i wish i knew how to feel about this. i am not an expert on anything involved and do not know enough to be confident in any conclusion
there’s some news that i think should be shared https://tokipona.net/wile-pona
KDE will be 30 years old this year and Katie updates her look!
KDE is all about innovating and moving forward, but Katie hadn't changed her apparel in more than 10 years.
Now, sporting an orange hoodie and leggings, she's ready to spring into action and stomp on all those pesky bugs!
https://kde.org/anniversaries/30/
#katie #dragon #women #anniversary #desktop #FreeSoftware #OpenSource #kdeAt30
@AppleAmps you’re a coward for deleting your recent post
i think that we should rename the meta/windows/super key to the “orb key,” as the orb is beyond comprehension and controls all things
I am... getting a bit concerned with how little interest I've been able to drum up for Super Climb Up!!, especially so close to its release... Grey Area did pretty well, and I thought I was starting to take off as a gamedev, but it doesn't seem to have translated into continued success at all... not rly sure what to do about it either
I think Super Climb Up!! is the best game I've made so far, in terms of polish and graphics and sheer amount of stuff in it, and I'm really excited about it, but I am kind of worried that it's gonna release to nothing, y'know?
Part of the upcoming Authentic Adventure update focuses on reworking two of the adventure update's biggest weaknesses. One of these is the End which I'm hiding away as a bit of a surprise (the End rework is almost finished though). The other one which I have just finished working on is the enchantment system!
Experience is now disabled by default and when it is, you get this brand new enchanting screen. There are a bunch of items that can be used to add enchantments onto items, with some of them being good and some of them being bad. It's impossible to get max level gear through this without downsides (e.g. weapons that do a lot of damage break more quickly while weapons with high durability don't deal a lot of damage) so you have to mix and match different items to get what you want, with each one loosely linked to the enchantments that they provide. You start off with only one possible ingredient but adding 3 bookshelves gives you another slot up to a maximum of 6.
I was very much inspired by the apotheosis system of Lucid Blocks (as evident by the UI) and this enchanting rework works in a similar way by having a bunch of values change for each ingredient and then finding the closest set of enchantments to those values (it's basically just enchantment levels stored as floating point numbers).
Game & Watch Gallery 3 contains unused graphics that appear to depict a sequence of a Fly Guy stealing Toad's mushroom cap (which according to Nintendo is part of his head), Toad dying as a result of this, and slowly decaying to nothing.
adding slabs and specifically implementing them like that was one of the worst decisions mojang ever made. second place worst decision is not leaning into making every “pack” block unpackable. i get the game design reasons they may not want pack blocks to be unpackable but honestly i think they should just go in a different direction instead
what are some good non-conservative non-“centrist” united states news outlets