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Joined 2Y ago
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Cake day: Jan 06, 2023

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Law enforcement has been collecting fingerprints for over 100 years now, and the history of using fingerprints for other reasons goes even further back.

The error here is that we decided to start using an easily obtainable piece of data as a “lock” on our phones and computers. For many reasons, it’s better to use a password or PIN.



There are a whole lot of “templating” libraries which do what you’re asking for. I have used Hiccup for Clojure and Giraffe for F# successfully, and you can probably find others for languages you already know.


Splatoon 1 actually had local multiplayer - it was 2-player only, but for those of us with kids, it was good enough. Split screen multiplayer in Splatoon 2/3 would’ve been great.


Pretty much nothing you said is true, it was not “designed from the ground up to be frustrating” and the other statements are too vague to even bother attacking. “Not even wrong” is the phrase that comes to mind.

You didn’t even mention an example of a game which would count as “something good”.



Good to know! I’ve been using local testing and fortunately haven’t run into a case where the tests pass local and fail on their servers. Yet.

My most intense solution so far had been a very multi-core Knapsack solution. The tests they provided are pretty minuscule, which probably helped.


Does anyone here use Exercism? I've started using it to learn Elixir, and it seems to be good. I'm thinking about having my kids use it as well for Python and JS/TS. I'd be interested to hear if anyone's used it for a long time, and if there's any advantages or disadvantages to it. Or if there are other, better code exercise sites I should check out.
fedilink

Thank you! I hadn’t heard of Qanba before - they definitely have some interesting joysticks.


Fighting game stick recommendations?
I'm getting back into fighting games! And I don't want to wear out my gamepads or joycons, so can you recommend a good control stick? A few criteria: - Wireless would be ideal - Compatible with PC mainly, but Switch and Playstation would be excellent too. - I'm mainly into BlazBlue and Injustice right now, not sure if that would affect my choices.
fedilink

I’m not into feet specifically, but when I ask for “Veronica Mars in a string bikini” I don’t want to get “Veronica Mars with unattached toes.” It’s distracting AF.

Doesn’t happen with real models, or even human-made hentai.


The tech isn’t there yet. There are so often distracting flaws around the hands/feet. The AI doesn’t really know what a human is, its just endlessly re-combining existing material.


My lifehack: block every community with “memes” in its name. You’ll see far fewer memes in general, and be less aggravated when one does show up!


People need and want various levels of abstraction, type system control, and even just syntaxes. In these cases, it’s easier to switch languages - or make one - than to implement a solution in a language that would fight against your needs.


I have my copy! Only made it through the prologue since work+family limits my gaming time, but I like it so far!


“it is developed just to be finished as quickly as possible and that’s it” You answered your own question.

In my experience, there are projects and workplaces where readable, maintainable code is expected and encouraged. Even in mobile development. You’ll find a place that appreciates your approach to coding, over time.


A taxonomy of Roguelikes
I've been thinking about a taxonomy of Roguelikes that should help us speak more clearly about this genre - or group of genres - that we love. I'd rather do this than just call things "roguelites", which basically doesn't mean anything. So here we go! True Rogues: you're alone in a dangerous, randomly-generated dungeon, moving one turn at a time (except for speed-altering mechanics), with the possibility of permadeath always looming. Less objectively, these games tend to be more dangerous up-front, and require the player to master the mechanics in early levels - while still ramping up the threat for players who survive to later floors. Rogue, Brogue, Nethack, Jupiter Hell, and DCSS all fit here. Bandlikes: inspired by Angband. Distinguished from True Rogues by the presence of one or more "towns" - places of safety that allow you to recover or improve outside of danger - with the attendant "town portal" abilities to get you there & back easily. This results, quite deliberately, in a longer "run". Also they tend to ease the player in - early floors have a lot of weak monsters designed to pad the player's early experience levels. I'd put Caves of Qud and Tangledeep (on hardcore mode) here. Mystery Dungeons: think Shiren, or basically any console Roguelike. Take the mechanics of a True Rogue, but add some degree of meta-progression which can lead to an all-but-guaranteed win over time. Outside of official Chunsoft-made Mystery Dungeon games, I'd also put Nippon Ichi's ZHP and Guided Fate Paradox here. Action Rogues: you still get random dungeons and permadeath, but now in real time! For whatever reason, these games tend to have "variety" meta-progression - you can unlock new features that don't objectively make things easier, but add more variation to future runs instead. Spelunky, Gungeon, 20XX, Streets of Rogue, and Necrodancer fit here. Coffee-break Rogues: seemed to be all the rage a while back, but I haven't heard about them recently. These are one-floor dungeons with still enemies, where figuring out the ideal way to have your character approach each encounter is the key to success. Cardlikes: focused on card-based battles, with dungeons generally (but not always) abstracted into icons for fast traversal. Slay the Spire is the most famous example, and I'm enjoying Dicey Dungeon here too. Darkest Dungeon clones: basically Darkest Dungeon and the games which clearly want to be regarded as like DD. Vambrace: Cold Soul and Warsaw come to mind, since they're in my library. Grinders: having only random dungeons, and no permadeath - or at least the ability to reload a save in case of defeat - I sometimes see these discussed in RL communities. Dragon Quest Monsters 1, Pokemon Mystery Dungeon (on its main quest anyway) and Lufia: The Legend Returns are the best examples. I'd also put Rogue Legacy here since the grinding basically obliterates any concept of loss from death. I think in some cases a game can fit multiple terms - Rogue Legacy is an Action Rogue and a Grinder, Diablo (on Hardcore mode) is a Bandlike and an Action Rogue, Tainted Grail is a DD clone and a Spirelike, and One Step From Eden is a Spirelike and an Action Rogue. Most Mystery Dungeon games have True Rogue modes or bonus dungeons outside of the main experience, too. There's a few games that I can't quite classify yet - Into the Breach and Dwarf Fortress, mainly - but there's always room for improvement. I think this could help us when presenting new games to the community. Any thoughts?
fedilink

Dragon Quest IV has all the ingredients of a fine 16-bit RPG: multiple playable story characters with unique personalities, a plot with twists and turns, minigames, and a fairly unique villain with human motives.

Somehow, they made it work on the original NES, before 16-bit RPGs were even a thing.


Destructoid was so good for so long. Between this and the fact that they started to bug me about my ad blocker, it’s time for me to stop giving them views.


It’s more “which came first, the chicken or the chicken egg”. It’s a useful phrase to describe a situation where two things necessarily depend on each other. Chickens must come from chicken eggs, and chicken eggs must come from chickens, and one had to precede the other.

(In the actual case of chickens, it can be resolved easily - by defining “chicken egg” as either an egg laid by a chicken or an egg which contains a chicken, you will obviously and quickly draw a conclusion.)