Eric Stuart - SL
248 posts


今年は日本に行けなかったから、代わりにSLでメダルゲームとかパチスロのエンジンを作り始めたんだ。今、テーマをどうするか悩み中。(ギャンブルじゃなくて、日本のゲーセンにあるような遊び用ね。)
何かいいアイデアはありますか?
#sljp #SecondLife
日本語

Heartbroken about this. Duncan is one of the best I've ever worked comms with, and while he loved to play the heel, you couldn't find any part of him that wasn't filled with love once the show was over. My love and thoughts are with his family and loved ones.
VWE Wrestling@vwewrestling
It is with great sadness that we announce the passing of one of our beloved members of VWE, Duncan Delicioso. Duncan cared deeply for VWE, it's members and fans. We are extremely saddened. Please join us tonight at 6 PM SLT to honor his memory. ❤🙏 maps.secondlife.com/secondlife/Gra…
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@ReverendEight and I have joked about maybe doing games of Commander for upcoming charity events in SL Wrestling. Anyone else play that would be willing to jump in on this? The more wild the decks, the better.
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Eric Stuart - SL retweetledi

🔥 VWE: DEFIANCE is live TONIGHT from the Grapital City Arena! 🔥
The road to Wrestleseries begins now!
Get ready for jaw-dropping action, shocking twists, and battles that will continue to shape the summer!
6 PM SLT
RIDE:
maps.secondlife.com/secondlife/Gra…

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Eric Stuart - SL retweetledi

🔥VWE: DEFIANCE is live TONIGHT from the Grapital City Arena! 🔥
The road to Wrestleseries begins NOW - and tensions are at a boiling point!
Don't miss out, we'll be LIVE at 6 PM SLT!
RIDE:
maps.secondlife.com/secondlife/Gra…

English

@gogolita It didn't help that the company pushed people to the season pass either, so the more that bought in, the less creators got in the end, and the more they got to pocket. There was also no transparency of sales either, so you never knew if your cut of actual sales was appropriate.
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@gogolita This wasn't just mesh, it was scripting and anyone else working for a percentage. The company heads kept every single linden from the season pass, and claimed that because the item itself didn't actually sell, they didn't have to pay out any percentages.
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Just learned a term called "shadow meshing" today in regards to Second Life. I knew some brands have a team or don't create their own work, but I wasn't aware it's wide spread. Seen on a post on FB: facebook.com/share/p/15pusd…

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@SnownelVEVO @philiprosedale I don't know where you're getting that I'm saying restrictions are being proposed or imposed or anything. It's an offhanded comment, in parenthesis, where I call to fix an imbalance, but then make an added note that I don't think the solution is further regulation? That's all.
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@SnownelVEVO @philiprosedale I'm highlighting that the existing regulation (LI) creates an imbalance. It disproportionately limits objects that might have minimal impact, while more resource-intensive elements go largely unrestricted...and in my opinion, the solution there is not to add more restrictions.
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So much sandbox craziness alpha testing Lua in #SecondLife - come play... second.life/try-lua


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@SnownelVEVO @philiprosedale We have no way of adding text on a prim, or doing a proper GUI display (something many other comparable programs offer). To the only metric that matters in SL, an editable signboard may "cost" the same as 50 breedables, when the latter uses significantly more resources.
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@SnownelVEVO @philiprosedale I don't believe anywhere in that message did I say anyone is adding anything? I said that things feel unbalanced and that we shouldn't balance them by restricting more things, that if you can have a million scripts weighing a sim down without limit, then LI feels arbitrary.
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@SnownelVEVO @philiprosedale SL is heavily impacted by how much LI is regulated and how much other things aren't (and we don't need more regulation). It causes this unbalance where something like the pixel wall may barely impact a sim at all, but something with 1% of the LI could drive FPS to single digits.
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@SnownelVEVO @philiprosedale Oh absolutely, but it means that these cool things still have issues existing because LI is one of the only major limiters. An object with 1 LI can have a thousand scripts that weigh heavily on a sim, but 10 objects with a simple script that barely registers still "costs" 10x.
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@philiprosedale It's not the creators fault either, I'd love to see more stuff like this exist in SL, but LI issues hinder creations. The visualizer there, by nature of how it has to be made, is nearing 200LI. It's awesome but we can't build things like that without high LI as it is.
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@philiprosedale Checking this stuff out poses a fundamental issue that still bottlenecks SL. The clickable pixel board is 584 LI, or just under 3% of the allowance for a full sim. Other great projects are in the 100+ range, which just can't work in SL easily.
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