Mario World probably was a bit too easy, but I think SM64 difficulty was good especially if you wanted to get all 120 stars
Developer of Deus Ex Randomizer, StarCraft 2 Randomizer, RollerCoaster Tycoon Randomizer, Build Engine Randomizer, and Groovie 2 in ScummVM
Mario World probably was a bit too easy, but I think SM64 difficulty was good especially if you wanted to get all 120 stars
I think most retro games were hard enough as it is, considering limited disc/cartridge space and because you were generally expected to spend more time with a single game back then. But I agree with the people here saying Pokemon lol, romhacks are better.
It’s there now, the crawler found you. Congrats!
one day I’ll probably play Blue Burst again, had a lot of fun on private servers
there are 2 Lemmy communities, but they aren’t active
Phantasy Star Online for sure, Sonic Adventure 1, and Grandia 2
oh and Gauntlet Legends was also on Dreamcast!
So ffmpeg gets a few thousand dollars for such a simple answer/solution? Sounds good to me?
pretty cool, but I feel like it would be unlikely to meet anyone else on Pretendo’s Streetpass? Or maybe Streetpass was entirely peer to peer anyways?
Streetpass was fun, maybe someone could clone it as a mobile app
Texture healing works by finding each pair of adjacent characters where one wants more space, and one has too much. Narrow characters are swapped for ones that cede some of their whitespace, and wider characters are swapped for ones that extend to the very edge of their box. This swapping is powered by an OpenType feature called “contextual alternates,” which is widely supported by both operating systems and browser engines.
Contextual alternates are normally used for certain scripts, like Arabic, where the shape of each glyph depends on the surrounding glyphs. And they are also used for cursive handwriting fonts where the stroke of the “pen” might have different connection points across letters. Texture healing is a novel application of this technology to code.
basically fonts were already capable of using alternate versions of characters based on their nearby characters, so they used that for these fonts to allow for seemingly-dynamic sizing/spacing
Contributing to ScummVM, they can be pretty strict but it’s good
I loved this game, it was sorta creepy in a way, and yeah the music lol
Yeah I need to start doing this more lol
I thought it would leave comments on individual lines of code with feedback and code quality, but seems like it just summarizes what the pull request changes
the summary stuff would be better if it was per file instead of overall
It’s cool for small and easily testable functions like sorting, but to refactor large amounts of code? No thanks. Would be great if it could leave comments on my pull request though.
I won’t consider any keyboard to be designed for programming unless it has dedicated keys for characters like {}() < >_+| & !*:"
without needing to hold shift for them (Lemmy seems to be improperly escaping my less-than sign and ampersand)
And also Luigi > Mario, finally
You’re playing on Switch so I guess that’s the same as the NES release? Here’s the current world record for all levels
https://www.twitch.tv/coolkid/v/948465227?sr=a
https://www.speedrun.com/smb2?h=All_Levels&x=l9kv002g
Here’s a run from a GamesDoneQuick event which means the commentary will probably explain more than usual
Oh and here are the number of levels played by each character from the end of that GDQ run lol
The world record is 1, 5, 13, and 1
If you want an overly objective answer, speedrunners use different characters for different levels because they’re faster in different ways, and I don’t think Peach is used often. As a casual player IDK lol I always just played as Peach
ReVamped is such an obviously good name lol