Went to a local smash tournament with my friends a while ago now and it became apparent to me that I was really good among my friends, but the worst at a tournament lmao.
That’s definitely how it goes. So many of the people that show up start that way - “I can beat all my friends, I bet I’ll do pretty good in tournaments.” then “Oh no”.
Minecraft is better and has a massive community with a huge selection of mods. Luanti is free & open source but that's about it, it's neat but is ultimately just another Minecraft clone.
While Luanti is much more accessible for modding, isn’t it more limitted? Maybe the documentation was just out of date or that, but I was trying to look into custom shaders as well as optimization mods (since I was getting suttering on block updates) a year ago or so, but from what I saw at the time, there wasn’t any way to modify these.
Edit: Was trying to find any information to confirm this, or see if its changed. I did find a couple recemt refrences to custom shaders (although they seemed very limitted). That said, there was no official documentation, nor refrences to it on any official page, so I have no idea how functional or supported it is. I found nothing at all about other methods of modifying rendering.
Its moddability/extensibility is way inferior to Minecraft, where you can change basically everything, including rendering, networking, main menu, sound engine, etc. Check my previous comment on my profile page.
In my opinion Luanti is a living proof that top-down extensibility aka “we make monolithic engine in C++ and then provide some APIs for scripting via bindings for some scripting language on the side” doesn’t work well. You can’t change main menu, you can’t fix player controller (and the default one sucks), you can’t write your own renderer, etc. Because developers didn’t imagine someone would want that (actually they probably did, but they simply don’t have capacity to provide this). Good extensibility/modability should be automatic, on binary level. Like what you get by developing in bytecode/JIT-compiled languages like Java/C# or in old Unreal Engines where everything was done in bytecode-(de)compilable special language called Unreal Script.
For the most part I would agree. Though there are absolutely some games on there that make it feel like a standout product. Those games being shorter games called “Glitch” and “Eyeballs”. They do a good enough job of showcasing how you could use Luanti as a legitimate game platform. But other than those, would agree that it falls into the clone category.
I have posts being critical of it from over a year ago. I’d assume most people who have criticism don’t leave a comment because it’ll get you massively downvoted and your inbox will be flooded with angry replies.
What are the criticisms? Genuinely curious, have no idea what problems anyone might have with it, other than some quotes from the Ubisoft exec trying to act like implementing user run servers is borderline impossible
I don’t understand why there’s such a hyperfocus on petitions. The only thing being attempted is signing petitions in various countries. Every country has declined to do anything and the last hope is the EU parliament which is being treated like some all or nothing final bet. Why just petitions?
Why not directly put pressure on some of the worst offenders like Ubisoft? Lots of people are saying they’re not buying another Ubisoft game again. Cool! Start an official boycott. People who cant sign the EU petition can sign a boycott promise. It wouldn’t be binding or anything but it could create more solidarity around not purchasing their next big release. Companies care about their bottom line.
You know the hate campaign against piratesoftware? Why not do that to the official Ubisoft account instead? They’re the company that is actually causing the problem. You might not like piratesoftware but he’s not the enemy. He hasn’t killed any of his own games. He didn’t make the decision to shut down the Crew. The offical Ubisoft account shouldn’t get to post a single thing without pressure from the movement. Critical memes should be made about the company and shared on social media. The CEO shouldn’t get to speak to an audience without being booed. Companies cave to negative PR all the time.
These things can be done in addition to the petitions. Personally, I don’t think any petitions are going to bring about the change people are looking for. Governments rarely listen to them and the EU isn’t much better. There are just 10 citizens initiatives that have passed and all their responses have been pretty lack luster. Even if the EU enacts the exact laws people are hoping for, what about everywhere else? The idea seems to be that other countries will get trickle down consumer protections. Americans are pushing Europeans to petition the EU parliament to make law changes hoping it will cause American companies to change how they sell products to Americans. It’s just such an odd strategy to me. Again, it can be done, but there’s no reason more direct action can’t be taken in tandem with the petition.
I get lots of downvotes and angry replies for this take which I’m not sure why. I can only assume people don’t like hearing that petitions are largely useless.
Even if mostly useless, not doing anything is even more useless. At least that petition shows support for changes, which may influence some executive to rethink what they think is acceptable from their userbase.
I agree. I also think if you’re not European, you’ve not done anything. There wasn’t even a petition made in the US so Americans haven’t done a single thing, yet are the most vocal about it. That’s the part that confuses me.
Yes, that’s why I didn’t suggest Americans start a petition. A boycott and/or social media campaign is something Americans could do rather than just hope and wait for Europeans to fix everything.
A social media campaign by an American is exactly what SKG is…
The EU initiative was chosen specifically because it actually has a chance to get traction there, and the market is large enough that it can’t just be ignored by publishers.
Your apparent argument is based off (wilful?) ignorance as to which publishers other than Ubisoft take part in this sort of practice and suggesting a boycott, which fixes nothing…
There are three Tetris versions that are all pretty good and very easy to emulate: The GB version which came with every device, the NES version and PICO-8.
Sonic is much less popular in Japan, where Sega is from, than in the west. So the Japanese management might not see Sonic as such an important franchise.
It’s this. Japanese businesses almost always only truly care about the Japanese market. If something does well in foreign countries but does poorly in Japan, it can be expected that product will never be made again, or changes will be made to attempt to make it sell more in Japan, even if that means alienating the rest of the foreign market that already liked the way it was.
See they should have done a Charlie’s Angels type thing, have them standing kind of back to back like they’re on the same team. But I guess that won’t have been as controversial.
I think they were trying to lean too hard into the warring gamers battling it out, and the black woman represented the original PSP while the white woman represented the new white PSP, player 2.
But they put it on a fucking billboard where the only context we have to go by is beating the shit out of a black chick. What they fuck did they expect people to think?
Like artistically I can see what they were aiming for with this but they not only failed to understand the medium and audience, but when the obvious interpretation came to their attention they did not fucking care.
We need to go back. Everything now is too sterile. Publishers do not take any risks on games anymore. We don’t get games like Illbleed or Burnout from AAA funding anymore. Games that look at a genre and really ask what actually belongs in that genre.
Nowadays its all unoptimized Unreal Engine copy-paste Over the Shoulder perspective slop.
Indie is being more experimental these days simply because of how easy it is to develop video games now, but still lacks the necessary funding to create experiences on par with what AAA can offer.
To be fair, an indie dev just tossing stuff together on the weekends and evenings has everything needed in these accessible game engines to build a AAA title of 15+ years ago.
I would argue that is not true. I don’t see many Indie games that match AAA games from 2010 in polish or content, honestly. Maybe there are a few, but I cannot think of any off the too of my head. Most are like AAA of 25+ years ago.
On a technical level it may be achievable that an Indie game matches a 2010 AAA game, but I think mechanically speaking that has not happened yet. Indie games have a hard time even matching the content and polish of 20 year old games from 2005. Where is the Indie Resident Evil 4, or Elder Scrolls III Morrowind? Some Indie games try to compete, but they either aren’t polished enough, look like they released in 1999, or are too short in content to compare to those games.
That Tainted Grail game that just came out this year is supposedly the indie Elder Scrolls. Maybe you’d argue that’s AA, but that’s still a symptom of how our standards have shifted. Games like Resident Evil are also abundant these days; not so much like Resident Evil 4 in particular, but RE4 was an experiment that split the difference between old Resident Evil and modern third person shooters.
I only bring up RE4 since it released in 2005. Morrowind is even older at 2002. My point was more that there aren’t any indie games that match the content or polish of those games, as old as they are.
Its mostly a limit of indie in general. Not enough money or time to match AAA games of even 20 years ago. AA absolutely should be at minimum matching 20 year old games, but even the funding AA gets should be enough for AAA games from 2010.
That’s what I was trying to say is they have everything they need mechanics-wise built into these game development environments. The difference between AAA and indie is more on the scope of how much artwork, sound design, writing, voice acting, Foley work, etc. goes into the game
A solo independent developer can pretty easily recreate the mechanics of GTA V in Unreal for example, but they can’t realistically recreate a selectively compressed representation of the entire LA and San Bernardino counties plus a 14 hour (or however long it is) single player campaign
Subnautica is one of those games that’s incredible hard to recreate. Once they started trying to explain every little thing about the aliens I completely lost interest. You may be able to bottle lightning, but you certainly can’t do it twice.
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