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Everything posted by clyde
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I want to help, but I don't know how to. I live in the U.S. But I know very little about the areas in which I've never lived. If you need general advice like which side of the road to drive on then I may be able to offer something. It's not in your route, but the south-east of the United States is significantly different than the other areas. I've heard the same about the south-west, but I've never been there for more than a change of planes. Oh, make sure to tip servers at restuarants where they bring you food.
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I think I can see where you are getting confused. It's not about whether or not an individual citizen sincerely holds the belief; it's whether or not the Supreme Court justice sincerely holds the belief. As you can see, the ruling is actually right on when you know that this is the proper reading. It also accounts for the native american example.
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This entire corporations as people thing is ... problematic.
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I keep a list of potential handles on my phone. Here they are: Slouch Cognitive bias Naps Whimsy Artsy Amused Conflator BadBreath Whimsi PoorEverybody Subliminal friend Bousard Broken machines Flaws Flawed Flaw Flod Flaughes Bad investment Wooden doitagen
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Does anyone know of some experimental stuff where the vocaloids have some weird recursion or something crazy that only vocaloids can do.
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The reason I say this is that I tried with the controller, but couldn't figure out how to manually adjust my shot's power and keep it at that spot until the timing is right; the power just continually goes up and down when you hold 'A' (right?). With the mouse, you just drag it back and press the button to release.
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The Game Development portion of the forum needs more content, so I would love to see you posting there. The Amateur Game Making Night thread is a bit of a catch-all. There's also the Plug Your Shit thread that seems to be intended to lessen the shame of wanting to talk about something you are making. If I was you, I wouldn't be too concerned about shilling. Forum moderation and rules aside, every instance of someone showing the mere possibility of attempting to advertise without sincere engagement in the community has been seen as an opportunity to interrogate to humorous lengths. I mention this because it seems like the people who have content to share in a reasonable way are too considerate to do so, and the shills don't give a fuck about rules or social norms so they just advertise and leave. Don't let the terrorists win.
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I ended getting the the first Blackwell Conspiracy for $0.50 because I want to like point & click mysteries. Insurgency for $8 because Architecture and Tychocelchuuu spoke positively about it and then a gameplay video seemed intriguing. I would say it was the fact that randoms in the video were saying gameplay-relevant stuff and the leaning and shooting is a mechanic I've been curious about. I purchased The Last Express for like $2.50 because Nick Breckon said it held up, I've heard it mentioned so many times, my wife is into Agatha Christie, the art-style looked neat, I thought it may be a good game for my mom, and I want to like point & click mysteries. I bought Vertiginous Golf for $5 because I haven't played a mini-golf game since the some game on my childhood friend's Apple II GS, the Art Deco/ steam-punk aesthetic seemed fun, they say the will eventually have 40 holes, and I recall some mention of Oculus Rift support. I tried to play the Last Express and it's a great example of why I hate point & click mysteries. There is one way to do everything and you just end up trial & erroring your way through all the various fail-states. Man it's so frustrating to me. I think a big part of it is that player-agency is not obvious at all while the art and theme imply so much interesting freedom. Why can't I just explain why there is blood on my jacket or put the other jacket on or not pick up the body at all. I opened the door to get in the train-car, but not to get out? One might say that Spelunky is just a matter of banging your head against trial & error until you experience all the fail-states, but the player's verbs are always obvious and consistent with the world. I'm hoping Capt. Hastings gets some enjoyment out of it. Insurgency is awesome. I've been playing tons of Titanfall and a team-oriented tactical shooter (that isn't too sniper friendly) is a great change of pace. I thought I was over these tactical shooters, but apparently not. I've already gotten an enjoyable 8 hours of play in three days. I ended up playing until 5 in the morning the first time I tried it. I haven't loaded up the Blackwell Conspiracy. It looks old. After my Last Express experience, my hopes are low. I think I mostly bought it because it was in sale; that was probably a bad idea. I just played my first few holes of Vertiginous Golf and I'm pleased. I can see this taking up my Banner Saga Factions slot. I always need something that I can play in 15 minute increments that I can still listen to Capt. Hastings while I play. Titanfall is too urgent for that and Spelunky takes too much concentration and 40 minutes. If you end up getting Vertiginous Golf, don't bother trying the gamepad out; the mouse controls are where it is at. I can easily see myself playing these courses over and over again for personal bests. I also imagine that I will be excited about new holes as they come out.
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In reference to changing rape-culture, I just came across this article http://onlinelibrary.wiley.com/doi/10.1111/josi.12053/full It's a pretty common-sense kinda thing; meaningful participation in multiple groups of varying diversity and curiosity about other cultures can increase the likelihood of bystander intervention when someone is getting damaged. I assume that this can be applied to gender politics just as much as race politics. I'd love to see a study where co-ed sports or classrooms are compared to gender-segregated ones to see if the boys in one are more willing to intervene in rape than the boys in the other.
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I thought it was great. I think that computer games are especially suited for expressing triage; optimization with narrative consequences is typically an accurate generalization for games I've enjoyed. What are you not satisfied with? And in case you are wondering how it went
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I just watched the first episode of Watamote. I enjoyed it.
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I started looking into the vocaloid stuff after reading that Polygon article. Did not occur to me that the feminization of a digital voice would lend a Pygmalion-esque tone to the contexts of lyrics about personal isolation, until I found English subtitles for the work of Utsu-P.
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Kim Mi-Kyung is quickly becoming my favorite actor. I think it might have to do with her tendency to be in every korean drama I watch. At this point, I'm just waiting for her to show up when I start a new series. Do you know how an american can watch it?
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I hope stuff like this will show up for the Oculus Rift once it exists in its consumer iteration.
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I feel like I would be able to give you a better answer if I had ever played Counter-Strike. Based of of games I've played, I would say that it feels mostly like a blend between GRAW and Call of Duty 4. High lethality, no kill-cam, waves of spawning, and spectating other players while dead, makes the game feel distinct for me. I find myself using my pistol in this game and I never use my pistol in COD or Battlefield. It's got a pace somewhere between Battlefield and GRAW. In GRAW, everyone was too scared to move; the modes and maps in this game strongly incentivize pushing forward, but not running forward. Final answer for me would be: "Battlefield's rush-mode meets COD Modern Warfare's inside-building firefights meets GRAW's tactical pushes meets Shadowrun's watch-everyone-who-is-still-alive-not-see-the-guy" This reviewer is adorable. He says some goofy shit, but I just watched a few reviews and this guy seems to express his is excitement in a way that rings true for me.
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There is something to be said for a game where VIP can actually be enjoyable. Also, I just played a match of Flashpoint on Peak and it was epic. When someone actually makes it past all the snipers and campers to sap a supply-node, it's incredible.
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This is exactly the time of solution (no pun intended) that I get excited about. I think that when we talk about systemic solutions, we often imagine that we will have to wait three generations for an entire culture to have some sign of change. This example points out that systemic solutions can also be implimenting methods closer to materials and distribution-paths on the spectrum of convenience/individual responsiblity. Edit: but then I read this from the Wikipedia page and this:
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I really enjoy how when I run across a street, I see single shots richocheting around me (if I'm not killed). I also find myself listening to the gunfire and reload barks to figure out where the enemy is flanking and what my teammates have covered.
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I had no problem finding games. I just played for a while and it is a surprisingly vocal community which leads to a lot of affinity over time; I enjoy how I start following a particular person around and become a bit saddened when they leave. Of course I ran into hackers, but it was interesting to vote them out. The theme inspires a lot of uncomfortable racial slurs against people of middle-eastern descent. The game seems to want to encourage the more racist traumas of the Iraq war. When I shot portraits of Saddam Hussein during the training, and the tutor guy quipped "You've just made the world a better place" I was like...uh... Sometimes I care, other times I just remember that I can't do shit about it. I was reminded of all the controversies about Medal of Honor letting people play as insurgents and all. At some point the game reminded me that the controversies don't shut down taboo themes, they just force them into the indie-space. The game is really difficult for me; I couldn't beat the training mission. This may be because I was using mouse and keyboard. Once I started understanding the modes and getting familiar with the maps, I really began to enjoy its particular weight. Playing reminded me of when I first started playing GRAW on the 360. It feels very tactical. Quick kills that aren't indicated at all make the combat around corners really interesting. I find myself shooting down a hall-way unsure of whether or not I've already killed them, how many of the there are, and a few times I've actually disengaged to retreat a bit and camp to make sure that it's not an extended bout of friendly fire. The maps I played are the perfect porportion for the speed of movement and objective gameplay. Getting any sort of orientation was the largest barrier for me. This is common in multi-player FPS games, but the case here seems extreme. It took about 3-4 hours of play time before I had any idea of where the enemy was spawning from and where my team was located if they didn't die in the last wave. I love the amount of spectating that I do in this game. I watched so many people throw grenades out of windows, only to hit to miss and run out of the room quickly. I also enjoy listening to people comment on the remaining player's performances. It makes it feel like more of a social activity. I found Firefight very enjoyable and also Push. I still haven't learned the nuances such as how the waves calculate the portion of the team who has died and when it's a good time to let the enemy come to you. I'm not good at the game ( I haven't een been able to figure out how to change classes mid-match) but like I said it reminds me of what it felt like to play GRAW when GRAW was fresh. I didn't realize that I wanted to be reminded of that.
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If I have a 1MU program out, can I install Omni-Drive and host that program? Also, can I change which program Omni-Drive hosts at any time?
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No, please describe. I enjoyed watching this:
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It just now occurred to me that I could make a 2D platform scene by just putting a picture of a landscape in the background, locking the camera, and drawing collider boxes in the places where the character would be able to stand.
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If a multiplayer-only, purely combat version of Banner Saga will satisfy your needs, then you can just download Banner Saga: Factions. It's free to play. Also, if you add me on Steam, I'll defeat you many times while giving you pointers if you like. "Clyde" is my handle.
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I especially enjoyed the part about how the runner-factions are grouped by motive. I already suspected as much due to the extraordinary theme/mechanics synergy of the game, but hearing it stated clearly and confidently allowed me to enjoy it even more. I feel like you could write cyberpunk-novels by playing rounds of Netrunner similar to the way Dungeons & Dragons campaigns have been used to for fantasy-novels. I'd enjoy it if another member of the Netrunner team ever decides to come on the show to complement Damon's perspectives on the design philosophies used to create the game. I would love to hear even more specific anecdotes of how the theme has informed the mechanics and vice-versa.
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One time my a couple of friends and I decided that we weren't going to talk for a day. By noon, I was having amazing realizations by what 80% of typical speech is actually communicating. When someone asks "How are you doing?" or "Nice weather, huh?" they are actually just seeking acknowledgement. You know those movies where someone dies and they are finding out that they are a ghost? The way they often find out is that no one responds to them. This communicates that the character has stopped existing pretty effectively because so much of typical interaction is just people saying to each other "Are we cool? Are you still willing to talk to me." Once. I saw it this way, I realized that I'm providing people with something they need through pleasantries. Saving the question of how are you for when you actually care to hear about what they thought in the shower is ignoring the actual meaning of the phrase in place of the literal one. No one cares about the literal question (though you can easily still find out how they are doing by pushing it a little more). It's like why there is a popular phrase "She wouldn't give you the time of day." As for doors, I just hold them open for people who have their hands full or are walking backwards.