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Cake day: June 12th, 2023

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  • It’s home to a very strange community unaware that their “platform” was just an image host for users of an actual social media platform. Well, at least it was before imgur recently started adding social media features and purged nsfw content.

    Popular image posts from reddit would routinely get boosted (sans context) to the top of imgur’s homepage, which would attract confused, angry, and often unintentionally hilarious comments from imgur users. Iirc there was a subreddit dedicated to this phenomenon.



  • Fellow Moonlander + Corne user here. Once I accepted that I was never realistically going to take my Moonlander on the go, I sprang for the Platform kit. It’s a huge improvement over the stock tenting legs.

    Column stagger and ortholinear keyboards are an ergonomic wonder. Everyone’s hands are different of course, but I find them really comfortable.

    Another big plus for ZSA products is their software. The graphical configurator is really powerful and nice to use. It adds a lot of features on top of what’s natively available in QMK. I’ve only manually tweaked my firmware once, and that was for a particularly niche and convoluted use case.


  • Most open-world games have areas on the map that are blank until you “explore” them by climbing a tower of some kind and “activating” that region on your map.

    This results in trudging blindly into the middle of every new area, ignoring interesting stuff along the way and beelining to the tower just so you can see the damn map. It’s an annoyingly unnatural way to explore.

    I didn’t even realize that I disliked it until I played Far Cry 6, which has a much more organic and immersive landmark discovery process. You learn locations of interest from readables and by talking to friendly NPCs that you encounter in the world.

    Edit: sp


  • That’s what I love about roguelites. You’d think that “death == start over” would be a punishing and stressful mechanic, but paradoxically it’s the opposite.

    Playthroughs are short, so the stakes are low. And between runs, you unlock items, abilities, or characters that change the experience for future runs.

    I especially love how Hades did it. In that game, routinely dying is actually essential to both progression and the story.

    Soulslikes also remove much of the stress from death. You do lose your unbanked currency, but you have the chance to recover it if you can get to the spot where you last died. IMO, this adds just the right level of tension and excitement without actually being very high-stakes. Dying just becomes how you learn the game - new enemies, traps, etc.


  • Darning and patching are popular topics in the raw denim community. One of the draws of raw denim jeans is that they’re typically made of heavier weight fabric and don’t come pre-faded or pre-shrunk, so with proper care they can last a lot longer than big box fast fashion jeans. They’re also usually produced by small makers from all over, so it can be a great way to buy local. Of course the downside is that they’re many times more expensive than what you’ll find in department stores.

    Some denimheads like to get creative with eye-catching thread colors, patch fabrics, and darning patterns. Coupled with the exaggerated fading patterns that can be achieved with raw denim, it’s really neat to see!

    Edit: spelling