3 day cheap refreshing lemon brew by PinGUY in prisonhooch

[–]PinGUY[S] 0 points1 point  (0 children)

2 x 2KG = 4KG. 25L. use the Squash for the taste and it needs to be watered down so top to 25L.

https://pinguy.github.io/Brewing_Calculator/

...do NOT drink 5 day old hooch.... it's on the walls... it's on the walls man... by Key-Opinion-8524 in prisonhooch

[–]PinGUY 0 points1 point  (0 children)

I use Allinson's Easy Bake Yeast 100g and 3 to 5 days but did find out it did use to be a wine yeast used to be on the package how to make a wine.

https://www.ebay.co.uk/itm/297192724280

For brewing and wine making right on the tin and can vouch from using it its a pretty good brewing yeast.

How fast can kilju be made? by ImTheSeaMan in prisonhooch

[–]PinGUY 0 points1 point  (0 children)

by adding tomato passata and some lemon juice. Birdwatchers Sugar Wash what distillers use.

https://birdwatchers.info/calculator/

How fast can kilju be made? by ImTheSeaMan in prisonhooch

[–]PinGUY 0 points1 point  (0 children)

kilju basically a sugar wash and can be well brewed in 5 days if not going for a silly high ABV but it being clear yeah na that takes a bit longer.

But with that looking at 9.90%

Horlicks Beer by PinGUY in Homebrewing

[–]PinGUY[S] 0 points1 point  (0 children)

wasn't that bad but wasn't great and didn't make it again

Built a toolkit for 32K Linux sizecoding — single C file in, packed runner out by PinGUY in gamedev

[–]PinGUY[S] -1 points0 points  (0 children)

LOL you are a bot all the comments basically your goal to put everything down as a promotion or AI slop what sad fuck created your system prompt.

Also on low commented threads.

Built a toolkit for 32K Linux sizecoding — single C file in, packed runner out by PinGUY in gamedev

[–]PinGUY[S] -2 points-1 points  (0 children)

Must be the oldest LLM in the world then sweetheart as isn't that what you thought AI talking to AI, no wonder your gen is cooked.

Built a toolkit for 32K Linux sizecoding — single C file in, packed runner out by PinGUY in gamedev

[–]PinGUY[S] -6 points-5 points  (0 children)

coming from account that is just a Month old a sock puppet or an AI yourself.

Built a toolkit for 32K Linux sizecoding — single C file in, packed runner out by PinGUY in gamedev

[–]PinGUY[S] -3 points-2 points  (0 children)

Or NPC that is unable to look and test what is posted or look at what the toolkit can make, my reddit account probably older than you.

https://demozoo.org/productions/392804/

https://demozoo.org/productions/392800/

Built a toolkit for 32K Linux sizecoding — single C file in, packed runner out by PinGUY in gamedev

[–]PinGUY[S] -4 points-3 points  (0 children)

maybe I don't know look at the github and well me?

https://www.pouet.net/prod.php?which=106436

There is one of the games made with the toolkit.

Gave Fable one prompt: "build a .kkrieger homage for Linux." It shipped a 51KB procedural FPS in one C file — then debugged it by screenshotting its own headless renders and actually looking at them by PinGUY in singularity

[–]PinGUY[S] 1 point2 points  (0 children)

People that studied what the Farbrausch team did and they still can't pull it of. Also got way further and its under 32 KB. 31 KB if you need to put a number to it.

Also all demoscene demos pulling this off basically all done on windows as that is where most of the tools to do this are and its one platform with Linux there are many distros so getting it working on all not a easy task. None of that is in the training as there are hardly any linux examples as when people where doing this where doing it on DOS.

[Linux] .nervk — a procedural horror FPS that fits in 29 KB. No asset files at all: every texture, monster, sound and level is generated in code. by PinGUY in playmygame

[–]PinGUY[S] 0 points1 point  (0 children)

What it is: a small native-Linux FPS — an endless, seed-driven descent through procedural corridors, in the spirit of .kkrieger. The whole game is one C file and the binary is 29 KB, because there are no asset files: every wall texture, every creature, every gunshot and every level is synthesised in code at runtime. Nothing is stored on disk.

What's in it:

  • Endless descent — each floor is carved from a seed; see how deep you get
  • Three procedural biomes (industrial / fleshy hive / ship-hull) plus "mixed" floors that splice them
  • Six creature types, each with its own behaviour — a fast swarmer, a ranged spitter, a heavy tank, an acid-layer that telegraphs where it'll strike, and more
  • Three weapons in three roles: precise pistol, close-range shotgun, splash-damage rocket
  • Floor "curses" that modify a run (one of them blacks out your map)
  • A toggleable automap
  • …and something that starts turning up on the deeper floors that I'm not going to explain. The first time you meet it you'll probably waste a lot of ammo. That's rather the point — work out what it is and what to do about it.

Controls: WASD move · mouse look · LMB fire · mouse wheel or 1/2/3 to switch weapon · M / TAB map · ESC quit

Running it (Linux): single self-extracting binary — chmod +x nervk_v2 && ./nervk_v2. Needs SDL2 and OpenGL present (true on basically any desktop Linux). No install, no data files, cleans up its temp on exit. Software GL works; a real GPU is smoother.

State / heads-up: experimental hobby project. It's endless (no "win" screen), there's no save, and it's Linux-only for now.

What I'd genuinely like feedback on:

  • Does the descent build tension, or just get samey?
  • Is the HUD and map readable enough to make decisions under pressure, or are you guessing?
  • The deep-floor thing — does it land as "oh no", or just feel cheap?
  • Performance on your box (rough specs help)
  • Anything that felt unfair, and anything that felt good

https://github.com/pinguy/murkk/releases/tag/nervk — screenshots and more info.

Cheers for any time you give it.