Indie game developer.
Software dev since 2006.
Released Live Maze, a free game for Twitch streamers.
Currently working on a couch co-op twin-stick shooter.
YouTube plays Pokémon.
A new experiment by yours truly.
To participate, write any of the gameboy commands in the live chat:
up / down / left / right / a / b / start / select
https://t.co/7Y03YdKcFy
If you're a fan of 80s-90s style #arcade games,
check out this free to play demo for an upcoming game made by my friend @VidvadGames ! 🤩
https://t.co/lzyPSsJVDr
Was greeted by a typo when I joined a certain new social media platform, so I immediately did what any software developer would (or should) do.
https://t.co/l5HC7yV4eX
God I love open source software.
The Shadow King has been released!
🗺️ massive map!
👹 lots of different enemies!
🦘 fun platforming!
💡 boss fights and secret rooms!
🎶 beautiful soundtrack!
Get the game on itch, link in the replies
Please spread the word! ❤️
#️⃣ #pico8#indiegame#pixelart
Another C# 7 feature: Tuples
Want to swap 2 array items? You no longer need to create a temporary variable. Just write it like this:
(array[0], array[1]) = (array[1], array[0]);
This will allow you to write cleaner and more concise code.
However, generally you'd want to implement the functionality into the class itself, so you can completely skip these type checks and just call:
action.performAction();
C# (7) supports pattern matching
Instead of writing
if (action.GetType() == typeof(SwapAction))
You can write
if (action is SwapAction swapAction)
But did you know this works for switch statements too?
switch (action) {
case SwapAction swapAction:
swapAction.swap(); ...
The changes are positive but the trust breach is irrevocable.
There is no guarantee they won't pull another move like this when the shareholders come collecting.
I would sleep much better knowing that the person/people responsible for the initial chaos would no longer work there.
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking.
Yes, this is a price increase and it will only affect a small subset of current Unity Editor users.
Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers.
The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect.
We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share.
We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts.
We are actively listening to and following your questions closely. Please review our FAQ (https://t.co/YOA8dvVdjO) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: https://t.co/yG9GW4Hu3z.