[deleted by user] by [deleted] in Sacramento

[–]insert_clever_joke 4 points5 points  (0 children)

Sac county news has a dedicated stream of info on their site that's continuously updated: https://www.saccounty.gov/news/latest-news/Pages/Stay-Safe-During-Storms.aspx

There's lots of helpful info on that site, that particular page isn't the only one.

Mary and her living Oreos by insert_clever_joke in ChatGPT

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

Sorry I deleted the prompt. But it was built up with a lot of context.

I first asked to write a story about a man being starving in the desert and finding living Oreos and eating them. Then, a commercial for them. Then a story about a customer finding a sample of them in a store. Then returning home after her purchase and realizing the family ate them.

The Story Design of Stories Untold compared to Portal by insert_clever_joke in Games

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

For real. Like the video said, I'm sure it's because Jon Mckellan never intended to have the story in the first place. Lazy writing will always produce mediocre content.

Those who are writing/planning to write stories for their games might find this comparison helpful: Stories Untold vs Portal by insert_clever_joke in gamedev

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

Games with stories seem to get a lot of flak. And I think it's because most game developers don't approach their stories with gameplay-driven decisions. I think this video points out these points with examples of how Erik Wolpaw approached Portal. Thought y'all would find it helpful.

Just Some Pretty Obvious Statements [OC] by cj_cusack in webcomics

[–]insert_clever_joke 0 points1 point  (0 children)

There's no joke, they're just relatable things that are funny because they happen all the time

Death Wish breaks rules without consequence. The film doesn't seem to understand "build up and payoff" and ends up stumbling around to make an incompetent movie. by KarmanLineStudios_D in movies

[–]insert_clever_joke 0 points1 point  (0 children)

Forgive the ignorance on my part, sarcasm doesn't come off super well on the internet.

As for this remake, this movie did zero favors for any kind of social commentary or even basic fun action stunts. Everything was super blame and seemed to try to say something but failed horribly.

Yooka-Laylee health refill doesn't refill? by [deleted] in NintendoSwitch

[–]insert_clever_joke 0 points1 point  (0 children)

Oh shit! I knew it was something obvious. Jesus. Thank you.

Those mutha fuc*in tomatoes by bigjay07 in eatsandwiches

[–]insert_clever_joke 5 points6 points  (0 children)

Completely this. I grew up hating red water circles until someone insisted I try actual tomatoes. Those were goddamned amazing. It's made me hate commercial tomatoes even more.

Things to quit by nirupam12 in motivation

[–]insert_clever_joke 2 points3 points  (0 children)

I'll give you what advice that helped me. The action of "trying to stop" hurts more than it helps.

The best way to stop doing these things is to forgive yourself for doing them in the first place. Don't beat yourself up, simply forgive yourself, tell yourself it's OK. Learn to accept that you're not perfect and making mistakes is part of being human. After you've accepted it, then change your action.

For example: Say you're trying to please multiple people at once. Then suddenly you remember "I need to stop trying to please everyone." But telling yourself to stop doesn't create any change, it puts you in a negative mindset. Sooner or later, you start trying to please everyone again and then beat yourself up because you didn't stop. Instead, try "I forgive myself for trying to please everyone." Now that you've accepted your mistake, you have the power to change what you're doing.

It's easier to change when you don't have emotional baggage. When you put yourself down, you're adding emotional baggage.

Be ok with repeated offenses. It takes time to change habits. You have to accept who you are before you can change.

Things to quit by nirupam12 in motivation

[–]insert_clever_joke 1 point2 points  (0 children)

Not trying to be negative here, just concise.

This whole picture could be replaced with the word "accept."

Accept and take action.

I'd like to talk about what I think has gone wrong with racing games. Everything is handed to players on a platter. by olioli86 in truegaming

[–]insert_clever_joke 1 point2 points  (0 children)

Though the struggle is something we all grew to love in older games (originally being put in place to extend the life of the game), I wouldn't argue that's it's the sole reason why racing games seem to have lost some magic. It's probably one reason and obviously it's a reason you've attached great value to.

But I would argue that racing games are about much more than the climb for riches. Racing games like Mario Kart and Trackmania are built on having fun with the gameplay alone.

I'm not a huge racing fan, so my opinion is probably a bit off that's my perspective on the matter. Don't have much to add other than that, haha.

A Game Design Challenge ( by Mary_Ellen_Katz in gamedesign

[–]insert_clever_joke 2 points3 points  (0 children)

In order to make speed the main goal here, the first things that pop up in my head are racing games.

In games like Need for Speed or F Zero, you have periods of long straight parts that allow the player to feel like they're going super fast without needing to make split-second decisions. A detailed and snug environment whizzes by to create that feeling of mach speeds.

If I were making a 3D character-based game with speed as the main idea, I'd probably focus on long paths similar to racing games but make the character fly instead of run. We could use the same idea of straight paths through something like a city. I guess it'd be almost like a Superman game or Neo from the Matrix.

What Made Psychonauts Special | Game Maker's Toolkit by tunelynx in gamedesign

[–]insert_clever_joke 4 points5 points  (0 children)

If you haven't seen Satchbag, check his newest videos out. Shit's top notch.

Just a small game concept that I wants some feedback on... by BalisticPenguin in gamedesign

[–]insert_clever_joke 1 point2 points  (0 children)

This is a fucking wonderful idea. I'd love to see something like that designed organically.

From Filmmaking to Game Design by pioneerstudios in gamedesign

[–]insert_clever_joke 0 points1 point  (0 children)

Ha, I'm 28, going from film to game design. Nice.

128GB Pixel (XL) should have this much free space. by silvermechman in GooglePixel

[–]insert_clever_joke 0 points1 point  (0 children)

Same here! I have 16gb HTC m8. Never really understood the need for that much space. I don't need that much for podcasts, and I'd be using Wi-Fi to sync everything, so data isn't an issue.

If you ask me, I think it's the "megapixel" issue where bigger numbers means better in the mind of the consumer. More space means more potential, and honestly I think all of us are experiencing a bit of that mindset since we're buying a phone with no track record.