Payment distribution would be a challenge in this case, because providers have no reason to trust other providers or whatever "instance" is doing the payment split-up, and something like a blockchain would incur additional load on each provider.
But if having more customers giving a provider some of their money (instead of all of it) outweighs the cost of supporting decentralised payment tracking, maybe it could still be appealing to providers.
I don't like monopolies, but I also don't like the inconvenience and cost of dealing with more than one streaming provider.
I want a unified, customizable interface where I can queue and watch stuff from any provider, and which automatically takes my fee and splits it up between those providers based on how much of each I've watched that month. Like federation, but with payment distribution.
It's interesting to see how as my next comic's setting gets more fleshed out, my notes have less English in them, and are instead full of terminology from the setting. It's my way of trying to understand the culture on its own terms (literally!) and through less of a foreign framework. It's a fun challenge. The drawback is I doubt anyone but me will be able to understand my notes.
Finished everything on my to do list for tonight so I'm making frog doodles in exchange for Kofi donations in stream tonight
I FINISHED IT YASSSSS
Going to scan it for a colouring page, then add some colour to it myself.
I forgot how to do digital painting, come watch me embarrass myself :D
For your game to be listed on Twitch you need to add it to the GiantBomb wiki. Here's how to do it (with < 10000 wiki points):
1. Make sure you have the game's byline and an image (it's nice if they're available on the game's website or presskit).
2. (create and) Log in with your giantbomb account
The obvious answer is "enforce the max voluntary speed when player/AI action would push the velocity above it, but not when velocity's already above it", but that doesn't work when dealing with multiple movement modes that each have their own max speeds. It's only in response to external forces that the velocity should be allowed to exceed the currently appropriate max speed.
Gamedev, physics question
I noticed my physics is broken when it comes to external forces acting on characters.
I can clamp a character's velocity to either their max voluntary speed or to terminal velocity, but I can't figure out how to only clamp voluntary movement to the max voluntary speed and allow external forces to push the character to faster speeds.
Trying to track voluntary and involuntary velocity components independently broke everything :/
Drugs & Wires updated! https://www.drugsandwires.fail/dnwcomic/chapter-6-page-30/ #webcomic #mastoart #drugsandwires
Ya' know... something that doesn't get enough love when it comes to Art & "The Making of Stuff" is Not making stuff for a bit.
I spent yesterday out w/ a friend (it was his birthday) & I just didn't work on stuff. I got a little mindless sketching in on a pic but, for the most part, we just chilled out for a night.
Today, I feel So much better & I have some good ideas that might end up as story bits for my comic later. I even planned out the next few Drawlloween pics.
Not doing things helped.
Update: I bought a different tablet of the same model a few days ago and it hasn't had any trouble so far. So, perhaps it was actually not the driver after all, and just some contacts in the tablet/cord finally starting to give out after 15 years.
(I will still make fun of Wacom for writing a driver that gives out due to minor hardware glitches like that though.)
(I'm also still incredibly amused that it held out until right after I finished drawing my comic.)
I make the webcomic Black Dram! When I'm not doing that, I'm probably making pixelarty games.
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