- Aug 4, 2017
- 216
- 708
Unironically yes, like that one scene in the boys where Crab Girl rides a guy's face till it gets flattened.So you want Supergirl's fun parts to crush Lex's?
True. I don't think he finished the X men rouge comic alsoSunsetriders7 is so great painter) It is a pity that he doesn't draw arts about X-men Evolution cartoon again. It was one of my favourite show, I had a crush on Nightcrawler when I was a schoolgirl) I really wish to see Kurt with Jean Grey or Storm)
He hasn't. It sucks. I wish he would drop it in a bonus pack or somethin.True. I don't think he finished the X men rouge comic also
Injustice Unlimited.I believe when SU was first released, it was originally called Justice League Unlimited and they had to change the title due to a C&D from DC.
Let's be honest.First 2 years there is barely memorable updates.Sandbox game with release each month-that means we will getting really small updates with not many content.Two examples of updates at the end of 2016.The ones before that had way less content.SR7 released like clockwork for years, every month, never missing a beat. Then he switched to the bimonthly and ait went to hell. There's a reason why the software industry has moved toward agile development, with an emphasis on making constant small releases. It is a hell of a lot easier to debug a small release than a big one; not only do you have fewer changes to look at, but they are more recently in your mind and thus the inevitable bugs are far easier to troubleshoot. And make no mistake, once software exceeds "typical VN" complexity debugging the code is the hard part, not writing it.
I tried to talk them out of it on the Discord and Patreon, but they ignored me-- I mean, what the hell does a professional software engineer know about release scheduling? So they went to fewer, bigger releases, and that causes the same problems for them it causes for every developer. Yes, developers hate releases so the shit model is tempting for amateurs, but it still sucks for the end users.
Since they are having more trouble hitting these deadlines, they're going to want to make the deadlines even *bigger*, which of course will make the problem much worse. (Kinda like socialism logic-- socialize shit, which blows up the economy, oh noes people are broke, we need moar socialisms!)
Yep. What's the game with the best, most consistent content releases? Treasure of Nadia.SR7 released like clockwork for years...
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i guess opinions really do vary because I can't stand the constant stream of empty updates from many devs nowadays. I turn off auto-update on my phone because the app is working fine until one day they break it or change it for no reason to implement some shit that nobody asked forSR7 released like clockwork for years, every month, never missing a beat. Then he switched to the bimonthly and ait went to hell. There's a reason why the software industry has moved toward agile development, with an emphasis on making constant small releases. It is a hell of a lot easier to debug a small release than a big one; not only do you have fewer changes to look at, but they are more recently in your mind and thus the inevitable bugs are far easier to troubleshoot. And make no mistake, once software exceeds "typical VN" complexity debugging the code is the hard part, not writing it.
I tried to talk them out of it on the Discord and Patreon, but they ignored me-- I mean, what the hell does a professional software engineer know about release scheduling? So they went to fewer, bigger releases, and that causes the same problems for them it causes for every developer. Yes, developers hate releases so the shit model is tempting for amateurs, but it still sucks for the end users.
True, but a lot of those updates had so little content. It was a running joke that Lex never fucked anyone as there were so few sex scenes.SR7 released like clockwork for years, every month, never missing a beat.
I think you might be misremembering the "clockwork" release schedule. Sure the updates arrived on time, but more often than not they had next to no content in them. In some cases they literally had no content at all. SR7 has been dropping the ball on releases since very early in development of Something Unlimited.SR7 released like clockwork for years, every month, never missing a beat. Then he switched to the bimonthly and ait went to hell. There's a reason why the software industry has moved toward agile development, with an emphasis on making constant small releases. It is a hell of a lot easier to debug a small release than a big one; not only do you have fewer changes to look at, but they are more recently in your mind and thus the inevitable bugs are far easier to troubleshoot. And make no mistake, once software exceeds "typical VN" complexity debugging the code is the hard part, not writing it.
I tried to talk them out of it on the Discord and Patreon, but they ignored me-- I mean, what the hell does a professional software engineer know about release scheduling? So they went to fewer, bigger releases, and that causes the same problems for them it causes for every developer. Yes, developers hate releases so the shit model is tempting for amateurs, but it still sucks for the end users.
Since they are having more trouble hitting these deadlines, they're going to want to make the deadlines even *bigger*, which of course will make the problem much worse. (Kinda like socialism logic-- socialize shit, which blows up the economy, oh noes people are broke, we need moar socialisms!)
Do you remember thous updates? They were so insanely small there was almost no point playing. I would save up three months of releases before bothering to play them.SR7 released like clockwork for years, every month, never missing a beat. Then he switched to the bimonthly and ait went to hell. There's a reason why the software industry has moved toward agile development, with an emphasis on making constant small releases. It is a hell of a lot easier to debug a small release than a big one; not only do you have fewer changes to look at, but they are more recently in your mind and thus the inevitable bugs are far easier to troubleshoot. And make no mistake, once software exceeds "typical VN" complexity debugging the code is the hard part, not writing it.
I tried to talk them out of it on the Discord and Patreon, but they ignored me-- I mean, what the hell does a professional software engineer know about release scheduling? So they went to fewer, bigger releases, and that causes the same problems for them it causes for every developer. Yes, developers hate releases so the shit model is tempting for amateurs, but it still sucks for the end users.