eezeebee

joined 2 years ago
[–] eezeebee@lemmy.ca 1 points 6 minutes ago

Spotify became profitable for a full year for the first time in Q4 2024. I think it's no coincidence. That plus jacking their prices by 25%, and implementing barriers for payout that affect smaller artists (<1k monthly listeners) under the guise of "weeding out AI spam", they know exactly what they're doing.

This band is all over playlists including Spotify's own, and tons of movie soundtrack playlists for some reason (even older movies like Garden State). Lots of these playlists are by Spotify users Lost Records and KULTPOP! which seem to be nobodies who happen to be successful playlist curators. Sus.

Right now The Velvet Sundown has 750k monthly listeners. It's questionable how many of those are real listeners and how many are just bots meant to boost the appearance of their popularity. Spotify has not given a reason to trust that they wouldn't boost an AI band to help their bottom line.

Spotify will kill music for profit. No surprise there.

[–] eezeebee@lemmy.ca 1 points 2 days ago

Tails of Iron. I'm having a blast with it. The voice actor that did Geralt's voice as the narrator is a lot of fun. Combat feels good. Only complaints are the side quests (optional) can be a little repetitive, but worth it if you want new gear. And the jumping/ledge-grabbing mechanic feels a bit imprecise. Overall a fun game so far.

[–] eezeebee@lemmy.ca 14 points 3 days ago (1 children)

Getting shot anywhere you go

[–] eezeebee@lemmy.ca 3 points 4 days ago

So this is what I’ve been doing, but I always end up spending hours configuring the emulators, the shaders, everything… and then not playing that much! That’s why I was talking about the “plug and play” nature of game consoles (even though it’s less true now that you have to create an account and stuff like that).

Simple solution: don't do that. Are you trying to game with your family, or force them to watch you tinker? I've encountered ONE game where I had to adjust a setting in the emulator to make it playable. And occasionally adjust input mapping when it gets wonky or doesn't handle the way I want, usually N64 emulation because of those pesky C buttons. Never had a problem with Steam games using an Xbox controller or third party controller (8BitDo Ultimate 2C with hall effect sticks and triggers, $30). They are plug and play.

As for PC games, I never have the proper hardware to play in good conditions.

Well, not yet you haven't. But you're prepared to drop $700 on a Switch 2? And $100 per game? You can get a laptop or pre-built PC for the same or less that's capable of playing most games. Some newer games with intense graphics will have high demands for specs, you might have to turn down graphics quality for those, but there are thousands of games that can run on a bare minimum consumer-grade computer.

Again, the “plug and play” nature of game consoles is appealing. A game you buy for a given console is working fine out of the box.

Every one of my Steam games is working fine out of the box. You said you like to tinker, but you also don't want to tinker. Wouldn't you prefer to have the option? Besides that, PC gaming is virtually plug and play. Install Steam. Plug in a controller. Plug HDMI into the TV. Same number of steps to connect the Switch 2 to a TV.

I really think you should do more research on PC gaming before writing it off, and especially before giving Nintendo more money.

[–] eezeebee@lemmy.ca 2 points 4 days ago

Sadly I think you're right

[–] eezeebee@lemmy.ca 2 points 5 days ago (2 children)

They're really milking the wrong udder with this one. Give us BB on PC first. I'm not going to pay to see the movie until I've played the game, and I'm not going to pay to play the game on console.

[–] eezeebee@lemmy.ca 11 points 5 days ago

1984 and Brave New World

[–] eezeebee@lemmy.ca 19 points 5 days ago (7 children)

You vote with your wallet. Look at all the cons you listed and think if you really want to support that. Do you want to tell Nintendo that this is ok, and you'll pay the high price for it?

Have you looked at a Steam deck, or any other alternative like a regular laptop? You can run way more games, including emulating Nintendo games.

[–] eezeebee@lemmy.ca 20 points 5 days ago (1 children)

Cancelling Spotify will not only save you money, it will help to save music. They're shafting smaller artists, paying peanuts to the rest, and flooding the platform with AI slop so they don't have to pay as much to real artists. Fuck Spotify.

Bandcamp and Soundcloud are what I mainly use.

[–] eezeebee@lemmy.ca 220 points 5 days ago (4 children)

I've seen a lot of shower thoughts, but this thought is the showerest

[–] eezeebee@lemmy.ca 2 points 5 days ago

So many frog games with Kero Quest 64 too!

Lol yes. Already on my Wishlist!

Frogs are what peak 3D platformer performance looks like.

 

Miyazaki plz

 

Homemade crust, pepperoni, red peppers.

The crust was just flour, water and a little salt. About 1.5cm thick. Once the dough ball was consistent I coated it with more flour to prevent sticking and then pressed it down into shape.

Pepperoni was sliced off a tube. It looks kind of greasy, but it wasn't too much, and I really like that it curled up a bit. I put the oven on high broil near the end to get it to crisp up a bit.

 

 

Hello. I'm at a point in my learning where I see potential to make a big mess and want some advice before that happens. Particularly, how to organize game systems like inventory, damage calculation, level variables (eg. locked doors -> remain unlocked even after the level scene is reloaded).

For Inventory (consumable items, weapons etc), what I've done so far that seems to work is create a global script called PlayerInventory, within it is a list of every item as a boolean variable to indicate if the player has it or not. So now when the player travels through different level scenes, their inventory is persistent and any upgrades remain. Seems to work so far.

But how would you go about doing this for a locked door in a level scene? One way is to tie it to a key, in the player inventory - if "key" == true, "locked" = false. Ok, fine. What about a wooden crate that has been destroyed by the player? How would you keep track of the crate's destroyed state without it being tied to a "key item" in the PlayerInventory global script? Is the solution to create more global scripts, like "EnvironmentChanges"? What script should be responsible for remembering this and where should it live?

With regards to a damage calculation system, I think the high level question is similar- how to organize this? The path I'm going down looks like, "DamageManager" global script which handles the calculations and updates, meanwhile the player and enemy scenes have an "HP" node added, with the "hp" value variable set by the parent (the player or that specific enemy).

I'm looking for high-level ideas about how to make these things work together and to keep it as easy to maintain and organized as possible. More details and specifics are welcome, too. Thanks

 
 
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