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  • 38 Comments
Joined 1 year ago
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Cake day: June 22nd, 2023

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  • Oof, my bad, posted the message without completing it. I was gonna say that PayPal is a bad payment method cause it doesn’t take into account the intricacies of local payment methods despite being used as an sort of international method to transfer money (The play store is a fantastic payment method for instance, almost makes me wish for Google to take on PayPal). Credit Cards are also bad cause you need an international one and it isn’t always easy to get it.



  • Yes, except none of those are the most convenient payment method for online purchases in my country, even credit card requires an international one IIRC, furthermore, it is a pain to figure out a proper amount cause it uses Euro. The minimum € 3,00 isn’t a huge amount converted to my local currency, but it isn’t a small amount either.

    So you end up with something that is too much of a hasle even if you had the cash and wanted to donate. Cause you can’t stop thinking along the lines of “even if I wanted to deal with all of this the amount I’m giving isn’t going to change that much”



  • Yesn’t?

    Like, the whole point of a public traded company is that anyone can come in and give money to the company and, in turn, they get money when the company is doing well, so the money you’ve paid is, hopefully, not lost.

    I don’t know about you, but on paper, that sounds like bonds and basically every type of debt in existence.

    The difference is the perpetual ownership of the company by shareholders. Consider someone who lent a company 20k, they now have an asset that grew immensely in value, it gives them money quarterly/yearly/whatever, AND they have decision power on the company, despite the fact that they have earned 100x what they lent.

    Just changing the idea of stock to be something with an expiration date would remove most of the weirdness of the system, but at that point it isn’t really a public-traded company, is it?








  • You are being rather ambiguous with how your program works, which I understand. But if the primary way of selecting colors is through words then that is big issue that I feel can’t be made to work outside of English.

    If the selection is more “traditional”, like a color wheel or whatnot, and the text is just a description (I think coolors does this) then it might be translatable.

    Like, the issue with “pink” being “light red” is that you can’t actually select pink and a lighter shade of red if the selection is through text. If the selection isn’t text based then you can just have two colors being “light red” cause it is true anyway



  • I honestly don’t remember any app that actually lost their brand or individuality. People complain that MD makes app all look the same, but the only apps that actually implement MD are the ones that don’t have a very strong UX/UI Design in the first place. Spotify, Firefox, Meta Apps and such are never actually going to implement Material Design itself, at most they are going to read the guidelines and go “yeah, that seems fair” and implement their own solutions based on Google’s idea.


  • This website provides a better explanation and use cases than anything I could write. Some of the highlights:

    • Newer games that run too slow at the resolution you would like them to run at (you can render games at 720p and play at 4k)
    • Very old games insisting on running in a tiny (like 320x200) window (ie. xrick).
    • Games and applications who insist on running full-screen with no option to make them appear in a window if a window is what you want for a particular game or application (many scene demos will only run full screen at your current resolution).
    • Running older, non-widescreens games that do not support borderless fullscreen on Intel graphics with a desktop/external display (this is because Intel graphics do not support the --set “scaling mode” “Preserve aspect” xrandr argument on desktop/external displays)

    Interestingly, Gamescope also provides a way to independently set max frame rate for the game when it is focused and unfocused, you could set it up to something really low when unfocused. Also interesting is the upscale options, you could use integer scaling for those old games, or force FSR on any title (although results can be mixed because the game UI will also be upscaled).

    Gamescope becomes a very interesting option when you use it on a machine that doesn’t have easy access to a keyboard and mouse, like a handheld, a “consolized” PC or even a “normal” PC that double duties as a “console” (playing games on a couch, despite using a desk for normal usage)

    Like, I remember a friend of mine saying he had trouble running Sonic Generations on Windows because depending on what he was doing, he was either playing it on a monitor or on a TV. The Game for some reason detects that change and throws a fit, asking the user to reconfigure its graphical settings. Gamescope can lie to the game and force the game to see an arbitrary resolution.



  • It explicitly calls out that there shouldn’t be masks

    icons should be clean edges; the layers must not have masks or background shadows around the outline of the icon.

    And icons are XML files, or fancy SVGs, I was under the impression it would just pick apart the shapes and force all the fills to be the same color.

    I even tried doing some fancy work with dithering, but it didn’t render