I think there shouldn't be anything wrong with posting a video of a game with your commentary. I think there's an issue when you're monetizing these videos. If you're making money, it should be off of entirely or mostly your own work. From the Let's Plays that I've seen, the commentary is definitely not the main draw. The legal concept of fair use has a higher standard for commercial work.
And if it's such valuable marketing, it shouldn't be hard at all to get (forward thinking) game publishers to fund your videos. I suspect it's not actually measurably good marketing, and can do more harm than good. I've heard several people skip out on buying story-oriented games because they could just watch a let's play on YouTube.
The linked article has a list of game publishers and their stances on let's plays. For the most part, they are in favor of them but against monetization. I think that's important to keep in mind when considering this issue. Let's plays aren't being banned. It's just being suggested that people shouldn't be making money off of them.
My aversion to monetization isn't really related to a belief that artists have some sort of rights over their creations after they've been released to the public. It's just that I don't have any sympathy when people are cut off from profiting over someone else's work while contributing very little of worth of their own.
I'm probably going to be accused of splitting hairs, but reviews are different. Their intent is to be informative and educational. Let's Plays are produced to be entertaining in themselves, so they have to meet a higher standard to qualify as fair use.
I think that both those benefits started to be lost in the 16-bit era.
The problem obviously would be the limited storage space and long compile times. It'd be nice if there was a concept of "cloud compilation", where you could do run the IDE and do development on a client and compile on a powerful computer elsewhere.
They kind of amped up the wacky anime stuff, so I wouldn't recommend it if you're allergic to that, but it's probably my second favorite of the series.
Don't read the comments on this video. There are spoilers right at the top.
I created a special popover UI element where I can stuff my rapidly growing options. In the toolbar, you access the popovers by tapping a tool again after it's been selected.
Moving and selecting are separate items on the toolbar now. This was the most intuitive way I could think of if you want the selections to remain editable after the touch up event.
I'm getting pretty close to my beta release deadline, but after selection is done I don't have much left to do: the only two features absolutely required are persistence and an interface for managing sprites. I also have optimize the layout for tablets and landscape mode. I don't think I'll support landscape on phones, because with the action bar, you have very little vertical room to work with, even if I put the palette and tools on the sides.
I will try to post a bigger update tomorrow. Hopefully I can move on from selection soon.
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