But the term 'Roblox Devs' can also include other children. You seem to be missing the point a bit that kids used to be able to make games and share them with their friends for free. Now they need a paid subscription and a face scan to do that.
Yes it makes sense when you apply it to adults, but Roblox was made for kids to share and play with other kids. When you look at it from that angle it makes no sense.
The step is a significant one, and Roblox has taken one other measure recently, restricting chat a lot for minors (https://x.com/Roblox_RTC/status/2043723470899437623) . I think this is a move to satisfy people concerned with child safety, not a cash grab. I think RB hq probably know they're making tradeoffs of keeping parents happy, while devs will be annoyed/fewer. But everyone can still make games and play them with trusted friends. Likely damages the network effect (Roblox's multiplayer aspect being one of its best parts), but oh well.
'Trusted friends' is the key term here. To become one you need to have a paid subscription and to submit a face scan or id, which is what most people here are against.
I for one will not let my child submit a face scan to Roblox in order to become a 'trusted friend', and so now they wont be able to play the games made by their friends.
I've been told by a lawyer that a common sensible step in closing companies in Germany is to first...reseat the company in the UK ... (at least pre-brexit - not sure if things have changed). Think of how bad and expensive the process has to be for this extra step to be worthwhile.
I have been trying to close a UK company for the past 2 years (created post brexit).
And reseat, as others say, is not as easy; the gravity of decision making has to be in the country of incorporation; if your main shareholders and directors are physically in Germany and you reseat the company to where-ever, Germany is going to see and act like this is a de-facto German company. Hence you gain nothing, you get more paper work.
You're saying you get nothing, but you perhaps underestimate how time-consuming and expensive even the easiest company shut down in the Germany is. (I had a very smooth process winding down my company in the UK - you have my very sincere sympathies that things are a bit rockier for you).
>if your main shareholders and directors are physically in Germany and you reseat the company to where-ever, Germany is going to see and act like this is a de-facto German company. Hence you gain nothing, you get more paper work.
Looking online, here's a german tax-advisor who talks about the strategy of liquidating your company by first merging it with a uk company, saying you can close a company in 4-6 weeks by this process (though they recommend against it after brexit for liability reasons, but mention Ireland and malta as options). In germany you have a year of waiting, and lots of additional notary/accounts work. (OTOH, I don't know how you get it down to 4-6 weeks and avoid the uk's company house gazette notification period - they must pick a different kind of company - if your fees for closing down a company in germany are going into the thousands (or tens of thousands) for notaries, liquidators fees, and the like).
Once again, not my specialty area, I just...wanted you to know that it does happen, is a specialty area of work for some companies, and it's presumably not irrational behaviour.
interactions between the various mechanics in the games likely yield countless surprises, and let you build something considerably more elaborate than thesum of its parts..
The Puzzle Boy / Kwirk series of games is Sokoban-based, but has 3 different mechanics on top of that: turnstiles, pits (that can be filled by blocks), and blocks larger than 1x1. One of the things I love about it is that, each mechanic is interesting on its own, and each combination of mechanics results in levels with very different feels. Lots of puzzles with a bunch of mechanics try to throw tons of them into each level, and each level ends up feeling very samey. But judicious use of combinations can lead to a lot of interesting variety.
Puzzle design is his strong point (and the team has several v. good puzzle designers on it), so it's safe to assume there'll be some good ones there. The sheer quantity make me wonder about how the game will be structured - they can't presumably all be stumpers (aka hard puzzles that you'll have to step back from and think about) - maybe there'll be more of a gentle flow between puzzles, like in the Witness, or maybe there'll be lots of optional levels/branching in the game design. I guess we'll see! I'm curious :)
>Trying to optimize to some kind of perfect pixel alignment shouldn't be a goal anymore.
If you're trying to display pixel art (or make games with pixel art), being able to have integral upsizing is very useful. Antialiasing doesn't cut it, and the eye notices when you do non-integral nearest-neighbour upscaling and some pixels are the wrong size.
Huh (having scanned but not read in detail the post), interesting approach. I'm not that well-versed in this area (as a game developer, I tend to jump straight to nearest-neighbour), but hadn't come across this before. I love the pathological example of a checkerboard pattern - very pleasing worst-case scenario, where I suspect it would just be a grey blur. However, the developer doesn't show us the equivalent for the suggested filter - systemically showing side-by-side comparisons of different filters would be useful. I suspect the resulting artefacts would be randomly blurry lines, which could also stand out. But nice to see people thinking about these things...
Here's a related disucssion on what 'pixelated' should mean from the css working group
(every so often browsers break/rename how nearest-neighbouring filtering works. I hope at some point it stabilizes lol - I note in the discussion linked nobody else cares about backwards compatibility ...).
> It had horrible subs because the sub were written by Chinese people using Chinese names for places and character
More likely the translators, probably native English speakers, intentionally decided to use 'authentic', 'historical' Chinese names (as modern mandarn speakers would write them in pinyin) rather than the Japanese ones?
I agree that the effect could be really confusing though, and it's not what I would do!
(IIRC the fan translations of the Manga also gradually decided to change to use Chinese versions of the historical names, which I also found confusing - especially as they have kept some of the old Japanese names ones, so...it's a weird mix...)
Kingdom at least has some connection to historical places/people so it kind of makes sense.
Thunderbolt Fantasy on the other hand is completely original/fictional in setting and characters, and yet still uses the Chinese names in the subtitles. While it is a joint Taiwanese-Japanese project, the only available audio is Japanese. So none of the completely made up names ever match between audio and subtitles.
And then there's Dragon Ball with e.g. Son Goku who is named after the Monkey King from Journey to the West but nobody ever refers to him as Sun Wukong.
Yeah, I remember a friend getting a call during coworking and her face just went white, and after the call she told us that was the tax people calling about irregularities (she had moved countries and was slow in sorting out her tax situation), and we all bought it - there was no sober "oh yeah it's a scam" advice from us - it was really perfectly timed, and took a day or to for her to reason through that it must be a scam. (No money lost though!)
Here's my suggestion for an amendement:
"Roblox devs will need plus membership to publish to young users"
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