#subscription based software
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ahhvernin · 8 months ago
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This. This. This.
I also want infinite access to the program that I paid for without needing to connect to the internet every few days. Are you paying for my gas to get to a place with Wi-Fi? No.
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teksaar · 2 years ago
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Click to Begin with HRMSHOST
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variksel · 7 months ago
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youtube ads becoming first one 5-second ad then two 5-second ads in a row or one 15-second ad then a million unskippable ads in the middle of videos instagram quietly inserting one ad in-between every 5 or 10 ig stories then 2 in-between 4 ig stories not to mention the new reel- and explore page ads. a quiet tumblr ad banner at the top of your dash then photo ads in-between posts then video ads then video ads in-between every 3 or 5 posts that play audio automatically while youre trying to read a textpost. the most popular, paid subscription, news apps adding ads between their articles, then in articles, then paywalling new articles further with a new "news +" subscription and putting ads in those as well. once every 15 tweets there being an ad, then every 5, then theres also an ad if you scroll to the replies. you cant look at tweets without logging in anymore, theres just no option for anon scrolling. facebook ai mining on instagram, facebook ai profiles hyping up ai generated photos im fucking going insane ai temu ads and gallery app ads and printer app ads and higher subscriptions while still seeing ads and i cant fucking do this anymore!!!!! its fucking shameless and worst of all its silent and nobody talks about how half the things we see anymore are fucking ads and we dont own a single thing we pay for and companies can just randomly raise their prices through the roof and nobody says anything about it
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nostalgia-tblr · 7 months ago
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Six Some Sentences Sunday Saturday
and also A MOODBOARD. I am not even sure what those are for but people on AO3 have them on multipart works so I assume they are essential to the craft.
I'm hiding it behind a cut because although I know how to Make Internet Arts I am not especially good at it - I know the keyboard shortcuts I just don't know how to use them well.
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When Sylvie catches sight of her reflection in the long mirror behind the bar she can’t resist giving herself a victorious smile; she’s here to celebrate and she damn well deserves that celebration. Finally she has found a buyer for her latest piece of work, and if all goes well it’ll bring at least a few months of financial security before she has to start worrying about the bills again.  She knocks back the remainder of her margarita and orders another, and since the bartender keeps unsubtly staring at her chest she takes her time searching in her purse for the payment, just in case this prompts him to offer this one on the house.  He doesn’t (well, it was a bit of a long shot) but someone else does – a tall, pale, dark-haired man steps in to play Prince Charming instead, and on first impressions alone this unexpected understudy might be good for more than one free drink; she wishes she had ordered something more expensive.
(No prizes for guessing that her "latest piece of work" is in some way fraudulent, or for guessing who the buyer is.)
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the-cactus-taco · 2 years ago
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FLIP-A-CLIP IS FUCKING SUBSCRIPTION BASED NOW
I AM GOING TO SCREAM
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bmpmp3 · 4 months ago
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kotarou maghni ai thank GOD i literally sighed an audible sigh of relief
#i was so scared. one fear. whether or not the. unsavory figure is still involved or not with ace? i uh. still will never use it regardless#because i dont do subscription only software orz#BUT MAGHNI..... HELL YES#im really intrigued by them. we havent heard a WHOLE lot but i enjoy the engine noise they have its like#somewhere between cevio's 2.0 vocoder and like some world based resamplers#and the systems look like they jack all the things i enjoy about SV and OU (voice color systems - multilingual - etc) which is what i want#all vocal synth editors to do LOL jk jk.... but not really joking at all#but im already excited to maghni this is great. i really fell for audine#she has this really sweet enunciation i really like. very beautiful in the very sugary rnb pop tune answer book#also maybe big al is gonna be there someday. hi big al <3#this rules man i was hoping voisona/cevio or MAAAYBE diffsinger because i had written off sv and maghni as options#(im not sure why. i think it was just because it was a bit of radio silence for a bit there that i wasnt sure what was going on with it)#but im glad it was maghni. im so ready. im so so ready#now i dont. totally know whats going on with them. ive always struggled following their press stuff#which im realizing now is just because the colours they chose on their website is really hard to read for me LOL#so i havent. the slightest idea of when this thang is even gonna be launched or if anyone knows a general ballpark#but i am excited nonetheless <3
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somer-writes · 1 year ago
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Through what medium do you primarily write? (Pencil, computer, voice to type, old timer typewriter, what?)
ya boi is a computer girlie 💕 i hand write when i am desperate and need creative relief (usually while traveling). i need to start keeping a pocket notebook to write down the weird ideas i get in the middle of the day and promptly forget.
i would LOVE a typewriter but i make dumb mistakes and also the ease of uploading work directly to platforms is very nice. plus you cant mail manuscripts to most publishing houses any longer and i dont own a scanner.
i have seen those dedicated word processor doodads. the “e typewriters” which are cool and also stupid expensive???
for writing software i do my non serious work in gdocs. I’ve saved everything I’ve ever written since 2011 and it’s sitting in my drive rn. i used to use to word but once my license was up i moved to gdocs exclusively. despite having a MacBook i despise the AppleWorks suite so i don’t use pages. for my more serious projects i use scrivener and am still learning how to use scrivener. its good for trad formatting and moving stuff around easily just annoying to figure out bc its not all that intuitive. I’ve tried plottr in the past and it wasn’t for me and ive used campfire as well but ended up gifting my license to a dm friend of mine since it’s more equipped for that.
If you want a good free writing software i highly recommend pagefour. It’s based on Ms word 2013 and uses open office. its very similar to scrivener,
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manojhosur · 2 years ago
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dyedviolet · 1 year ago
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I'm so so mad at Protools I'm going to eat banana bread until I'm less mad
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teksaar · 2 years ago
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Click to Begin with HRMSHOST
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paintedbutton · 7 days ago
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In the interest of making good on my plan regarding making an informed decision about writing software, I've spent quite a bit of time lately watching videos, reading blog posts, trawling reddit and tumblr and the like. And ... oh boy. My main takeaway is that I am clearly behind the times. This stuff is not being made for me.
My criteria were pretty simple (I thought):
NOT browser-based
NOT subscription-based
not prohibitively expensive (I am an adult with a decent paying job, I am okay with spending money. I am not going to be spending 200€ + on a writing software that I can't even trial beforehand, sorry)
optional if any AI features
ideally works on both Windows and Android
has some upgraded features for novel writing compared to bog-standard Word (and does not look like it was made in 1995 - looking at you YWriter)
Criteria 1 and 2 disqualify almost everything, I've found. Is it really that hard to fathom that one might not always have an internet connection? Or hell, that I want actual files on my computer that I can "touch" so to speak?
With all that said, the options I was left with were Obsidian or Scrivener. That's it.
While Obsidian seems like a pretty comprehensive program, which you CAN write novels in, it didn't really strike me as being what I was looking for. It's markdown based and thrives on connection between individual files. Probably pretty decent to build up a worldbuilding bible, if one wanted to do that.
I know Scrivener's pretty much the gold standard, so I'm not surprised it ended up here. The lack of mobile support is a bit of a problem for me since I don't own a laptop anymore, so writing on the go will always have to happen on my tablet. Guess I'll have to give it the good old try to figure out whether the pros outweigh the cons.
Mostly, this has made me sad for the state software development is in at least in this niche. I wasn't really looking for a holy grail, I thought. Guess I was wrong about that.
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onebillsoftware · 5 months ago
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890prodoctions · 1 year ago
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I mean... who the hell pays for software?
I sure don’t?!
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waterdeliverysolution · 8 months ago
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treasure-mimic · 1 year ago
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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beaktube · 2 years ago
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tfw I want to try live 2d to make Beak or Robeak in, but at the same time I know that I will:
Exceed the limits of the free version in making these two sonas with the range of motion I want in them (I would love to go as 3D as possible).
2. Have no way to use it during stream because I need the phone to look at chat, and there's always the worry of possibly fucking up the capture software during stream because phones are incredibly fickle.
3. Probably get screwed over by the free version somehow and get stuck with a waste of hard drive space because the program gets grabby hands for my wallet after a month.
Alas, while I can't just draw something with a bunch of layers to slap in blender as an avatar, the amount of versatility I have with this open source program will always make it superior.
Anyway I wonder if there's any, say, cracked versions. Not to download, just for science. Specifically the science of finding the answer to the question "has anyone the force of will to undermine corporate greed?"
An open source alternative would also be nice.
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