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trying to develop my nen ability: whenever someone mentions proton to me, their computer should instantly explode into a flock of doves
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i'm not sure what in here strikes you as alarmist. i'm actually not sure what you think you're replying to at all
like, my issue is not "the lack of full source code could have all these negative concrete side effects". my issue is "the lack of full source code", full stop
because that is a good and noble and valuable thing to share, and a game that was open source for 25 years has now been made no longer open source, by fucking microsoft
i'm aware that proprietary software can exist, and even run! i think you will find that most video games are in that category in fact. i also think source code releases are the best thing that can happen to software as an ecosystem and that doom's legacy is an outstanding example of this, and i think microsoft is trampling on that legacy
their boom reimplementation doesn't feel weird because it's buggy. it feels weird that it exists, because they painstakingly recreated free GPL-licensed community work. and why? so they could list compatibility with more free community work as a bullet point on their paid, proprietary product.
and meanwhile they don't even have the decency to throw us a real bone, like, i don't know, official permission to remix doom assets? no, they're happy to leave everyone in legal limbo, while also packaging all the free work as more stuff you can play in the official port. their free-for-all upload system tells you how much they care about wads as creative works
proton is a joke btw. i prefer for my operating system to actually have software written for it and not just be windows with extra steps (when wine actually works) (and keeps working), especially when that software, famously, used to run on linux, and in fact had to be ported back to dos because the original open source release didn't run on anything else. if you can port this thing to the switch then it cannot be that much harder to port it to linux. it's reading input and opengl! this is not difficult! and if it were open source then it would've been ported already!
none of what i said is about alarmism or threats to the modding scene or whatever. it is about open source being valuable unto itself, and about micro-thesda-zeni-kex's attitude towards the culture it is leeching off of for profit
crossposting from cohost because i'm too bummed about this for only one website to contain it
there's a new OG doom release or whatever
tbh i think it massively sucks that a massive corporation — which is now owned by fucking microsoft — bought a GPL game and started working on it again and made new releases no longer under the GPL and on fewer platforms (windows only! how do you fuck this up), when the game is only belovéd in the first place because of the staggering amount of work the community put in for free over the last thirty years
doom was like the one grand success story of an open source commercial game. without the GPL release it would've ended at doom 95. there would never have been boom or mbf, never have been any such thing as a limit-removing port. even sigil would not exist. a handful of people would still play it in dosbox and that'd be about it.
they even reimplemented boom from scratch. feels weird. most of the original boom authors aren't even alive any more. maybe i'm a hypocrite for feeling uneasy about that since i reimplemented chip's challenge, but i did that to make it more free, not to make it proprietary. i'm not using community work as a marketing bullet point for my paid product. (chip's challenge 2 did that though)
they hired some doom community people for this, and, good for those specific few people, i guess. that doesn't feel worthy of applause though. like you'd be stupid not to hire the only people around who've worked on this game recently
and no one on doomworld really cares? they care about the thing they get in their hands right now. jingling keys. people are excited that more unreleased doom beta stuff is included and all i can think about is how bethesda got mad at romero and told him to stop posting that kinda thing publicly. now we know why! they can't sell john romero's doomworld posts, but they can sell adrian carmack's unused sprites
just feels sad. thirty years of stuff built on the back of an open source release and no real appreciation for how powerful that was
thanks for all the free labor, everyone, but now it belongs to microsoft. look how magnanimous they are, with all their embracing and extending
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car wasp update:
we drove to the store and i think it was right around the time that wasps go out to do stuff, because when we came back there were fewer wasps. so like half of them are just, uh, somewhere. oops
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baffling how much discourse there is about people being incorrectly horny. not even doing anything much of the time, just ambiently liking something. as if it were a spiritual malaise that must be snuffed out. every so often i'll even see a post complaining that some unnamed third party is going "don't follow X artist, they draw nsfw!!". not anything in particular; the problem is allegedly just that someone draws wieners and that makes them... something. demonically possessed, essentially
even if it's all 16~20yos, where are they picking it up? like, when i was like 14 and extremely online, it was a good day if no adult forum poster tried to trick me into seeing shock porn for laughs. but we didn't treat sexuality like it were radioactive, even having some fucked up form of it be actively weaponized. obviously it's good that the internet is no longer like that, but getting this reactionary streak instead gives me whiplash and i don't get where it came from
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but by then a bunch of new teenagers will pop up. like dandelions
i don't think people realize, when someone makes a post about how disgusting fauxcest fetishism and ageplay are and it gets a kjillion likes, that person is usually a literal child/young adult. like literally just wait a few years, they'll grow out of it
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it's weird that christianity permeates american culture so much that tons of people who are barely religious will still make biblical references as if the whole mythos is banal historical fact
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this is what we had to do before Twitch

The official guide for Wario World makes an unexpected appearance in a feature film.
In the 2005 film "The 40-Year-Old Virgin" starring Steve Carell, the main character is briefly seen reading the 2003 official Prima guide for Wario World. Notably, this is happening without him actually playing the game, implying that he may be reading the guide for fun instead.
Main Blog | Twitter | Patreon | Small Findings | Source
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good news: the given definition includes not just a monogamous relationship between two people, but also a person not in a relationship at all. a lone vertex is a fully connected graph
‘Polycule’ is an umbrella term which describes a connected network of people and relationships, all of whom are in some way involved emotionally, sexually, or romantically with at least one other person within the polycule. Each polycule, or part within it, can have its own structures, boundaries, and connections.
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it's that time of the year again, so a friendly reminder:
it's only pumpkin spice if it's in something pumpkin-flavored. otherwise it's just sparkling nutmeg
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still workin' on a vn. here's a completely context-free screenshot
art by @glitchedpuppet of course
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squeaky on main
well they deleted squishfox so main is all i've got actually
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i am (slowly) making a puzzle-platformer and my immediate gut reaction here is
definitely put in all of the little invisible helpful movement stuff like coyote time
do not ever make anything require use of the little invisible helpful movement stuff like coyote time
if you do want to make a puzzle-platformer then you probably need an element other than platforming because like
mandatory-twitch stuff is about what's hard and how to grind through it anyway, but good puzzles are about what's impossible and how to make it be possible
i can't tell if the asker actually wants to do puzzles tho so this is mostly aimed at myself
Had an intrusive thought that turned into what might be an interesting question:
I'm a game developer, and I've found myself fascinated with your particular taste in puzzle games. however, I'm a leaky eared imbecile whose skills lie more in the design of intuitive high speed action games, and find the most complexity I can handle with my puzzle games are positioning based starategy games like Into the Breach.
I love making movement micromechanics like coyote time and walljump distance buffering, but my brain turns to soup when I have to apply that interconnected web of mechanics into something with more intent than feeding intuitive twitch reactions that I can't figure out how to turn such a thing into engaging puzzles without it just becoming a kaizo skill check.
my question is, what would you reccomend as something to pursue with these skills in mind? I think you'd have an interesting insight
It sounds like you want to make a game about TASing, or something. Turn based platformer controls are weird but they can be made intuitive, you could let the player trigger "collision detection errors" under certain conditions which is actually a controlled mechanic that gives you a boost or lets you occupy the same space as something else for a turn, for puzzle hijinks. Get two boxes to clip & they locomote. idk. this ask is a little unclear.
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on tumblr you can't tell whether all the likes went towards the original post, a reblog completely disagreeing with it, or a much later reblog where someone made a joke out of left field. 95% of commentary is done in "tags" for the explicit purpose of defeating reblog chains. you can finally see a list of just reblogs, but they're all individual posts that often make no sense without context, especially on a more popular post. either way you have no way to tell how much any particular reblog caught on, because likes are for the whole chain and there are no follower counts as a second-order estimate. comprehending the wider history of a reblog chain on tumblr is a nightmare and usually fruitless beyond just taking whatever hits your dash at face value
It's genuinely baffling how every site that bills itself as the next Tumblr alternative seems to be structured to deliberately obstruct – or even outright forbid – the types of interactions that form the basis of nearly every widely read Tumblr post. One simply has no analogue of reblog chains. Another does have a reblog chain equivalent, but silos visibility of interactions with those reblogs in such a way that it's impossible to obtain an overview of interactions descending from a specific parent post. What the hell are we even doing here?
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CROSS-EXAMINE THE KANGAROO

in the first game i cross-examined a parrot, your honor. it is far too late to be developing a sense of self respect. this is a court for perverts.
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okay can i be brave
i dont know how to draw vinyl....... but i wan to learn
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