@irina@wandering.shop @pascaline Ongezoet smaakt het niet zoals veel mensen van een melkvervanger verwachten (namelijk wat zurig). Dat is prima als je een recept specifiek gebaseerd op havermelk hebt, maar als je het als vervanger in een melkrecept probeert te gebruiken is dat gedoe, want dan is de uiteindelijke smaak niet als verwacht.
Dus ongezoet vs. gezoet is, voorzover ik weet, eigenlijk gewoon "havermelk als ingredient" vs. "havermelk als melkvervanger".
It occurs to me that there seems to be a big difference between how I think about "human nature", vs. how a lot of other people do.
When people bring up "human nature", whether their view of it is correct or not, they almost always do so from a perspective of "this is how human nature will ruin any attempts at improvement".
Whereas I think of it as "this is how traits of human nature can be relied upon to shape a culture that lasts and perpetuates itself". Which seems to be a much more useful interpretation to me?
I guess I should define the context a bit more: I'm trying to solve the 'holy grail' of theming, namely "how do you simultaneously allow applications to design custom controls that work best for their usecase, while also allowing end users to personalize their whole system in a genuinely expressive (and mostly consistent) way, that can be shared between people?"
(Unspoken part: without restricting the theme engine to recoloring and such only, and still allowing for structural changes)
Thinking about software theming and the distinction between style themes (how the UI looks) and structural themes (how the UI is arranged and organized), how these are really two separate things from each other, and how recognizing that separation may allow for designing a theming system that can apply a custom theme across arbitrary applications of arbitrary purpose
answer based on web research
@sleepybisexual From a bit of searching around it seems that Anbernic might typically be using fake-08 as the emulator, in which case (https://github.com/jtothebell/fake-08):
".p8 text file carts and .p8.png image file carts are supported."
So it may be enough to just rename it to .p8.png?
(I would check on my own Anbernic handheld but I believe that different models sometimes use different firmware with different emulators, so without knowing your exact model I can't know whether the answer is the same)
Most dutch millers are volunteers, and we are no exception. One of the logs of walnut on our terrain has sprouted a branch, and it would be nice if we can give the owner not only his ordered planks, but a new tree sapling as well.
So I taped a plastic bag the base of the green branches, filled it with a mixture of soil and compost, and watered it. I really hope that roots will develop.
It occurs to me that there seems to be a big difference between how I think about "human nature", vs. how a lot of other people do.
When people bring up "human nature", whether their view of it is correct or not, they almost always do so from a perspective of "this is how human nature will ruin any attempts at improvement".
Whereas I think of it as "this is how traits of human nature can be relied upon to shape a culture that lasts and perpetuates itself". Which seems to be a much more useful interpretation to me?
I recently had a customer survey that uses Net Promoter Score. I assume they've encounted problems before, because it came with a careful explaination that anything scored below a 9 "will be seen as a need for us to improve our service".
This led to my general impression of how culture affects this sort of scoring...
@zkat As a more personal sidenote, I've personally found a lot of enjoyment in games that are high in total complexity, but where the start is simple, and there's no separate 'learning' phase - you're essentially learning new mechanics throughout the entire game, right up until the ending and sometimes even across multiple games.
Some examples that come to mind would be Dave the Diver and RimWorld, though examples are tricky to come up with, because when it's done well, you don't notice that a game is doing it :)
@zkat You probably already know about this, but just in case: have you looked at the Game Maker's Toolkit videos? If I recall correctly, there are a few videos that talk specifically about different ways of teaching mechanics to the player (although it's been a while).
My personal interpretation, though this is so far only based in theoretical understanding and adjacent practical experience (UX) rather than practical gamedev experience, is that the mechanics don't have to be simple - they just need to be possible to learn gradually.
So the total complexity of a mechanic may be really high, and it may take a lot of practice and experimentation to figure out how it works, and that's all fine, as long as you don't expect the player to frontload all of it.
Which can be achieved by eg. cutting the mechanic into smaller submechanics and gradually 'tempting' the player into experimenting with permutations of those submechanics through environmental cues and well-placed restrictions and rewards.
(When talking about mechanics that are not strictly required to play the game but that enrich the experience, the "rewards" side of that is probably more relevant than the "restrictions" side)
People in the US are looking at what's happening in Venezuela like “Oh, my God! It's so terrible over there! What are they doing?"
Has one person stopped to look at what Venezuela would have been like if the US wasn't trying to undermine the Venezuelan government at every turn?
Like, what do y'all think the CIA does all day?
advice-ish
@clarfonthey (To make this explicit: this means that employers often paid several times what eg. students would pay, and everybody was aware of this, and nobody had an issue with it at all)
advice-ish
@clarfonthey I ended up in a very similar situation years ago; providing free help (often practically tutoring) on IRC for Node.js, until someone asked whether they could pay me for this.
After contemplating, I did end up accepting, and started offering this as a regular thing; but I've always only charged what someone could afford, and continued offering free help in the channel as I did before.
People ended up not paying for my knowledge or work, but for my guaranteed availability. And in practice, for me, most of it was paid for by the employer of people who convinced said employer to pay for it.
CW-boost: transphobia, evidence that the Cass Report was malicious
In the process of moving to @joepie91. This account will stay active for the foreseeable future! But please also follow the other one.
Technical debt collector and general hype-hater. Early 30s, non-binary, ND, poly, relationship anarchist, generally queer.
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Sometimes horny on main (behind CW), very much into kink (bondage, freeuse, CNC, and other stuff), and believe it or not, very much a submissive bottom :p
My spoons are limited, so I may not always have the energy to respond to messages.
Strong views about abolishing oppression, hierarchy, agency, and self-governance - but I also trust people by default and give them room to grow, unless they give me reason not to. That all also applies to technology and how it's built.