New Best Rhythm Game On Roblox
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Netflix has said it plans to be in gaming for years to come. Now the company is trying to figure out how to make money from it, a potential shift in strategy for the streamer. Executives at the streaming giant have had discussions in recent months about how to generate revenue from its games, according to people familiar with the discussions. Netflix games are currently free for all subscribers, part of a strategy to keep users coming back to the streaming service when their favorite shows are between seasons as well as to attract new fans. Some of the ideas that have been discussed include in-app purchases, charging for more sophisticated games it is developing or giving subscribers to its newer ad-supported tier access to games with ads in them, the people said. Such moves would mark a pivot for Netflix, which has resisted putting ads or in-app purchases in its games. “We want to have a differentiated gaming experience, and part of that is giving game creators the ability to think about building games purely from the perspective of player enjoyment and not having to worry about other forms of monetization, whether it be ads or in-game payment,” Netflix Co-Chief Executive Greg Peters told investors in April. Netflix encourages open debate internally on its strategy, which is a key pillar of its culture, and such discussions don’t mean the company will decide to monetize games. The discussions are the latest example of how the streamer constantly reassesses the balance between customer experience and the need to make money. Netflix previously resisted such moves as cracking down on password sharing and launching an ad-based tier of its service because it worried about the consumer experience, before reversing course on both fronts in the past couple of years. The number of users downloading Netflix games is growing, but it remains small. As of October, fewer than 1% of Netflix’s global subscribers were playing its games daily, Apptopia estimates. Netflix has been clear that its gaming strategy, which began in 2021 and so far consists of mobile games that subscribers can download free, is a long-term bet. ‘Too Hot to Handle: Love is a Game’ has been downloaded seven million times since it launched in 2022. Photo: Netflix Netflix has bought a handful of small gaming studios over the past few years and has started to create more games focused on its own shows and movies. Its most popular original game, “Too Hot to Handle: Love is a Game,” launched in December 2022. The game, which is tied to Netflix’s “Too Hot to Handle” reality show, has been downloaded seven million times, according to Sensor Tower. The streamer also licenses popular games like “Grand Theft Auto: San Andreas,” which drove 11% of Netflix’s game downloads in 2023, according to Sensor Tower. Analysts have estimated that Netflix has spent about $1 billion on buying gaming studios and building the business. The company spends about $17 billion a year on its shows and movies. Overall, Netflix games were downloaded 81.2 million times globally last year, a nearly threefold increase from the 28.7 million downloads it had in 2022, according to Sensor Tower. That latest total is a fraction of the hundreds of millions of downloads for game companies such as Roblox and Activision, the publisher of the megahit “Candy Crush Saga.” Netflix’s gaming budget is expected to increase as the streamer is pushing into making console-quality games. The company has posted jobs for dozens of game executives, including a director to oversee its first big-budget game. Such “triple-A games” can cost hundreds of millions of dollars to make. That push is why Netflix has discussed possibly charging for those kinds of games, some of the people said. Some Netflix executives and investors have questioned the strategy of the division. At a Netflix leadership meeting in 2022, an analyst from Capital Group, which holds a large stake in the streamer, questioned the value of the game push and expressed concerns it was taking resources away from programming, The Wall Street Journal reported. Write to Jessica Toonkel at [email protected]
After over a decade in development they have replicated Roblox physics that I experienced back when I was 12 years old.
Recently, Roblox (with Grapejuice) had stopped working. I looked around in settings and tried out different “Roblox release channels” and when choosing “Next” as the option, it started working again! So for anyone looking for a temporary fix, here it is.
Roblox needs to dramatically increase moderation, but calling it social media is not true. It’s a game platform with a chat window in whatever game you are playing like every other online game starting with Doom in 1993.
If you don’t watch what your kids play, your kids will find something inappropriate to play. This isn’t just a Roblox problem. Not suggesting Roblox shouldn’t have better moderation (holy hell should they) but this isn’t unexpected. Should it be? Maybe. Could they realistically do it? Probably not without some serious vetting changes—changes that would make “experience makers” have to wait to get their games approved. Lock down the accounts so they can’t see server chat or get messages from randoms. Only allow your (parent) account to add friends. Play with them. Be present, at least somewhat, when they play. Source: Play Roblox with my kids all the time.
yeah, no shit, that’s not the same as “your entire company being predicated on the unpaid labor of children who you also let do whatever they want without supervision or actually working filtering features”–not least because you could actually get banned for both of the things i mentioned from 2010, while what’s happening now is explicitly enabled by Roblox as their business model and an externality of doing business. as has been demonstrated by recent investigations into how they work down, they basically don’t have a company without systematically exploiting children
This game is a pretty good adaptation of osu!mania into roblox. It’s updated just every few months but over time hundreds of songs have been added, with great features like their own pp system (there called gg) and pretty low lag for a roblox game. You can play it here.
Uh, for the larger lists at the top of my post: Yes, that is the point. A game does not need to have 4K textures, does not need to have super high fidelity, super realistic graphics, to be successful. …that is the point. There is absolutely no unbreakable law of gaming that says a game’s success is directly proportional to or reliant on stupendously high res, high fidelity graphics. Fortnite. Roblox. Minecraft. Every goddamned Anime Waifu gacha game. Stupendously successful and popular games. Cartoony or low fidelity graphics. … For MGS V, Alien Isolation, No Mans Sky, SOMA… those are games that have pretty darn high fidelity graphics (No Mans Sky somewhat recently got a 4k texture including, major graphical overhaul update) … not quite as high fidelity as more recent, ‘cutting edge realism graphics’… but their on disk file sizes are in the ballpark of an order of magnitude less. So uh… that would lend creedence to the idea that yes actually, there are a great number of optimizations and design paradigms that can and have been employed in the past to keep overall disk size of a game down… and those concepts are no longer being utilized by many big name game dev studios.
https://www.youtube.com/watch?v=dd698i7Iuyk&t=1281s
Fucking Roblox is literally a child labor exploitation platform (just for a start to its problems). Imagine giving it a pass while screaming about how you’re allegedly acting on behalf of child welfare.
I agree with others here when they say that age-verification laws aren’t about children at all, and identification isn’t a side effect, it’s the raison d’être. But if I were to earnestly try to solve the problem, I might look to the physical (non-online) world. In every part of the world I’ve been to, buying alcohol requires one thing; to be of age. So if you very clearly look of age, you are allowed to buy it. If you look younger, you may be asked to provide ID proving you are old enough. While some vendors may take additional precautions such as scanning your ID, it is not a requirement and most do not. They simply look at your ID to verify, then allow the purchase. One could buy a physical verification token, like one might buy a gift card currently, and the purchase requires the same verification as buying alcohol. Imagine you buy a plastic gift-card-like item branded Roblox and they verify you are of age, when you sign up for Roblox you enter in the details of the gift-card-like item. You are verified to be of age, and no-one has any other details.
So over the Christmas holiday I built a PC for my daughter (12) and my wife (35). I’ve been trying to find a game that we can all play and would enjoy together. Some background: Daughter likes Roblox and Minecraft. That’s about it. She doesn’t like survival mode in Minecraft, only creative. I don’t mind Minecraft but not my go to. Wife likes Stardew Valley and Animal Crossing. Doesn’t care for Minecraft or Roblox I’m a WoW veteran, enjoy RimWorld, and alot of Counter Strike 2 at the moment. I’m trying to find something that might be able to meet all of our interests so we can do something together on a Friday/Saturday night. Would be nice to find a game that is somewhat of a dungeon crawl and has a story attached to it. BG3 might be too advanced for the 12 year old, as she probably won’t hold the attention span to do it. Not sure if there is an easier BG3 like game out there? Suggestions welcome!
Roblox is actually less of a game, and more of a game engine and storefront. You open up Roblox and have a large selection of games, you can click play on. So there isn’t any one screenshot of it, or one description of “the game.”
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No, it’s not a monopoly. They aren’t even a gatekeeper as defined recently by the EU. The most successful PC games (Minecraft, Fortnite, Roblox) aren’t even on Steam.
Hi everyone! I’m Lisha, the founder of Rosebud AI (https://www.rosebud.ai/). We’re building a platform to help users go from description to code to game. We aim to make game creation accessible to non-technical creators, so our UI provides explanations alongside the generated code. Users have created a diverse range of games on Rosebud, including top-down RPGs, AI companions, and 3D obstacle courses, all within a few hours and sometimes minutes. Here are some examples you can play and clone (to start your own project). Anime Jester Companion: https://play.rosebud.ai/games/ba438cc4-246e-432e-b170-4e1694… Chat and Care for your Digital Puppy: https://play.rosebud.ai/games/f32a8159-7acf-4db6-a82c-70296f… Sphere Sync (3D game: align the sphere with the right color): https://play.rosebud.ai/games/96dfd5e1-62d4-47d8-a3e9-11038c… Basketball: https://play.rosebud.ai/games/a0e70622-e923-4517-8c1f-728dcf… Neon Waltz Generative Art: https://play.rosebud.ai/games/e32bd12b-7cc9-4f9a-b385-42ae0b… Chat with Deku from My Hero Academia: https://play.rosebud.ai/games/716fd998-aab6-4185-8375-85d9ee… A simple way to think about Rosebud is ChatGPT + Midjourney + Replit. ChatGPT, because we give users a chat interface for this code editor so they can describe the game they want to make and generate game code; Midjourney, because we let users generate assets inside Rosebud, 2D and 3D, to be used in their games; And Replit, because Rosebud includes a browser based code editor that lets you deploy your game instantly. Sometimes, users generate a code base from scratch via prompts. Often a simpler place to start is to modify (“clone”) an existing project on Rosebud. In both cases, we need to eventually convert user descriptions and modifications of the game into edits and changes to the codebase. To solve this problem, we had to experiment heavily with using LLM agents in production. Our agent framework tries to follow the instructions of user prompts by deciding when and whether to call upon a number of generative models (some for code generation, some for asset generation, some for character dialogue, and some for game ideas). It also must decide where to insert code snippets when it generates them. Often, a user is asking for ideas or something too vague, and our agent has to decide when to ask for feedback and clarifications. Not surprisingly, if we impose more constraints, on both the programming framework and game genres supported, our agent will perform better. However, the constraints on the types of games users can make and frameworks we want to support also constrains how flexible our platform is. Balancing these two factors, we decided to only support browser-based, JavaScript frameworks and focus on supporting AI NPCs that use LLMs themselves for dialogue and actions. This allows us to create abstractions that enable the agent to alter the codebase more successfully and guide the creator towards a more successful experience. Furthermore, we found that our beta testers are very creative with making AI character based games, and the resulting game is usually fun for players. How does Rosebud differ from Roblox, Unreal, or Unity simply adding a co-pilot? Incumbent game engines optimized their user-flow and tech stack before the advent of generative AI, and many of their user-flows are well established. We have the advantage of designing this game creation flow from the ground up. It’s not just about adding code completion to an existing code editing app and including asset plugins. Such an approach wouldn’t fully harness the power of LLMs. We have a chat-first interface, and having identified the limitations of agents, we can create more safeguards for users where failure is likely. Our approach will make it possible for non technical creators to also contribute to making games. Check it out for yourself! To try Rosebud: (1) head over to https://www.rosebud.ai/hn for access to our Discord beta tester channel and a special role. (2) then go to https://play.rosebud.ai and use the code HelloHN to get immediate access. We have an array of trending projects that users can clone and mod to get started, including various character chat based games. Here’s a video onboarding of Rosebud in action: https://www.youtube.com/watch?v=h99H3FefxU0&ab_channel=Roseb… Re business model, we plan on following in Roblox’s footsteps, i.e. keep it free for developers and take a cut of what they can charge users. Since AI tools cost more from usage than just hosting, we may have to evolve that model and see what the unit economics are (and separate a premium versus free tier for devs). (Oh and in case you’re wondering why a YC S19 startup is launching now: we basically pivoted. We were always in consumer generative AI, but focused on images until this spring, but always wanted to focus on games–Rosebud is in fact a reference to the cheat code in The Sims. When code gen got good enough this year to work for UGC in gaming, we decided the time had finally come and switched.) Some encouraging user feedback from our beta: “I have done some modding before, and I must say, this is much easier. Even when I occasionally need to code, the AI can answer all my questions and tell me how to achieve what I want. Normally, I would have to conduct numerous Google searches. What you guys have created is truly amazing.” “I’ve used Chat GPT to help me code simple games in Unity. This seems more connected and easier to work through.” “This is fascinating. This is ** amazing. Yeah, I know it’s obviously early on, but already works for rad generative art. I’ll say that much.” “Can finally call myself a game developer lol. Damn that sounds so good.” We’re a small team working on this for the last few months, so a lot of things are far from perfect. Constructive feedback is very welcome! There is a discussion on Hacker News, but feel free to comment here as well.
Sometimes I see streamers play a game that you wouldn’t believe had been built in Roblox, they look like good quality indie games built around a modern engine.