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Cake day: June 12th, 2023

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  • I prefer the SemVer Major.Minor.Patch approach so I can tell at a glance if the update breaks compatibility or is just bug fixes. Technically the Patch part can be any number as long as it increases each update of that same Minor version, so one could write the versions as AA.BB.YYMMXX where AA is the Major version, BB is the Minor, YY is the two digit year, MM is the month, and XX is just an incrementing number.

    I think this approach has the best of both systems.


  • The most convenient userscript for me is this one that automatically likes YouTube videos. It’s configurable to be able to: like the video after a specified watch percentage, ignore already disliked videos, only like videos from subscribed channels, and ignore livestreams. I like it enough that I’ve made a few pull requests to fix it when YouTube changes their UI.

    When I have the time, I work on an in-progress local version to implement a few new features including: (1) Support for the YouTube shorts UI. (2) An option for a notification/toast to appear when the video has been liked. (3) An option to check the watch percentage continuously (mutation observer) instead of a user-defined poll rate which sometimes misses liking very short videos in playlists. Eventually I’d like to port something like this as a YouTube ReVanced patch.




  • BleakBluets@lemmy.worldtoPatient Gamers@sh.itjust.worksOn Fast-Travel in video games
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    10 months ago

    I would rarely choose to fast travel if I had engaging and interesting means of travel like bunny hopping and strafe jumping in Quake, or wall-riding like Lucio in Overwatch. This assumes the world was built to facilitate this kind of movement and there were challenging obsticles, enemies, treasures, secrets, and other points of interest scattered among a variety of paths for the player to choose. Obviously much easier said than done; Super Mario Oddessy and Sonic Frontiers tried to do something like this on a smaller scale (relative to the large open worlds of other games) with varying levels of success.

    Exploration was fun in the BotW and TotK Zelda games, but I found myself relying on fast travel by the midpoint of each of those entries because the enemy camps and treasures just weren’t worth the time nor effort. Dashing on horses wasn’t mechanically deep enough and Ultra Handing vehicles was either too inconvient or resulted in “path of least resistance” designs that led me to hoverbike to new locations very cheaply and easily.