At the job interview: “What do you bring to this company?”
Me: “I’m fops
”
Them: “Okay but what about your skills?”
Me: “I’m fops
”
#GeneralStrike called against #ICE in #Minneapolis with local labor and community support
FediverseTV
It will make you smart.
It will make you funny.
A slushfund of the best videos and you can add your own picks with the invite link. It keeps growing every day.
Sort by "newest" to see the latest additions. #fediTV
https://www.youtube.com/playlist?list=PLTh3hv32NLhrPBgOXrUgwp6BQaC94lt9n&jct=rzvgLmETlwUMZiz6bVZrTA
Succubard's Library
functional blindness is so weird as a concept. like, my left eye can see! it’s busted as fuck, don’t get me wrong, it’s about as farsighted as it’s possible to be, but it does have some shitty vision! signals are actually reaching the visual cortex!!
but my brain was like “nah pal it’s shite, we’re just going to use your right eye and turn that left one off! unless you close your right eye, I guess, but that is going to HURT for more than a few seconds and also your brain will try to use your closed right eye anyway so the back of your right eyelid will be superimposed on everything”
and then I put on a VR headset and my brain goes “oh fuck this visual input doesn’t make sense unless we use the left eye signals too, uh… okay cool I guess we turn it back on so we can play Beat Saber”
and THEN, off comes the headset and the brain is like “oh hey! actually there’s some useful input coming in from the left here! keep it going I guess!”
and I was sitting there in my parents’ dining room poking a chair and crying because I COULD SEE DEPTH for the first time in my life
Another one for the #OCArt collection! Again a work of Dreaming Ghostfire, this time my one (1) properly furry character. A sheep is he, with the Guilty Gear inspiration shining through quite obviously.
Fun fact, the leaf hornament is a gift from one of his first partners in RP sense. Since said partner was quite instrumental in making this character actually be something, I figured including a gift from them was only right.
@sudo_EatPant ooh I love that! there’s a survival-horror game that does a similar thing called Frostbite: Deadly Climate where the meter running down is heat, but early on you unlock an infinite source of heat (a room with a space heater) and you can always return there to warm up again - which creates some really satisfying cycles of tension and relief as you slowly explore the area around you but are always able to return to safety when you need it
I think I’d enjoy survival games a lot more if:
but omg having an omnipresent time limit that is refilled through constant tedium is so incredibly stressful and unfun to me
I find languages that don’t have methods cursed because you end up with a bunch of nouns (data structures) but you have to read the entire codebase, and have a very good understanding of the language’s core features, to understand what verbs (functions) you can use on them
I find languages that only have methods cursed because sometimes you want a verb that doesn’t operate on any particular noun, or you don’t want to go through the entire ceremony of defining a new type of class and then instantiating it just to run one function or to get the answer to one question. so you end up with code that is incredibly convoluted and boilerplate-y and obfuscates what you’re actually trying to express
I find Rust incredibly cursed because it found a way to have both functions and methods while keeping as many of the disadvantages of both as possible
@kasdeya gonna start referring to Mario Party 3 as "my favorite roguelike"
@nycki I’m ngl I don’t think people even mean that it plays like Binding of Isaac anymore. I think the word “roguelike” has been flanderized to the point that it means “procedurally-generated levels and permadeath” and everything else has been lost. like what the fuck does Hades have in common with even Binding of Isaac other than that there’s (kinda?) permadeath, and a little bit of random level generation?
@kasdeya There are remarkably divergent opinions on what makes a roguelike for a genre that has its criterion of inclusion right in the title.
(though tbh, that's probably part of the problem. Even ignoring the fact that most players of modern roguelikes probably aren't aware Rogue is an actual video game and thus have no frame of reference, like Rogue in what ways? It really is an open question.)
Video game genres are fun cus they tend to be named rather straightforwardly after either gameplay features, place of origin or in relationship to canonical games and you'd think that would mean sorting games into categories is easy and reasonably objective, but in practice you just sort of run into every single edge case scenario at once.
my new criteria for whether something counts as a roguelike is if it has a scroll of identify, which itself needs to be identified
(this is a joke but I’m ngl I think identifying items is an important part of what makes a roguelike a roguelike. in fact I think it’s actually more important than the game being grid-based or turn-based. like Binding of Isaac feels like it’s right on the borderline of being a roguelike to me)
so it turns out that Dungeon Crawl Stone Soup is extremely good. my previous experience with roguelikes has been POWDER (I was briefly kind of obsessed with it lol) and Angband (my first impression was “oh wow they took all the fun stuff out of POWDER”). but my first impression of DCSS is “oh wow this is like POWDER except ridiculously user-friendly and with all kinds of QoL features and what might be the best tutorial I’ve ever seen in a game”. it’s even open source