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Joined 4 months ago
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Cake day: September 8th, 2025

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  • I tried it. Joining the group gave me the option of joining anonymously, so that was easy. Installing from the Play Store just worked once I was able to join.

    My biggest issue was that the controls being in the corner as a historic didn’t make any intuitive sense for me, so I kept going in directives I didn’t anticipate. I have no idea what the “🎥+” button is for, but it gets in the way of having centre-of-screen controls, which would mean dragging to the left actually moves left instead of still being up/down because I didn’t go left enough to get past the midline if the joystick.

    Are you left handed, btw? Because it’s weird to have the default control on the left side of the screen. I’d suggest the following UI changes:

    • Default: centre control, no video+ whatever button
    • Options for right-joystick or left joystick.
    • Change the default for horizontal orientation devices, or tablets, to default to right-have-side control with options for left or centre controls
    • The right- and left-hand-side joystick should be moved more centrally to give more space to go to the outside edge of the joystick
    • Whatever the video+ thing is should be explained. Does it Trevor video of your attempt, I’m guessing, in the hopes it will go viral? In that case, it should have options:
    1. Record every run
    2. Record only daily runs
    3. Keep n most recent daily run recordings
    4. Keep m most recent random run recordings
    • The graphics are a bit too simplistic. Some lighting would help, I expect. I get that you’re going for a clean aesthetic, but the ball doesn’t have any roll animation. If it was something like an 8-ball, then there would be a sense of speed and rotation as the texture rotates—granted, that greatly expands the scope of your engine. I haven’t ever tried animating a sphere, but maybe take some cues from other genres to see how they impart a sense of motion instead of what could be a static sprite.

    My biggest challenge with the concept is that the 3D view + first red walls doesn’t allow seeing enough of the maze to give a realistic chance at skill affecting some maze solutions—important parts of the maze are a blur of light/medium red, so it’s impossible to quickly scan for blocking walls between the start and the exit, so it’s impossible to use skill to win.

    Instead, fast run times depend on luck—if you go in the wrong direction right at the start, you can be screwed, and because you can’t even see the exit as you move towards the side corners, you have no way of using skill to resolve this until you’ve wasted as long as it takes to fully solve the needed the correct way (and then it feels extra shitty to need to backtrack, eating even more time).

    So, when I have a great run, I’m not proud of the score because it was lucky. And when I have a really bad run, it’s just frustrating.

    The visuals need to be clear enough from the start that it’s actually a skill game, for your conveyor to work. A higher camera angle? Or maybe start with a 1-second animation that drops the ball, with the camera angle pointing down, then increasingly flat as it falls, until it ends with something similar to what you have now. Then there’s a quick chance to scan the maze before the run starts.

    The red-on-red needs higher contrast, too. It’s frustrating and inaccessible for gamers with visual challenges. I’m not a designer, so idk about colour theory too much, but the walls and top of the maze you need to run through a contrast checker, imho, and maybe use Canva’s colour wheel complimentary colour picker or a palette from Lospec to get colors that gel.

    It has potential, but it takes flat in its current iteration, imho.

    I hope that feedback is helpful!


  • I’ve copied and pasted other people’s Bookmarklets before. ;)

    I’ve had a couple decades of eclectic, self-directed tech learning. There’s no money for technology in education, so I’m always kludging things together, and there’s nobody at any school I’ve ever worked at who can teach me much, so I need to figure shit out myself.

    It’d have been nice to be a junior to a greybeard for a few years, but I’ve made it work.


  • I know enough to parse the code, especially with the comments. It was a logical algorithm, it worked, and it was just for reformatting a page to print cleanly, so there was basically no risk if it didn’t work. I code for work, I just don’t know JavaScript syntax or functions.

    Anyway, I was impressed it actually worked. I’m an AI skeptic, which is why I thought it was noteworthy to get well documented, clean, functional code from vibe coding—even in such a trivial context as swapping a head tag and removing script tags.




  • I actually got really clean, well commented code from Copilot earlier this week.

    I have no experience with JavaScript to speak of, but realized a Bookmarklet would be a perfect solution for reformatting a particular arcuate for printing. I already had a head replacement with CSS to do all the formatting, and I was using a RegEx to strip all script tags.

    Anyway, I asked Copilot to write the Bookmarklet to replace the header, with full contents explaining the training behind the code, and an explanation of how the script functions below. When I got an error, I asked if to fix the error and or identified that Bookmarklets work better as single lines, so it fixed it. Then I added the requirement about replacing scripts, and it did that too, but for commented and a clean one-line version.

    The one-live versions even up getting truncated, so I need to copy/paste from earlier (correct) endings, but otherwise it was an incredibly smooth experience.

    I spent longer writing the guide for how to use it than the time it took to vibe code it and test it. I was super impressed.

    (Granted, that’s a pretty easy coding task…)





  • If you have an AMD GPU and don’t care about playing games that require kernel-level access for anticheat (ew), then Linux might just work better for you than Windows, for most games.

    Like, getting Minecraft installed and working with mods in CachyOS just required installing Prism Launcher from the CachyOS repos (1 easy step) then launching it. I didn’t even need to open a web browser to download an installer.

    Heroic Launcher is amaze balls, too. It pulls all the free games I get on GOG, Epic, and Amazon (iirc?) into one library that looks and works like Steam’s (amazing) library. So slick. (I think it’s preinstalled in CachyOS, too.)




  • Not mentioned, but if there are mobo monitor connections, try those, too.

    But yes, this is almost definitely a hardware problem since it’s also happening in Windows. The only other plausible option would be the hardware’s firmware, but that seems unlikely…

    It could theoretically be an incredible fluke to have a software issue in both Windows and Linux… Maybe the same weird edge-case hardware interaction that’s the same between two versions of a closed-source NVidia driver? I can’t see that as plausible, though.

    If OP is in a developed country, used monitors are cheap. My vertically-oriented side monitor I got for $20, and I only even paid that much because I needed one that could go vertical orientation without a monitor arm.



  • I imagine it might be possible to fully spoof another phone model for specific apps. Seems like the kind of thing that should be technically possible by copying cryptographic keys from other devices, and then using root system access to spoof “correct” responses from the Android APIs.

    I also imagine this will be an important feature for a lot of users, so someone is likely going to do the work to get it working if Linux phones become (otherwise) viable Android phone replacements.

    But all this is just speculation!


  • Sweet. I’m even more tired of Google’s shit than Microsoft’s. Apple’s locked down ecosystem is even worse, though, so here I am.

    I’d love for this to be my last ever Android phone, but I need some apps for work. (And I’d prefer being able to play some mobile-OS-exclusive games, but that’s not a dealbreaker.)

    A proper open-source phone that works as a phone reliably (on bands the only reliable carrier in my part of Canada uses), can run my short list of must-have apps, and that can take decent photos (doesn’t even need to be great)… That’s the dream, right?




  • I thought it surpassed it a long time ago, but I was surprised by how much:

    The gaming industry has quietly become the world’s most dominant entertainment force, generating $184 billion annually — nearly double the combined revenue of movies ($33.9 billion) and music ($28.6 billion).

    Source

    Edit: lol. That’s almost triple, not double. Whoever wrote that at Medium likely misinterpreted a ~200% increase to “double”.

    PC gaming is about ¼ of that:

    Mobile gaming is the largest segment by far – mobile games generated about $92 billion in revenue in 2024, 49% of the total market. Console games make up roughly 28% ($51B), and PC games about 23% (~$43B). (Newzoo, 2025).

    Source

    But $43B is almost ⅓ more than the entire film industry. Wild.

    A lot of PC gaming is happening on low-powered devices, though. About 1 in 8 PCs that participate in the Steam hardware survey have under 16GB of RAM, and the most common videocard is the laptop 4060.

    (Granted, there are a lot of problems with making grand statements based on the Steam hardware survey.)

    So I doubt RAM prices will impact PC games revenue too much—tonnes of games run on modest hardware, including some of the highest grossing (like Fortnite). So many amazing indie games run on a potato. Most will just use their old computer for a bit longer, or game on a laptop/console/Deck/whatever.

    I’m totally happy with the Steam Deck, and play on it about 20× more than my PC (with an i5 12400, 6650XT 8GB, 1440p, and 32GB RAM—hardly beastly, but a fairly recent midrange build). 90%+ of my play time is small indie games, fwiw.