5.1 (by way of LuaJIT) gets a lot of use, but to suggests no one uses the modern versions is just not true. Lua being an embedded language just takes the pressure away to upgrade. It's a feature, not a bug.
I don't think they are needed. Cheaters will always find a way to cheat, giving game developers access to low level kernel features under the guise of anti-cheat is definitely not a trade-off I'd be willing to make. If game makers can't solve a problem with mechanics or moderation, I probably would just not play the game. Most of those issues revolve around MMO things, and could be solved with private lobbies, self-hosting etc - i.e. not playing with randos on the internet.
I have the same issue, very frustrating. I thought it was a firewall issue, or Android's blocking LAN connections without a VPN, but at this point I'm pretty sure it's just some KDE Connect bug.
Maybe local DNS/DHCP resolution issue? I have this on my LAN with with other services and hosts: the Dnsmasq drops the ball every now and then and does not update the lease database, which results in hosts seemingly being offline.
I would try fixed IPs to see if this solves the issue for you.
There is a program called CT-Art[1], that uses "motifs" to train tactical sight for these sorts of things. Instead of next-move type puzzles where the moves are obvious, it gives you a game position several moves out from the targeted tactic, so you learn to recognize the conditions to be able to steer the game toward the tactical position. I think in it's current iteration it's broken out into separate courses or something but the older programs (v2 or v3 that I can vouch for) were really great for improving in these kinds of areas.
I know everyone hates bringing up naming conflicts, but I'm just going to say I think it's pretty lame to name a language so deeply inspired by another language, a name that is also insanely close to said language. Even the logo... I mean there's paying homage, then there's whatever this is.
I recalled the naming from Tarantool[1], which seems to be in a competing space. Upon checking the docs, it appears their "Vinyl" offering refers to the on-disk part of Tarantool, and not the in-memory component.
I like the idea of loading all apps from the "root" user profile, and pushing them to sub-user accounts, that seems natural as an administrative feature, but when you do it that way, any kind of privacy you'd have separating apps from seeing each other seems like it would be lost. I don't want apps to know what other apps on my phone, that would be part of the promise of user profiles in the first place... I'm not sure how to remedy that, but I've seen this advice in TFA and also on a youtube channel @sideofburritos, that covers GOS and security stuff, and it seems counter-productive in that sense.
I'm confused by your advice, honestly. Defold is definitely not ultra-light, it's a whole ide/studio engine. If I was recommending for ease of entry, I'd 100% pick a "fantasy console" like Pico-8[1] or one of the many alternatives[2] that are free and use a different language if Lua isn't the person's thing.
Second, Phaser[3] actually IS regular javascript. It's the opposite of Defold that is a whole node based editor thing. Phaser is just a an API you use in a script file, that you just splonk into your html page. I don't know how much more standard JS you can get than that.
Defold ships as a ~2MB executable, is designed for lightweight performance on non-cutting-edge mobile devices, and focuses on portability with a commitment to never require any build tooling. Professional game developers and hobbyists alike very much consider it a lightweight platform, but you're welcome to disagree with them.
> I'd 100% pick a "fantasy console" like Pico-8
Ok?
> Phaser[3] actually IS regular javascript ... I don't know how much more standard JS you can get than that.
Your linked example starts with `class Example extends Phaser.Scene` as the base for everything, then fills it with gems like `this.physics.add.image(400, 100, 'logo')` ... For your colleagues' sake, I truly hope that's not the sort of "regular javascript" you use at work.
Are you shipping apps bundled with LÖVE or just expecting users to obtain it and drag the files onto it? I know there are some scripts out there to produce stand-alone apps, but I wish it were more straight forward or that there were a 1st party tool that did it.
It's not going to lead to Instagram-level downloads, but that's not the aim. My goal is to teach people a little at a time to be thoughtful about whom they trust to run code on their devices. Forcing people to take 2 steps hopefully has 2 benefits:
1. You start from day 1 to take baby steps in being mindful of how software is put together for you to use. It's not just a single hermetically sealed box. This part comes from one supplier, this part from another. Both can be modified, and require different skills to modify.
2. You start from day 1 to take baby steps in thinking about whom to trust. Here there are 2 separate projects that would be very hard to collude together. That limits at least the level of malicious stuff I can do.
Summary: I don't want a bunch of people blindly trusting me. I want a few people choosing mindfully to trust me.
Last time I wrote any LÖVE games was probably more than 10 years ago, so perhaps this has been lost since then, but from what I recall creating a single executable of your game could be done by just concatenating a zip file of your game to end the of the LÖVE binary.
I thought I'd seen this posted just 2 days ago, it looks like that post is this post and the timestamp just got updated. I know HN boosts interesting posts that slips through the gaps, but I think it should be more transparent then just updating the timestamp and presenting it as a new post.