- On a popular discussion website, I was wondering why my submission links no longer were upvoted, and commented to. Was my stuff suddenly not interesting anymore? I tried looking at the site from my mobile phone, and noticed that my submission wasn't visible. It was only there when I was logged in. So clearly, someone shadow banned me. What the hell? Why? I could write down a huge rant with the title "corporate censorship" now, but in short: Shouldn't social media work with the people deciding what they want to read? That's where the up (and down) vote buttons are for after all.
- I had 30 minutes of free time and wanted to play a game on Steam. "You need to update first!". Ok. Steam starts downloading a couple of gigabytes for a patch of a game. Which takes about 3 hours on my rural internet connection. Which leaves me -2.5 hours of my free time. So much for playing a game.
- I forgot my paypal password. The dialog for sending you a new password contains 5 different possibilities (Email, SMS, Call, etc). It is written in a font that big, so that the 'OK' button is below the bottom of the screen. But there is no scroll bar. And the mouse wheel doesn't do anything. So I cannot click onto 'OK'. I actually have to open the developer tools and adjust the CSS font size so that the Paypal dialog works. I bet this works nicely on mobiles and PCs with very big screens. But not on my PC.
As software developer, frustrating stuff like this has become the daily norm for me. The more complex stuff you have to do with software, the more stuff is breaking in hilarious ways. I may be getting old, but I feel software isn't doing anymore for me what it was supposed to do: Getting out of my way and make my life easier.
I'm not sure how to improve this mess which is how software works today. Maybe we should just get rid of the "wait for the next update" and "if it compiles - ship it" culture. Or maybe it's just time to die for me. I'm probably too old to make sense of all this.
I like how he is experiencing the game and the features:
This was exactly how I hoped people would play the game. But there are others of course, for example a few weeks ago I saw a youtuber standing in the landscape and commenting on how ugly the trees, the grass, the walls in the buildings, the sky and everything looks. After doing this for about 15 minutes, he was slowly dying of thirst because he didn't look for food or water, and just kept on talking about the uglyness of the game. When he finally died because of this, he declared that the game sucked because he died.
Not sure what to make of this. I improved the graphics since then a bit, but I'm still confused about all this.
RocketCake. It includes some neat new features, like support for text shadows:
Which was interesting to implement. For example, the specification says that it doesn't give the exact way to implement this, but no pixel in the result image may not deviate by something like 5% from a certain specification. Ha. :)
Besides lots of other new stuff, I also rewrote the rendering algorithm so that website editing is now much, much faster if you are using many or big images. Previously, this was very slow on some systems.
Hope you like it!
offer a discount on some of my products for a few days. This year, there are 18 products on sale. Eighteen! Until a few days ago, I haven't realized that I have created that many products so far at all.
The sale page is a bit more structured than last year and I even made it responsive. But the probably more interesting part is that I give away all products for -50%, some even for -75%. That's quite a lot. But it's only for a few days.
Hopefully I am giving a few people a nice start into 2017 that way.
Happy new year!
The most interesting event this year for me was that Valve opened the floodgates and more games than ever before were added to Steam. Including my small hobby project, PostCollapse.
|3 PostCollapse updates:
RocketCake, my free responsive website editor is rather new, and people really seem to like it. I should invest a bit more time into that next year as well. This is what I did for it 2016:
|2 free RocketCake updates:
Also, I spent quite some time updating and maintaining CopperCube, my 3D game engine. User/Customer support is probably the most time consuming task for this product. These were the updates:
|4 free CopperCube updates:
|2 free CopperLicht updates:
And I released two updates for WebsitePainter, my website designer for beginners:
|2 WebsitePainter updates:
Additionally, I did a lot of experiments with various app stores, wrote about 40 blog posts, tweeted about 100 tweets (I know, I should do this more), and created 5 youtube videos. All in all, it looks like I wasn't that lazy.
This was a year were I had a lot of distractions and my time for developing software was a bit limited because of personal reasons, but starting with next year, this should be much better. I hope to continue creating nice new software and updates for my existing ones, and hope that people will continue liking my work, also in 2017.
It actually works nicely, but is of course limited to the buildings. For now, once finished, this mode will likely only exist for the fun of it, but it could be possible to extend it to make more sense gameplay wise. But let's see.
Is this good? Is it bad? I don't know. But he played it for 23 hours, so it shouldn't be that bad. Right? Hm.
- Steam Integration
- Improved First Person Shooter Controller
- C++ source code (pro edition)
- Flash source code (pro edition)
- Android Multi-Touch support for 2D Overlays
- Android First Person Shooter Camera improved
- Scripting extension: ccbGetCurrentNode()
- And other small improvements
There is also a new CopperCube website. It is responsive and minimal, and not very overloaded with information. I personally don't like that. For a 3D engine, I want detailed information, but it seems that people prefer this style now: Few shiny images, just very few lines of text, and that's it. At least all the information about CopperCube is still there, but now on the 'features' page. Let's see how this turns out. I'm looking forward to see what impact this has on sales and downloads.
Apparently that youtuber doesn't like the game, and he calls it the "Most Unity Suvival Game ever!". Ha :) That's especially funny since I'm one of the very, very few people out there which did this: I wrote nearly every line of code in my game from scratch, myself, in C++. Including the 3D engine. And sound engine. And collision detection. File System. Translation. Input handling. World generation. Hell, I even composed the music myself.
I'm interestingly not even mad, it is actually a bit entertaining :)