This too. I stopped reading at that point. My suggestion, just get rid of him. If he doesn't want to learn, doesn't want code reviews, can't use a VCS, he's not worth keeping around no matter how much business knowledge he knows. He's garbage.
If you can learn all that, and retain it, your good. Keep doing what your doing and you'll have a bright career regardless of age. The reason why so many "older" folk are removed/forced/quit from IT is because they reach a point where they stop learning. Either through their own mind-set (I can grep so why use XYZ to do what I've been doing for 20 years, example) or from their lack of learning ability. I say, if you can learn to be competitive and have fun doing it and enjoy doing it then by all means your totally employable. I've hired older programmers simply because they kept up with the times and actually love what they do. It's the ones who continue to use java struts or EJB that I kick to the curb.
Sure you can compile mono code with vs. But it's still a windows stack just ported to *nix. I love mono, don't get me wrong. I also love C# even though I'm a more java guy than anything. But for this guy to oogle over visual studio with such fanboi-ism as to neglect the fact that TFA talks about live programming and how awesome it would be for direct feedback of variables and scope and the like to preach the microsoft kool-aid to us/.'s is ridiculous.
seriously? Now I admit that Visual Studio is feature rich, only on windows, only with microsoft stacks, and doesn't compile things in a normal fashion (see #pragma) this above comment just oozes microsoft troll...
I was gonna mention that worrying about scaling before the app is built is a waste of time. Build the app. Get to your capacity. Modify app. Grow some more. Iterate that several hundred times and you build as you grow, you bill as you grow, and you scale as you grow. Don't fret worrying about how to serve to millions before you've served to thousands.
+1 This was a separate company capitalizing on DayZ success with their own game based off War Inc. engine. Hammer Point Interactive were developers for War Inc.
...promised an unhackable infrastructure. Where they went on and on last october about how much security they have and how people can't hack in TWZ? I do remember that as I was paying $19.99 for silver founders pack and access to the game. Within a month there were aim-bots and wall-hacks and now, their entire database is compromised. This company is a joke.
and this is what I was referring to. It's mainstream now. I applaud them for their success but I can't really call minecraft, terraria, FTL, Journey, "indie" anymore. They are small budget, small team (even loner team) games sure but once you reach that level of success, drop the "indie" label and just call a game, a game. I remember a time, back in 2000-2004 when "indie" meant to game dev's that they were "indie" because they can't afford marketing negotiations with publishing studios or they thought their game idea to extreme or far-fetched to be marketable. But now that publishers (and by that I mean platform providers) have capitalized on "indies" then really they are no longer "indie" but rather just small development studios or one man army game dev shops. They have a clear avenue for market penetration and they have a means to publish on their own through the platforms. It's a great time to be a small game dev but personally I think they lost what it meant to be "indie". Which isn't a bad thing, just a changing of the times. A reminiscence of what it used to be like.
No, there's no chip. I say the death of indie in the sense that they are no longer, by my definition, indie. I wish them all the success in the world as I loved FTL and the like. I think we need this jolt to the games industry to show the big players that people want to buy games to play them and not watch a 30 minute cinematic. I'm grateful for what they are doing but when I started working on indie games back in 2006 the term "indie" was to describe a hobbyist who wanted to make a game and bypass the regular publishing means like Microsoft, Steam, PSN, Wii Ware, etc. We released games on PC/Linux/Mac because we liked making games. I released a game on XBox Live Community when the community had only 20 games in the list. Sadly, that market plunged into minecraft clones and vibration apps which didn't make it viable for those of us looking at it as an outlet for indie creativity. But games that have a budget of $100k are hardly indie, like those Sundance movies that feature hollywood actors are "indie". I've always been more impressed with people who can make something awesome using what they have at their disposal than their negotiating power to do something low budget to save costs, if that makes any sense...
And for that, I'm happy. It's showing to the big companies that "gamers" want "games" and not "movie experiences". Games should be made and sold for the gameplay and not for some marketing, franchise, cross-vertical tier linking money grab. I'm happy that indie games swept the GDC but I'm also sad as now indie games have lost their "indie" and are now just "small budget" games.
No, I published my game on xbl for under $500 including hiring a composer and sound guy for the music/sfx. Granted I did the art and programming myself. But I know guys in the local IGDA who do art for art's sake and don't require $80/hr artist pay. The trick is to find someone who is as excited about the project as you are.
...to the death of indie games. I've released an indie game on xbl and was pretty proud of it. I didn't get rich, I didn't win awards, I did it to make something fun. Indie games now are a rebirth of the games industry and really are no longer "indie" but rather small game development shops. The idea of being indie for me was to be against the regular establishment of publishing, development houses, big budget games. It seems the evolution of indie games will eventually prove that they are, by definition, no longer indie.
I would tend to agree, it's the highs that get muddy with bitrates below 256kbps Lossy audio. However, it really depends on the clarity of the original recording. Some are not as good as others on defining the highs and lows with clean tone.
Instead focus on making your app so valuable as a graphic utility that people *need* it. Then price it low so that you can make revenue but not BP style revenue. I've done this a lot and always found people who really *really* like your software are willing to pay for it, when they find out it's $10 or so then it becomes a no brainer and they buy it.
Pirates will pirate no matter how deep down the DRM rabbit hole you go. The only thing you can do to stop it is embrace it. A good way to do this is make your software able to detect if it's valid or not (via CD key or something as mentioned a hundred times already) and if the same key was used more than 5 times from more than 3 computers, it was pirated. In which case your action should not be to batten down the hatches and make it restrictive, but rather, offer a discount on the purchase and provide those pirates an easy "no repercussions" purchase path. A 50% discount would get you a lot of money that otherwise would have been lost to pirates. Just a thought and is how most "indie" developers see pirates anyway, as free advertising. Sure there will still be people who don't pay, but by providing them an easy path to purchase for a discount to make their copy *legit*, you'll find if the price is right that people would flock to it.
You sir, have my money! Please... I don't have the time, nor the patience to build this but this is pretty much exactly what I (and other) want. MakerBots are cool, but what about a PrinterBot? You could probably add the reflow step to this machine if it was enclosed somehow, and then its up to the user to hand-solder the large through-hole components.
yeah i know you can etch your own boards (I do) but to have a little desktop "autobot" that can not only cut the copper to size, etch the circuit on it, then assemble the pieces would be a HUGE breakthrough for us hobbyist tinkerer's.
omg i just had a visual of trying to parse output being printed on screen in 18pt. Comic Sans, nice, thanks for the nightmares for the next few days...
This too. I stopped reading at that point. My suggestion, just get rid of him. If he doesn't want to learn, doesn't want code reviews, can't use a VCS, he's not worth keeping around no matter how much business knowledge he knows. He's garbage.
If you can learn all that, and retain it, your good. Keep doing what your doing and you'll have a bright career regardless of age. The reason why so many "older" folk are removed/forced/quit from IT is because they reach a point where they stop learning. Either through their own mind-set (I can grep so why use XYZ to do what I've been doing for 20 years, example) or from their lack of learning ability. I say, if you can learn to be competitive and have fun doing it and enjoy doing it then by all means your totally employable. I've hired older programmers simply because they kept up with the times and actually love what they do. It's the ones who continue to use java struts or EJB that I kick to the curb.
Sure you can compile mono code with vs. But it's still a windows stack just ported to *nix. I love mono, don't get me wrong. I also love C# even though I'm a more java guy than anything. But for this guy to oogle over visual studio with such fanboi-ism as to neglect the fact that TFA talks about live programming and how awesome it would be for direct feedback of variables and scope and the like to preach the microsoft kool-aid to us /.'s is ridiculous.
seriously? Now I admit that Visual Studio is feature rich, only on windows, only with microsoft stacks, and doesn't compile things in a normal fashion (see #pragma) this above comment just oozes microsoft troll...
I was gonna mention that worrying about scaling before the app is built is a waste of time. Build the app. Get to your capacity. Modify app. Grow some more. Iterate that several hundred times and you build as you grow, you bill as you grow, and you scale as you grow. Don't fret worrying about how to serve to millions before you've served to thousands.
made you read it, didn't I?
+1 This was a separate company capitalizing on DayZ success with their own game based off War Inc. engine. Hammer Point Interactive were developers for War Inc.
...promised an unhackable infrastructure. Where they went on and on last october about how much security they have and how people can't hack in TWZ? I do remember that as I was paying $19.99 for silver founders pack and access to the game. Within a month there were aim-bots and wall-hacks and now, their entire database is compromised. This company is a joke.
I have but your 8 years off... http://blog.metagames.co.uk/2010/11/07/review-basilica/
and this is what I was referring to. It's mainstream now. I applaud them for their success but I can't really call minecraft, terraria, FTL, Journey, "indie" anymore. They are small budget, small team (even loner team) games sure but once you reach that level of success, drop the "indie" label and just call a game, a game. I remember a time, back in 2000-2004 when "indie" meant to game dev's that they were "indie" because they can't afford marketing negotiations with publishing studios or they thought their game idea to extreme or far-fetched to be marketable. But now that publishers (and by that I mean platform providers) have capitalized on "indies" then really they are no longer "indie" but rather just small development studios or one man army game dev shops. They have a clear avenue for market penetration and they have a means to publish on their own through the platforms. It's a great time to be a small game dev but personally I think they lost what it meant to be "indie". Which isn't a bad thing, just a changing of the times. A reminiscence of what it used to be like.
No, there's no chip. I say the death of indie in the sense that they are no longer, by my definition, indie. I wish them all the success in the world as I loved FTL and the like. I think we need this jolt to the games industry to show the big players that people want to buy games to play them and not watch a 30 minute cinematic. I'm grateful for what they are doing but when I started working on indie games back in 2006 the term "indie" was to describe a hobbyist who wanted to make a game and bypass the regular publishing means like Microsoft, Steam, PSN, Wii Ware, etc. We released games on PC/Linux/Mac because we liked making games. I released a game on XBox Live Community when the community had only 20 games in the list. Sadly, that market plunged into minecraft clones and vibration apps which didn't make it viable for those of us looking at it as an outlet for indie creativity. But games that have a budget of $100k are hardly indie, like those Sundance movies that feature hollywood actors are "indie". I've always been more impressed with people who can make something awesome using what they have at their disposal than their negotiating power to do something low budget to save costs, if that makes any sense...
And for that, I'm happy. It's showing to the big companies that "gamers" want "games" and not "movie experiences". Games should be made and sold for the gameplay and not for some marketing, franchise, cross-vertical tier linking money grab. I'm happy that indie games swept the GDC but I'm also sad as now indie games have lost their "indie" and are now just "small budget" games.
No, I published my game on xbl for under $500 including hiring a composer and sound guy for the music/sfx. Granted I did the art and programming myself. But I know guys in the local IGDA who do art for art's sake and don't require $80/hr artist pay. The trick is to find someone who is as excited about the project as you are.
wrong thread
...to the death of indie games. I've released an indie game on xbl and was pretty proud of it. I didn't get rich, I didn't win awards, I did it to make something fun. Indie games now are a rebirth of the games industry and really are no longer "indie" but rather small game development shops. The idea of being indie for me was to be against the regular establishment of publishing, development houses, big budget games. It seems the evolution of indie games will eventually prove that they are, by definition, no longer indie.
corrected...
It's just they are higher detail and more refined than previous efforts.
I would tend to agree, it's the highs that get muddy with bitrates below 256kbps Lossy audio. However, it really depends on the clarity of the original recording. Some are not as good as others on defining the highs and lows with clean tone.
Instead focus on making your app so valuable as a graphic utility that people *need* it. Then price it low so that you can make revenue but not BP style revenue. I've done this a lot and always found people who really *really* like your software are willing to pay for it, when they find out it's $10 or so then it becomes a no brainer and they buy it. Pirates will pirate no matter how deep down the DRM rabbit hole you go. The only thing you can do to stop it is embrace it. A good way to do this is make your software able to detect if it's valid or not (via CD key or something as mentioned a hundred times already) and if the same key was used more than 5 times from more than 3 computers, it was pirated. In which case your action should not be to batten down the hatches and make it restrictive, but rather, offer a discount on the purchase and provide those pirates an easy "no repercussions" purchase path. A 50% discount would get you a lot of money that otherwise would have been lost to pirates. Just a thought and is how most "indie" developers see pirates anyway, as free advertising. Sure there will still be people who don't pay, but by providing them an easy path to purchase for a discount to make their copy *legit*, you'll find if the price is right that people would flock to it.
You sir, have my money! Please... I don't have the time, nor the patience to build this but this is pretty much exactly what I (and other) want. MakerBots are cool, but what about a PrinterBot? You could probably add the reflow step to this machine if it was enclosed somehow, and then its up to the user to hand-solder the large through-hole components.
yeah i know you can etch your own boards (I do) but to have a little desktop "autobot" that can not only cut the copper to size, etch the circuit on it, then assemble the pieces would be a HUGE breakthrough for us hobbyist tinkerer's.
But show me one that makes the board, etches, and then assembles and you'll have my money in a heartbeat!
"The good thing about science is that it's true, whether or not you believe in it" --NDT. I love that quote...
omg i just had a visual of trying to parse output being printed on screen in 18pt. Comic Sans, nice, thanks for the nightmares for the next few days...
mainly for screen-size detection and auto-kerning and smooth font support I'm guessing...