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Joined 2 年前
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Cake day: 2023年8月3日

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  • Honestly, Hollow Knight 1, and what I’ve played so far of Silk Song have frustrating runback only if you feel that exploration should carry no risk. And also if you feel the consequences–dropping your resources and needing to abandon them–are game ending.

    The devs make no attempt to hide the fact that the father afield you get, the more dangerous it gets, but that you can get stronger if you make the most of what you’ve already explored.

    Resources are unlimited in the world, so you can always get back to where you were even if you abandon your cocoon/shade. You can also go back and spend the resources before you lose them.

    Once I realized that venturing too far off carries a growing risk, I started looking out for the telltale signs that I’m entering a boss room. When this happens or even when I just feel like I’m going to lose all health, I just venture back and spend at the nearest shop or just prioritize finding a bench. Where I don’t heed the warning and go in anyway, I take it as my fault I can’t recover my shade/silk before I once again prioritize finding a bench.

    All that said, at least so far I’ve found that whereas in Hollow Knight, if you die in a boss fight you’re not equipped for, you MUST abandon it or try again. In Silk Song, the silk cocoon actually helps with the fight: instead of also trying to kill you, it’s extra health that you can save until mid-way through the fight. Also, some boss rooms don’t lock the entrance (at all or as quickly) so you can die closer to the entrance and safely recover your stuff.

    After starting Silk Song, I went back and started replaying the original and some changes like this are actually actually a quality of life improvement over the first 😂😂😂.

    (I’m just irrationally mad that they removed the cheeseable pogoing. It was so cheeseable but I get why they tweaked the mechanic to become harder to use in exactly the same way. I’m actually using the other offensive abilities more.)



  • They’re completely different implementations of systems that steam video/audio/inputs.

    Valve’s is pretty buggy but has deep integration with Steam and allow NAT traversal, while Sunshine/Moonlight are way more reliable, have features that reduce latency but are pretty barebones as far as features: they just do streaming with no tight integration with what’s being streamed.

    And Sunshine is a reverse engineered version of Nvidia’s game stream server, since Nvidia sunset Gamestream a few months ago.



  • It’s more down to trust and attestation than a technical implementation. Whoever makes an NFC payment system needs to prove to payment processors that the chain of software and hardware from the payment terminal to whatever proves you’re the account holder (a card or a phone) can be identified. And, separately, the implementation needs to be audited.

    This may sound like they’re trying to make this horrible walled garden on the surface, but bank users expect their money to not get stolen. And if it is, they expect the bank to make that problem disappear. The bank can only provide these assurances if they control everything.

    This is why they use hardware attestation and a chain of trust all the way through to the OS to identify the specific implementation of an NFC payment system. They want to know they can go after whoever created the buggy NFC payment implementation to recover the money or to least stop partnering with them.

    Not a lot of FOSS developers would go through the trouble.


  • It’s weird how I didn’t really care about the pinhole camera or my Pixel 5 weird dimensions until Ambient Mode started highlighting it. When ambient mode shipped (silently), I seriously thought I forgot that the aspect ratio wasn’t 16:9 and the pinhole was so visible all these years. Turns out the bars hid these distractions.

    The feature looks great on Desktop, but on mobile, I kinda prefer the bars actually hiding the edges of the screen, esp in fullscreen mode in a darker room.

    It’s cool that you can just turn it off, and hopefully, in the future, they let you toggle the feature in fullscreen and portrait mode separately.