I know games are a business
It's a brutal truth
Because they strain so badly to be something more
I was out in a bar, after fight practice
The Tuesday after layoffs
And someone recognized my shirt
"Oh, have you been playing the new update?" She asked
Excited
(1/3)
When was the last time you made a game?
You’ve come after me before and it’s pathetic. We all know the problems in gamedev are executives who don’t know how to manage or fund projects. Just like you couldn’t manage or fund your own projects.
Yet developers are constantly harassed by people who know nothing about what we do out of complete ignorance. Then get angry because we don’t want to hear their opinion on why unreal engine sucks? Like they even know what it is beyond a YouTube video.
People want to know why their games suck? Not because the chefs can’t cook, but because the restaurant owner keeps cutting costs, firing the chefs and telling them to make meals they know people don’t want.
I don’t mind if people tell me games I work on sucked. I learned early in my career I’d be working on some bad games. APB taught me that. But like many devs I just work hard at my own little corner. I don’t take it personally even if someone says my art is bad. But I don’t have to listen to someone tell me how to do my job better when they don’t know what my job even is.
Or tell me how it is to work in games when they don’t know.
Nobody ever starts these conversations in good faith and escalates them to “oh she doesn’t want to hear what I think about game design even though she isn’t a designer? Wow she’s everything wrong with games… concord or something. Wah.”
For years we've been overwhelmed by the volume of code contributions we have to review, especially from new contributors. AI has made the problem much worse.
We are taking steps to reduce the burden on maintainers while still welcoming new contributors:
https://t.co/LcBXAjm2qB
> get dm
> "government ppl in Colombia getting weird file"
> lolwtf
> send link
> look inside
> phishing page (looks good tho tbh)
> image 1
> i dont speak spanish, idk wtf it says
> look inside .html
> .zip hidden inside it as base64
> lol ok
> bonk with stick
> "Oficio 2231" zip file
> idk what that means still
> look inside
> .zip has .js inside of it
> look inside
> big ass fuck off obfuscated bs trying to trick u
> image 2
> utf16 bullshit
> utf16 makes another file
> ???
> extract from tiny little fragments of js
> look inside
> .dll .net file
> wtf lol
> look inside
> heavily obfuscated .net malware
> image 3
> tiny .js fragments contain powershell script
> ???
tl;dr
.html does something that triggers .js which extracts .zip. the .js from .html executes the .js inside the .zip which reads the .ps script from the .js. the .ps then executes a c# .dll which is named taskscheduler (its malware)
why would someone send government officials in Colombia this file wtf lol
Hi Sandy, I hope you’re well. I have appreciated the recent discussions. I do not agree with your framing.
Regarding piracy, DOOM is a complicated example because shareware was the model. DOOM’s first episode was designed to be freely copied, passed around, uploaded, installed, and played. That enormous unpaid audience was not the same thing as piracy. It was part of how DOOM reached the world.
By the mid-90s, DOOM had something like 20 million shareware installs and more than 2 million paid copies sold. Those 20 million people were not “pirates” by default. A huge number of them were playing the free episode exactly as intended.
That doesn’t excuse people pirating the registered game. However, it’s important not to collapse legal shareware distribution, unpaid reach, and actual piracy into one number.
I also don’t think piracy is what “gutted” id - id is still around and still making games. Piracy may have cost money, but it wasn’t the reason Quake was hard or why people eventually went different ways.
So yes: pay developers. Buy the games you love. Support the people who make them.
But history is messier than “pirates killed the companies.” Sometimes the same free distribution that looked like lost sales was also the thing that made the game impossible to ignore.
@VAMichaelaLaws Ren'Py disallows vibe coding:
https://t.co/zhEaThA0el
"We do not accept changes where a human does not fully understand the change and how it affects Ren'Py. Large changes made with minimal human review ("vibe coding") are not acceptable. "