@vokainen099
>It's difficult though to find a profitable niche.
Just think of some obscure, dead franchise that still has a cult-following, but little to zero chance of a revival or a series that changed drastically that the newer games look nothing like the older ones (like Ys with the bump combat system).
Another thing you can do is to try to port your games to more obscure platforms like BSD, Plan9, or Haiku. There is probably an untapped market of users who want to play something on there other than TuxRacer. It just like when indies were porting their games to Linux back in the late 2000s and early 2010s. Sadly, this option is if you write your games "from scratch", but luckily SDL pretty much runs on everything so if you just use that than this should be no problem.
@phnt@fluffytail.org @Suiseiseki@freesoftwareextremist.com @munir@fedi.munir.tokyo @dj@ti.parcero.casa This makes total sense!
Suiseiseki is an inside agent, and he's making free and open source software as ANNOYING AND LAME AS POSSIBLE so everyone uses proprietary software, it's the perfect plan
@PurpCat So what didn't work on OpenMandriva?
@Hephaestic Just find some dead genre to revive, spread the word on various gaming forums, create something, and hope for the best.
@tinosoft Fascism is just the merger of corporate and state power. It says nothing about the well-being of workers or capitalists.
Short C++17 question, expert help wanted
I have been doing some research on the inline keyword in C++, since my IDE (CLion) is... giving it a lot of preferential treatment.
From what I have read, correct me if I am wrong, it is primarily an optimization **when used on functions**. Forcing the compiler to insert the function contents directly wherever it's called when it assembles into opcode, removing the overhead of calling a subroutine, but potentially decreasing efficiency in other ways--low level CPU cache/branch predict stuff the compiler will probably decide for me anyway and that I don't have a great understanding of yet.
However, I cannot find a super clear answer on what cons this may have for *variables*.
Say I have a static variable in a namespace:
namespace stuff {
uint8_t x = 69;
}
What are some potential DRAWBACKS, if any, to making this inline? I can only find information on advantages, but that it should otherwise be left alone because the compiler will do it anyway if it's analysis deems necessary. The consensus seems to be "none" but I want to be sure because there is a lot of bad advice out there.
Thanks
found a bug that lets you skip an entire boss battle, thus preventing the game from being finished :)
thankfully it's not something that a regular player would be able to encounter because of another bug, which i also fixed. but you can very easily do that in debug mode and then you can't actually beat the game after that unless you modify your save file or open the engine and make an alternative way to get the key item.
Okay so I've tried about a million different things and everything either just A. goes super speed, B. Freezes after Tick #2 or C. Behaves exactly the same
I am 100% certain this should be working because it is exactly what I did with the FPS cap...
@noyoushutthefuckupdad I just know for a fact whatever Trump does or doesn't do, this administration is going to be worse than 2017-2021 because the division in the right are more apparent than ever, people still think he is our savior, and we have a very vocal minority who thinks that they are on the verge of extermination, which means that we are probably going to see more pandering to them because nobody what to be blamed for someone's suicide.