Fixing the Paypal button issue will be more tricky! I just tried it in Firefox and it's fine, but I'm seeing temperamental issues in Safari. Will look into it further - thanks for the heads up.
Always be wary of any market where someone's willingness to try your product is in itself a negative indicator of ability to pay. Hit-driven markets that attract large numbers of non-serious dabblers are extremely difficult to sell tools profitably to, but it's easy enough to get minor attention that makes you think you might have something worthwhile (music production is another one that scatters corpses all over the place despite seeming large at first glance).
> Hit-driven markets that attract large numbers of non-serious dabblers are extremely difficult to sell tools profitably.
If I'm understanding correctly, do you mean it's easy to overestimate the size of the market? That makes sense to me. And there's certainly an upper-limit to how much dabblers are willing to pay. Still, for a solo founder that can sometimes be more than enough. I can think of a few tools like mine doing over $10k/month.
It also happens in Qt and similar WYSIWYG visual editors where they often cannot render full dynamic content in the editors. But in all those cases you can just write everything in code without using the visual tools, and you can do that with Godot as well.
I agree. But what I've learned in my short time using Godot is embracing Godot's scene system and not fighting it seems to help.
This area in the documentation is helpful: https://docs.godotengine.org/en/stable/getting_started/workf...
You can also bypass the scene system. The scene system is a optional abstraction on top of a seemingly more data-oriented core where everything is just a RID (Resource ID).
More here: https://docs.godotengine.org/en/stable/tutorials/optimizatio...
> For example if you just straight up write code to add nodes to the scene graph it will create a disconnect between what is displayed in the editor and the actual game
You can solve this to some degree by putting "tool" at the top of your scripts. See https://docs.godotengine.org/en/stable/tutorials/misc/runnin...
I'm not saying you can never make money but as someone else put it, there are a lot more corpses than success stories in this field.
I would with your sentiment if you said helping indie devs wasn’t profitable opposed to a waste of time. There is real value in supporting a community, you just have to know when you are doing charity work.
The whole one mans garbage is another mans treasure taken from another angle.
What is difficult in those kinds of businesses is to identify whether there's a real market there, and to convince enough people to try your product. For a new kind of product, you have to easily show large amounts of value, because people are used to get things done without your product.
So I'd not say that it's a waste of time, but it's just a difficult kind of business to enter.
This is a critical thing to assess in any case where you’re investing time and effort and expecting to get support (either financial or “in kind”) in return. I see this ignored in many “startups” of all kinds (companies, social clubs, workout groups... anything that requires some effort to make happen).
The key test is: “Can this thing continue running without me? Do people care enough to give something if I’m not pushing?” (Pay a fee, volunteer for well defined role, resolve disputes, etc.)
The first one isn't true and the second one is simply not doable for poor people.