Wybierasz sobie klienta - z mojej strony polecam Dino lub Gajim na kompa, Conversations lub jeden z jego forków (np. Monocles) na Androida,
Wybierasz sobie serwer. disroot.org jest spoko, możesz też poprzeglądać listę niektórych serwerów tu: list.jabber.at
Zakładasz konto i używasz ☺ Na niektórych serwerach możesz założyć konto przez klienta, na innych musisz przez przeglądarkę (w celach antyspamowych).
Lista różnych publicznych kanałów rozmów grupowych (nie wszystkie sympatyczne afaik): search.jabber.network
Ewentualnie dla leniwych / do przekabacania znajomych którym skończy się cierpliwość w połowie punktu pierwszego: quicksy.im . Od autora Conversations, logujesz się numerem telefonu, możesz znajdować innych też po numerze, nie ma wyboru serwerów itp (ale wszystko i tak jest open source). Ale pod spodem jest zwykłe XMPP i możesz rozmawiać z użytkownikami z innych serwerów.
And although it didn’t match the first game, it’s still a nice chill game in the same vain as the first. Same feeling and all that.
As suspected, it’s tough to attempt a continuation of the first story. They dipped a bit much into a few themes that really didn’t seem to fit very well and there’s a distinct lack of interaction with other NPCs. There’s a few random characters you talk to over the radio, but not anything that has any impact on anything.
So it’s a fine enough game if you just want a bit more of the Oxenfree flavor, but don’t expect too much from it.
You mean you don’t have family, friends, colleagues, school mates or anyone you know personally who would benefit from this giveaway, so that you have to resort to a stranger? A nephew or niece is the perfect recipient for such a gift.
Decided to go back to Dwarf Fortress after a long while, I’ve been basically re-learning the game and trying some !!fun!! stuff I’ve never done before. Funnily enough I think I just built my most successful fortress, outside of a really nasty tavern fight that resulted in the death of two children, one dwarf and their cat (the drunkard literally grabbed the poor sod by the tail and smashed it into a statue to death LOL), everything went rather smoothly. Lots of forgotten beasts passing through the caves, one got in while I wasn’t looking (lol) but was dispatched easily without casualties.
Thinking about building a fort on a volcano next, see if I can do some crazy magma wizardry.
I love hearing about DF but it’s so dense that I was never able to get into it myself. Plus I struggled with the art, or lack of it on the earlier builds.
It definitely has a learning curve at the start, if you’re still interested the new version has a tutorial in-game now, I can’t vouch for how good it is because I’ve never used it though. There’s also plenty of quick and easy tutorials online, I learned the basics from this one by Peridexis but it’s rather outdated by now, the wiki has some recommendations on more up-to-date ones.
Although all soulslikes are a bit difficult Grime would be my suggestion, a 2D platformer. It felt easy enough to me but I mainly enjoyed the aesthetics of it.
People do talk about this. At least, they do in the game industry. It's well known that when an independent studio gets bought (usually by a publisher they have been working for), this often results in the studio closing down a number of years later unless they crank out hit-after-hit. Of course, sometimes that doesn't happen and the studio gets more stability and more financial support, now that they are part of a larger company.
In regards to the people who sell their studio (founders), it's important to keep in mind that for most of these people, selling their studio while the studio is fairly popular results in life-changing wealth. Maybe selling the studio and becoming rich by doing so was not their original goal, but it should be no surprise that studio founders can be very tempted to sell the studio (at the right price). Owning an independent studio can be a gigantic amount of stress, and a huge financial reward that also allows the founder to simply get rid of all the headaches and stress is nothing to sneeze at.
Everyone who works at an independent studio knows the risks involved (to their own job eventually, if the studio is sold), and they often have mixed thoughts on what the founders are doing, but they don't all demonize the studio owners, since they would be tempted by the same potential rewards if they owned the studio.
I really like the ps5 controller. It’s comfortable, and the haptic feedback on the shoulder buttons is a really cool feature imo. The resistance is variable on the shoulder buttons so depending on what you’re doing in game, it can be harder or easier to depress the button. I thought that was cool.
My issue with it is that the trigger buttons quickly got a bit mushy and loose. Didn’t help to play a ton of Rocket League on it but still it’s not a very durable controller.
Also, the battery was completely fucked up by the fact that I was playing it wired on PC. It was all the time charging when I was playing and then apparently discharging when the computer was off. Support is also pretty poor on PC and you often get games that are not compatible.
I’m interested in replacing it eventually by a good hall effect third party controller. Probably the Gamesir T4 Kaleid or something similar.
I’m still not 100% sold on the shoulder force feedback. Sometimes it works well, but many games do this odd thing where you hold it down and it clicks repeatedly and uncomfortably like you’re breaking it and I’ve no idea what they’re really trying to convey.
I mean, let’s not forget that the early consoles had their own pitfalls, a period of gaming that spawned tropes like ‘Nintendo Hard’ and ‘Guide Dang It’ in order to, among other things, pad out the length of what we would consider an otherwise barebones game, and to sell time on their hints and tips hotline. I do feel like there was less bullshit in the past, but it definitely still existed.
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