@anime You could redirect your other site to your Pleroma site perhaps... Or just set up a second one for it. Pleroma seems capable enough to serve as a full blog.

A and AAAA are actually also batteries, but (now) infrequently used ones.

I went looking for 5" screens for a possible project with the Libre Computers board, and found this one that looks exactly like a PS Vita 1000 screen clone. alibaba.com/product-detail/4-9

@gat That price almost seems cheap for an Oakley branded set of glasses though. They're one of those super premium brands...

I think what building a FreeplayCM3 and CinnaMintyPi has taught me... Is I really don't like playing games on a sub-3" screen anymore. Maybe my next project should be finally repairing my wife's old broken Vita 1000 and putting all of the emulation software on it instead... Or maybe just use parts of it to make my own Pi3 based game system.

@burek Well, just another holiday celebrated in the US that follows that pattern. Most of the others aren't noted by the date, but rather the name of the holiday.

@deshipu No, that was all in the original. I actually haven't played the GB version yet.

@deshipu You generally didn't want to mess with finding weapons in Azure Dreams. The best way to advance is to get a training wand and keep finding items to boost its level up in the dungeon. The training wand resisted you getting electrocuted by certain enemies, and also resisted being down-leveled by corrosive attacks. Your monsters retained their level however, but you generally didn't want to pull them out for the dungeon until you were their level, or in serious danger.

@deshipu I haven't played either The Breach or Pathway, so I can't really help you there. Azure Dreams only let you improve your weapons and armor, and your monster companions between cycles, so it was a little less like the modern games. Another difference with old games vs a lot of newer games is that they've expanded the space between progression and mastery a bit. You can muddle through and finish the game even if you're not great, but the game rewards you fully mastering the mechanics too.

@deshipu I think the big popular one in the US that made this design popular was Rogue Legacy. The design works best when a single run of the game will take a short amount of time, because it gives you a tighter loop to improve in. BOF:DQ was a ~10 hour loop if you managed to finish the game each time, so it was a bit slow, but usually you could finish the game the first time in about 40 hours. It is a little bit of a cheap way to extend 10 hours of gameplay to 40+ hours though.

@deshipu You're referring to Rogue Lite mechanics then. These have been around for quite awhile as well. I think the first one I can recall is Azure Dreams for the PS1, but it permeated many japanese games during the late 90's early 2000's, like Breath of Fire: Dragon's Quarter, Zettai Hero Project, and Baroque. Those were still within the realm of a single game, but improved base stats across level resets. BOF:DQ's probably the closest to the new western model of this.

@shadower @deshipu Yes, that's it. There's also Schlock Mercenary that treats technology as something with both positive and negative elements depending on how you use it, and has both socialist and capitalist societies within the galaxy. The main invention in the story is the Teraport, which allows for a great deal more mobility and flourishing, but also causes hostile races that were previously bottled up in their solar system to be able to get out and attack others.

@deshipu This has always been a mechanic, but it's usually balanced by the game itself also getting harder. Games that use this mechanic balance themselves by letting the user spend more time improving if the battles start getting too hard, before the progress to another area. The exception is Bethesda games since Oblivion, since enemies everywhere get stronger as you improve stats, so if you're improving something less useful, you might be getting weaker relative to the enemies.

@deshipu @shadower Quantum Vibes. The technology allows for longer lives, including transferring to an android body when your natural one dies, travel throughout the universe, and the prosperous part of the universe definitely isn't socialist. The socialist parts have either died out or are in decline. The socialist enclaves remaining that haven't collapsed yet are entirely run by robots, but they too are collapsing slowly.

Was reading a post on one of my Patreon feeds admonishing everyone to get more angry about everything, against fascists, etc. Honestly, anger is what gives you fascists, and I find that if I encounter anyone who's raging at me, that their logic and rationale are usually quite lacking and they've just given themselves to mob rule, and thus I kind of instantly disregard their argument until it's rephrased calmly. We need more stability and sanity and less anger...

@eevee Basically everything on streaming platforms has to be licensed, and they have to continue paying for those licenses. Sometimes even if they want to license something, the other side won't allow them.

Makes a very good case for building a physical library, a emby/plex server, or at the very least going with a service that lets you buy the movies and keep them in your library where they can't be un-licensed as easily.

@gat bristleconeshooting.com/faq/ This one says they'll rent to out of state visitors, they're a bit further south from the one you posted.

@gat Weird. Any other gun ranges nearby that will let you rent one alone?

Kazriko boosted

Dear Ruby devs and game devs. I have a crazy announcement I want to share. Please boost.

Last week I released A Dark Room to the Nintendo Switch. Within the game, I also shipped a Ruby interpreter and a code editor as an Easter Egg.

*This Easter Egg effectively turns every consumer spec-ed Nintendo Switch into a Ruby Machine.*

1. Download A Dark Room from the US/EU.
2. Connect a USB keyboard and press the “~” key.
3. Follow the onscreen instructions.

#ruby #gamedev #nintendo

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