' (ish) cases, the community will regulate itself.

I did a quick search for copyright information, and found something halfway down the FAQ for that particular mod:
http://afkmods.iguanadons.net/index.php?/topic/3581-frequently-asked-questions-about-the-project/
In a nutshell, they assert they have copyright on their bugfixes and don't allow people to edit and release their work.  Apparently people were fixing things that weren't broken, and the original USP team were getting a lot of misleading bug reports from those repackaged releases.

I don't see why a mod author wouldn't be able to enforce copyright on their code, under whichever license they released under.

I might not have said that quite clearly. What I mean is that modders will take note of the bugs fixed and create an entirely new mod that serves the same purpose.

293
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 05:39:52 pm »
It's not like there aren't alternatives.

Nexus is still free. If it ever stops being free, there'll be a new repository up within a week.

294
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 05:38:38 pm »
One other thing to consider is competing mods. Suppose the Unofficial Elder Scrolls patch was monetized. How many seconds do you think it would be before someone starts working on an identical (and free) patch? In 'vital' (ish) cases, the community will regulate itself.

295
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 05:34:14 pm »
If you think the idea is stupid, talk with your money. Don't pay for mods. Don't like the idea of modder making a career out of it? ...Okay. The only thing that matters is whether or not modders can make a living out of it, not whether or not you like it.

As for the long and proud tradition of modding, that's not dying out. There are a whole lot of reasons for going into modding, and some of them have been very mercenary. In case you've forgotten, a lot of major titles were once mods (Team Fortress, DOTA 2, Garry's Mod). This is just the next step of that. That doesn't mean that everyone subscribes to that idea. Most modders are still going to be releasing their pet projects for free because they love doing what they do.

...modders are in no way shape or form members of the game development industry...

They are now.

Actually, they have been for quite some time. I just wanted to ominously say 'they are now'.

Mods have been a major draw for the Elder Scrolls games for a very long time, to the point that Bethesda heavily relies on community content to increase the replayability of their already highly replayable games. It doesn't matter whether or not modders have a 'right' to monetizing their work. The act of profiting off of a mod proves they have the capability of monetizing it.

296
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 04:34:24 pm »
Actually, a sort of "suggested donation" type setup could be created, with the modder putting up both a paid and free version. Preferably identical, but not necessarily so I guess. That'd be at their discretion of course, but it's an idea.

I think there's a pay-what-you-want option. For popular mods, that definitely seems like the best choice.

297
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 04:28:02 pm »
I think modders deserve compensation, but it is ridiculous that they get so little of it.

I agree on both counts. However, I do think that, once you've reached the skill level it takes to make a living off of reasonably priced mods (in an imaginary world where there is no 75% cut), you could probably branch out into creating original works and not have to worry about price-gouging at all. The ridiculous percentage taken off is stupid, but there's a pretty obvious alternative to trying to get by on mods alone.

Modder's deserve donations. Modding should not be a way to make money.

I don't know if it should be distinctly not a way to make money. They're producing content, but they're gonna have to deal with a market of people who are used to free additional content (that is, a very angry market). There's no moral obligation to make mods free; it's only a matter of 'is it worth it'. I'm guessing it's mostly not gonna be worth it.

I do completely agree with the point about donations, though. It's still a way to get money (an inefficient one, but even so) and it won't piss off all of the modder's followers. From both an 'I want it that way' perspective and an 'it seems like a logical idea' perspective, I agree.

298
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 04:11:50 pm »
I'm guessing a lot of modders will be against it too.

Also, paying $0.99 for a sword in Skyrim? Practically nobody's going to pay that. The shit will pile up in its little corner of the Steam workshop while the good stuff (i.e. mods that are basically expansions in terms of the content they provide) will be worth it.

To compound that, valve takes 75% of profits and nodders take 25%.

THAT, however, is very fucked up. Are you sure it's Valve who's taking 75%? Or does that include the IP owner's cut? I would have assumed Valve would go with their standard 30% cut, which (while still unpleasant) is at least on-par with what's considered normal (iTunes and the Apple store take a similar percentage, most game engine licenses take a similar percentage, etc.).

299
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: April 23, 2015, 04:06:44 pm »
Araph: I will try to put that option in, along with the other few things on my to-do list like fish food and fish physics :D
...like fish food and fish physics :D
fish food

Aw yis, fish swarms

I will try to put that option in

Super-speed fish swarms

fish physics

Super-speed fish swarms bouncing off of each other

This just gets better and better

300
Forum Games and Roleplaying / Re: [ISG] Teovanth
« on: April 23, 2015, 12:46:14 pm »
I think going North through the deer trail is our best bet, at this point. If there's a road, it's probably one of the safer places in the forest. The deer trail itself is risky, though...
Unfortunately, I do agree with this. It may be best to stick with the threats we (sort of...) know rather than potentially kicking a beehive of hostile creatures and this crazy dude guy chasing(?) us. If we can get past him, we'll make it to the road and, if we're lucking, find a good-guy patrol or hunters or something.

+1
+1

It looks like your best bet is to head back to the road. It'd be a lot safer than gallumphing through the forest and hoping to find the village more quickly. Deer path it is, then.

Or...


Or...

I think going North through the deer trail is our best bet, at this point. If there's a road, it's probably one of the safer places in the forest. The deer trail itself is risky, though...
Unfortunately, I do agree with this. It may be best to stick with the threats we (sort of...) know rather than potentially kicking a beehive of hostile creatures and this crazy dude guy chasing(?) us. If we can get past him, we'll make it to the road and, if we're lucking, find a good-guy patrol or hunters or something.

+1
-1. Not because of your reasoning - which I agree with - but rather because you're forgetting one crucial detail: we're a ★WIZARD★!!!

Draw a runic circle on the ground and one on the map. Stand inside the ground circle, activate it, and stay on it as it flies to the point on the map (having incorporated its flight instructions into the design). Flying rock platform ho!

EDIT: We're unlikely to fall off anyways because everyone knows elves are super agile.

EDIT2: Action description length cut down for simplicity and ease of reading.
If we can do this....

Yus.
+1

Or we could make some magic.

You've never made a floating platform, but you're sure you can manage thanks to the unparalleled flexibility of your geometrism. It'll take some time, though, which you may not have.

You frantically begin scratching runes into the ground, weaving together a spell to hold your platform in the air. Mentally tracking each variable and factor, you sympathetically bind your map to the earth and the earth to the rift, drawing crackling motes of power to bear.

A bestial roar interrupts your preparations. The snapping and tearing of undergrowth echoes through the trees, drawing closer at an astounding rate. No time for second-guessing; it's time to take to the skies in your untested, jury-rigged contraption of magic and dirt. As a wise man once said, sometimes you have to run before you can walk.



IT WORKS

IT WOOORRRRRKS

AH HA HA HA HA HA uh oh.

The hunter bursts through the trees. His hands, arms, and face are coated with blood, and you don't think it's his. Lifting your hands, you direct your platform skywards, and the dirt circle heaves itself upwards. Just as you think you made it out of his reach, the crazed man leaps inhumanly high and grabs the edge of the platform, but the violent rift energies holding you aloft arc between the dirt and his chest in a flash of purple, throwing him backwards and away. Destabilized, the platform shudders. You don't have long left before it falls apart.

You steer yourself northwards at a staggering velocity, veering right to follow the path towards the village. The wind rushes past you, the first light of dawn crests the horizon behind you, the trees whip by under you. The little rational corner of your brain notes that it's quite exhilarating.

A rumble from beneath you steals your attention. The glowing runes at your feet flicker and fade one by one, unleashing the previously contained rift as your platform crumbles. For one terrifying moment, everything falls silent before the earth detonates in a flash of purple light, and you fall...


And fall...

Branches cut across you as you tumble down. Time seems to slow to a crawl before -


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