Fortnite maker will pay $275 million for violating children's privacy law and $245 million for dark patterns "tricking users" into purchases
https://www.gamesindustry.biz/epic-to-pay-520-million-to-settle-ftc-charges-on-fortnite
| pronouns | they/them |
| github | https://github.com/josiest/ |
| engineer at | https://www.timberline.studio |
Fortnite maker will pay $275 million for violating children's privacy law and $245 million for dark patterns "tricking users" into purchases
https://www.gamesindustry.biz/epic-to-pay-520-million-to-settle-ftc-charges-on-fortnite
Here's a gif for #ScreenshotSaturday of the widget editor I've been working in my spare time. I'd say it's coming along quite nicely!
Currently you can customize the alignment of the widget on the screen, and the size and color of the widget. You can also save this data to a file.
You can also remove visual components of the widget (such as alignment or color), and add them back dynamically
All of this uses #ImGui (obviously) as a visual backend, and #EnTT as a backend for adding and removing widget components! It also uses #yamlcpp in tandem with my own library called konbu for parsing and writing widget data.
You can check out the source code here:
https://github.com/josiest/gold
I've been very slowly creating a small game-making tool, somewhere between PICO-8 and what Game Maker was to me circa 2006. I'm not taking it super seriously and only working on it when inspired, but I think it could be cool. I sort of see it as like Love2D but with a small 2D level and object editor built in. I've gotten a bit stuck on where to draw the line on what it does. I liked the idea of it being self-contained, including sprites, tilesets, sounds, fonts, and so on. But to make that idea work, it balloons into a lot of different editors. Suddenly it needs a little pixel art editor, and I start asking myself why I'm making a pixel art editor at all when there are extremely good tools readily available, like Aseprite. So currently I've just kind of left it, as is, for the past few months. I'm still undecided on what to do with it. I could create a small pixel art editor that just does the job, like PICO-8's, and make it easy to load in Aseprite files and the like. Or I could just remove that idea entirely and focus on it as more of just a level and object editor, and assets are more of a "figure it out yourself". I do really like the self-contained direction though, and the benefits that brings. But yeah, I dunno! We'll see.
My tree-based #CraftingSystem now looks very slightly more tree-like. I could fiddle around with child frames in ImGui and centering them so it looks better, but tbh that sounds less like fun and more like a pain in the ass
However ironically, what _does_ sound like fun is prototyping a layout-based UI tool similar to #UMG in #Unreal, but using #SDL and #ImGui as a backend, so I think I'm gonna do that instead!
It just dawned on me that I should probably make a formal #introduction for bio purposes
Hi, I’m Josie! I’m genderqueer and you can use they/them pronouns to refer to me. I’m also a game developer! I’ve been an #Unreal engineer at Timberline Studio since April. Which is also my first job in the game dev industry! So I’m like Shrek in the sense that I’m very green!
Gamedev has been a hobby passion of mine for a while now though, and I still work on side projects outside of work because I find it very fun! Though since my side projects are specifically what I find to be fun, that usually means I’m working on some sort of tool or framework interface that absolutely nobody asked for!
Also, if you see me share gamedev progress, it is decidedly only having to do with my own hobby projects, as I’m currently not allowed to talk about what I’m working on at Timberline (you know, bc of NDAs and whatnot).