thingsiplay

joined 6 months ago
[–] thingsiplay@lemmy.ml 5 points 1 hour ago

Being in full control of their own app, without conflict of interest from a competitor. Also they might use different programming languages, optimize for different environments they care about. And also to differentiate themselves from the competitor, to have an identity. Similar to how game consoles play the same games, but have their own identity behind it. And they want to sell their own subscription, so they only support and promote their own.

Just to name a few things that come to my mind. I don't use all those different tools, so I maybe wrong.

[–] thingsiplay@lemmy.ml 6 points 4 hours ago (2 children)

As someone from Germany, this would freak the hell out of me. Looks like a mistake, not something intentionally crafted. Whatever the real reason is (companies rarely say the truth), I understand the issue now. Thanks for the link.

[–] thingsiplay@lemmy.ml 7 points 4 hours ago (1 children)

I believe thatbis the point of GOG Galaxy, otherwise you can just use the native installers.

Well not only that. The client is there to auto update your games, and provide a friends list for social messaging in example. I also hope they integrate Wine, Proton and maybe other variants. Otherwise a Linux client would be pointless to me.

[–] thingsiplay@lemmy.ml 8 points 4 hours ago (4 children)

Can someone give me context to this reply? I have no clue, but based on the up-downvotes involved, it sounds important.

 

It would be nice if we could permanently save an override for the Sort Type for every Community we want to. In example for Memes I would go with "Top Day" and for News oriented Communities without too many posts, I would have "New".

Also having a different setting for Global and a default for Communities would be nice too. Let's say the Global could stay at "Active" or "Scaled" in example, and when we open a Community, the default could be "New" (unless we override it with the previous suggestion).

[–] thingsiplay@lemmy.ml 1 points 8 hours ago

I never played it, but want to recommend "Alley Cat (Synapse Software 1983)" for Atari 800, as you are a cat too.^^ It looks interesting and seems to be a "Hidden Gem" (oh boy its been a long time since I used this forbidden word).

[–] thingsiplay@lemmy.ml 2 points 8 hours ago (2 children)

That's the Atari 2600, but the poster asks about the computer systems with a keyboard, similar to Commodore 64: https://en.wikipedia.org/wiki/Atari_8-bit_computers

[–] thingsiplay@lemmy.ml 2 points 14 hours ago (1 children)

Day 1 AAA games were its biggest value in my opinion, because those are the most expensive games. I forgot the exact old prices, but I think on PC it was 12 and on console 15 Euros. Paying 180 Euros per year to "lend" them is still cheaper then buying one AAA game each or just every second month. I'm not the biggest fan of subscription. When I stop paying, then I loose access to those games. Yes, that's the point of it, but that is also the problem I have. When the point of as service is a problem, then we have a problem. Therefore I purchase games rather (especially on PC). But that's not the value for everyone else. Game Pass genuinely had its value, even if you subscribe for a few months in a row.

[–] thingsiplay@lemmy.ml 9 points 14 hours ago (5 children)

I hate Microsoft. I love XBOX.

I hate Nintendo. I love Nintendo games.

I hate Sony. I loved Sony.

I love VALVE. I love Steam.

PC is the Endgame.

[–] thingsiplay@lemmy.ml 8 points 17 hours ago

Why did you choose to do emojis instead typing words and letters as post title? Especially as you could and should just copy the post title you are linking to.

[–] thingsiplay@lemmy.ml 3 points 22 hours ago* (last edited 22 hours ago)

Flathub / Search is good for exploration in my opinion. I even found programs there, just to install it through a different package manager. If you are looking for FOSS only, just make sure the license is Open Source compatible. There is an icon on each app page you can click for more information:

Edit: You can apply a filter in the Search to show Open Source licensed projects only.

[–] thingsiplay@lemmy.ml 1 points 1 day ago

What a coincidence! Just 2 days ago (Saturday) I was on a flea market and saw this grey one. Almost purchased it for the memories, but it was in a really rough state. These were actually "real" games with a LCD display; a huge step up from the Game & Watch clones.

 

Video description:


At E3 1996 Nintendo distributed a VHS tape with B-roll of various upcoming Nintendo 64 titles. The last of these was Star Fox 64. Join John Rairdin for the highest quality look we've ever had at this early glimpse of Star Fox 64.

Full tape: https://archive.gamehistory.org/item/6bcb8cf1-c1fe-4239-a3ff-0e79a9ca5b2d (Original Date: May 14, 1996)


Full video transcript

0:04
4 seconds
[music]
0:05
5 seconds
Howdy everybody, John Raen here for the Video Game History Foundation. And you may have seen recently that we posted a massive collection centered around the
0:13
13 seconds
history of E3. If you haven't seen Phil's video detailing sort of an overview of everything that's in that collection, I highly recommend you check
0:21
21 seconds
it out. But for me personally, obviously with my interest, the first thing I wanted to find was some Star Fox stuff.
0:27
27 seconds
And find it I did. So today we're going to take a look at this. This is a press kit that Nintendo distributed with
0:34
34 seconds
direct feed capture of various games in development for the Nintendo 64. And one of them is Star Fox. Now to be clear, this footage has appeared online before,
0:43
43 seconds
but we're going a bit further with the way we digitize our tapes than your average person is going to go. So, I can say very confidently, having watched,
0:52
52 seconds
I'm pretty sure, every capture of this tape that is currently online, this is the highest quality version you will have ever seen. I should also note that
0:59
59 seconds
there isn't any sound in this demo footage, which is honestly kind of weird cuz like the other demos on this tape do have sound, but this one does not. So, anyway, I've thrown in some background
1:08
1 minute, 8 seconds
music just so that you and I don't have to sit in absolute silence while we watch it. But I'm going to roll it now.
1:14
1 minute, 14 seconds
Take a look and I'll be back at the end to dig in to some details you might have missed.
1:19
1 minute, 19 seconds
[music]
1:31
1 minute, 31 seconds
[music]
1:53
1 minute, 53 seconds
Heat. Heat. Heat.
2:13
2 minutes, 13 seconds
[music] Heat.
2:22
2 minutes, 22 seconds
[music]
2:23
2 minutes, 23 seconds
Heat.
2:32
2 minutes, 32 seconds
[music]
2:37
2 minutes, 37 seconds
[music] Heat.
3:08
3 minutes, 8 seconds
Hey, welcome back. So, the first thing that I noticed when I watched this footage, and this is something that I had seen in lower quality versions as well, is that there's sort of these
3:16
3 minutes, 16 seconds
ghosting artifacts behind the Rwing and as the buildings move by. And initially, I had always assumed that this was [music] just a sort of poor quality
3:24
3 minutes, 24 seconds
capture, either from the person digitizing the tape or maybe at the capture source. But now that I'm able to see this in a much higher quality
3:31
3 minutes, 31 seconds
version, I realized I'm actually able to make out individual samples on that blur and realize that it's an intentional
3:39
3 minutes, 39 seconds
[music]
3:40
3 minutes, 40 seconds
effect put there by the developers.
3:42
3 minutes, 42 seconds
You'll see similar effects to this in different games from this sort of mid to late '90s period. It was an early attempt at motion blur that sort of just
3:50
3 minutes, 50 seconds
sampled multiple frames together, just sort of gradually fading the old ones out. It doesn't look great, but it was the mid 90s and they were doing their
3:58
3 minutes, 58 seconds
best to be cinematic. So, it seems like at this point there was an experiment to try doing this for maybe the entirety of
4:05
4 minutes, 5 seconds
Star Fox 64 to add this motion blur to the entire game, which I'm glad they didn't. Uh, [laughter] but it is an
4:12
4 minutes, 12 seconds
interesting experiment and they did wind up using this effect in the final game, just not for the entire thing. If you ever did the warp tunnels between Medio
4:20
4 minutes, 20 seconds
and Kina or sector X and sector Z, uh you would have seen this effect. Though there are sort of intentionally using it like artistically, they're sort of
4:27
4 minutes, 27 seconds
warping the end result to get this sort of tiny wimy warpy thingy. Uh but still it does appear in the final game, just not quite in this context. If we look at
4:36
4 minutes, 36 seconds
the level itself, this is Corneria, the first level of the game, but bears very little resemblance to what is in the final game. At this point in
4:44
4 minutes, 44 seconds
development, the story was that Andros had created some sort of artificial blizzard on Corneria, and that's why it's all covered in snow. This is
4:52
4 minutes, 52 seconds
actually a concept that's sort of pulled from the original Star Fox on Titania, where Andros had messed with the weather control device on that planet and made
5:00
5 minutes
it snow and then you had to go down and shoot the weather control device and that fixed it like it always does. It's a concept that was also later used in
5:09
5 minutes, 9 seconds
Star Fox Assault for Facina where you had to go down and mess with a weather control. That's not really what we're talking about. I should focus on the topic at hand. Anyway, that's why it's
5:17
5 minutes, 17 seconds
snowy. But as we get to the boss here, we see something that I think is very interesting. Now, this boss is in the final game. It's the mission complete
5:24
5 minutes, 24 seconds
boss for Corneria, seemingly just like it is here. In the final game, it's an all-range mode battle. It's your first encounter with all range mode where you
5:32
5 minutes, 32 seconds
can fly freely in any direction. At this point, it seems like maybe all range mode hadn't fully been implemented yet.
5:39
5 minutes, 39 seconds
So instead, they're doing these sort of strafing runs. The Rwing flies past the boss and then does this pre-animated turn to come back at him. This is also a
5:48
5 minutes, 48 seconds
concept taken from the original Star Fox. It's something they did in exactly one boss fight in that game against the Great Commander on the hard mode route
5:56
5 minutes, 56 seconds
to Venom. The Great Commander is sort of like this big carrier that you would make strafing runs over and then as you go away, your Rwing turns and comes
6:04
6 minutes, 4 seconds
back. It was sort of like proto all range mode cuz obviously that game didn't have it. And it seems like at this point they were doing the exact same thing here. Interestingly, this did
6:12
6 minutes, 12 seconds
cause some press at the time to think that you could literally turn and fly backwards through the entire level because of the way this is presented.
6:20
6 minutes, 20 seconds
They thought that this was a player controlled thing where you would turn and just go backwards the whole way.
6:26
6 minutes, 26 seconds
Obviously, now it's pretty obvious that wasn't how it's working. They're using a thing from Super Nintendo Star Fox to sort of be a placeholder for what would eventually become all range mode. But that's all I've got for this short clip.
6:36
6 minutes, 36 seconds
You can check out this entire tape on our archive at archive.gamehistory.org.
6:40
6 minutes, 40 seconds
It's got some other cool stuff on there, including an early N64 version of Kirby Air Riders, which I think is pretty awesome. There is a ton of other stuff
6:48
6 minutes, 48 seconds
for that collection as well, including a bunch of VHS tapes of just wandering the show floor, photographs, ephemera from the event itself. It is a truly massive
6:57
6 minutes, 57 seconds
collection. Words do it no justice. Once again, check out Phil's video that we recently released that just sort of covers the entire thing if you're curious to [music] learn more. Anyway,
7:06
7 minutes, 6 seconds
I'm going to dive back into that collection. See what other cool stuff I can find. And this probably won't be the last time you'll hear from us about it.
7:12
7 minutes, 12 seconds
We're also curious to know what you find. So, if you do see something cool in that collection, you can leave a comment here or tag us on your social
7:19
7 minutes, 19 seconds
media platform of choice using the handles on screen. But once again, my name's John Ren. Thank you very much for watching and I will see you next time.
7:29
7 minutes, 29 seconds
[music]
7:33
7 minutes, 33 seconds
[music]
7:39
7 minutes, 39 seconds
[music]
7:44
7 minutes, 44 seconds
[music]

 

Note to non Linux users: Flathub is one of the most important app stores / repositories for Linux applications.

cross-posted from: https://lemmy.ml/post/50247342

Summary

  • 73% of Flathub apps labeled as "AI Slop" were abandoned within months.
  • Many were deleted or received no updates after release.
  • Analysis suggests the Flathub app AI ban helped spare reviewers and curb quick abandonware.
 

Summary

  • 73% of Flathub apps labeled as "AI Slop" were abandoned within months.
  • Many were deleted or received no updates after release.
  • Analysis suggests the Flathub app AI ban helped spare reviewers and curb quick abandonware.
 

I have 2 suggestions:

  1. show subscribed Communities first / top in list
  2. show current selected Community's description, especially for the rules (but also to help identify which Community it was)

When we want to cross-post, its usually where we subscribed and interested into. So it makes sense to me to list them on top. Otherwise after clicking the cross-post, I have to open my profile to see the actual address of the Community again, to identify its address. As I am subscribed to more than a single Community with same topic, I also need to see the rules and its icon too, to make sure its the correct Community I want to cross-post.

 

The title says it all, but I don't want to have an empty body. There are no official statement for recent Steam Decks sold, that are Steam account activated and in active use. I'm not really interested into how many are sold (although I suspect that most in the wild are also in use for gaming).

In example I've read in the past that the military of a certain country (don't want name it, so we avoid triggering political topics) purchased and used Steam Decks for a mobile platform as a general purpose computer, rather than Steam. Use cases like these should be in the minority, but interesting nonetheless.

Maybe the Steam Hardware survey or Linux only stats is a good way of estimating?

 

cross-posted from: https://lemmy.ml/post/49741495

After the recent post about thousands of chiptune music from cracking teams in mp3 format, I wanted to share an already well known collection of Commodore 64 music in their original tracking format. To play these SID format music files, an audio player that supports the format is required.

You only need to download a single complete package, that is in size 80 MB for 7z format or 97 MB for RAR.


61157 SIDS

About HVSC

The High Voltage SID Collection (HVSC) is a freeware hobby project which organises Commodore 64 music (also known as SID music) into an archive for both musicians and fans alike. The work on the collection is done completely in the Team and contributors' spare time and is proudly one of the largest and most accurate computer music collections known.

 

After the recent post about thousands of chiptune music from cracking teams in mp3 format, I wanted to share an already well known collection of Commodore 64 music in their original tracking format. To play these SID format music files, an audio player that supports the format is required.

You only need to download a single complete package, that is in size 80 MB for 7z format or 97 MB for RAR.


61157 SIDS

About HVSC

The High Voltage SID Collection (HVSC) is a freeware hobby project which organises Commodore 64 music (also known as SID music) into an archive for both musicians and fans alike. The work on the collection is done completely in the Team and contributors' spare time and is proudly one of the largest and most accurate computer music collections known.

 

When enabling the option Show Upvote %, sometimes the numbers get really long, to a point of comically long. Even down to 14 numbers after decimal separator, which is a bit too excessive in my opinion. My request is to cut it down to something like 4 or 3 numbers at max, or have a setting specifically to these type of information.

 

Just for fun, to see what the opinion of the Lemmy crowd is.

Edit: VPNs unblocked now. There was a setting I overlooked, my bad. I did not block VPNs intentionally. Sorry. Please vote now if you can (and want to).

open results for 24 hours mark

Not interested                             58.95% (293 votes)
Wait until sale                            35.01% (174 votes)
Day 1 Standard Edition for 80 Dollars       3.02% ( 15 votes)
Day 1 Ultimate Edition for 100 Dollars      3.02% ( 15 votes)

Total votes: 497

 

It looks like the PS6 could cost more than 1k Dollars, if it would launch next year. And maybe even more expensive if the prices go even up. So I had an idea for Sony:

An Upgrade hardware extension that turns the PS5 into a PS6 equivalent. Think like a 32X or something like that from the 90s. All it does is, add some RAM, has a CPU and GPU and that's it. All other parts are basically PS5. This PS5-to-PS6-Upgrade-Kit could cost maybe 400 Dollars? Every owner of a PS5 would be eligible to play PS6 games, without spending another 1k Dollars. No need to reinvent the controller too.

We don't know how much different a PS6 is planned to be, and if this approach is even technically possible. I think back to the 90s where Nintendo and Sega had multiple hardware extensions to upgrade the consoles. Back then it didn't always go well, but in today's day and age this approach could be very welcome. What do you think?

 

Tim Sweeney claims it’s a “Scarlet Letter” which makes players “try to kill the game”

Epic Games CEO Tim Sweeney has criticised rival Valve for forcing studios to disclose when they use AI in game development.

Epic recently showed how it was integrating AI into Unreal Engine 6.

Time Sweeney said:

“If you want to launch a game, and get it as widely publicized as possible, you’ve got to put it on Steam so people can wish list it, and if you want to play it on Steam, then you have to get this Scarlet Letter of AI attached to your product, and now there is a hater community trying to kill the game.

“I think it’s really irresponsible of Valve. They shouldn’t do it, because it makes it much, much, much harder for a game developer to have a chance of success. You have to choose from either not using tools that can make you way more productive, and probably failing due to competition that does.”

Which is totally ignoring the factor that the user should know about the purchase it makes and be able to decide for themselves. Transparency for the player is not a bad thing.

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