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  1. Oh gawd, that one. Why he decided to go with some special snowflake OS with quirky fonts instead of a tried and solid OS is beyond me. Thing couldn't even install steam without breaking xorg. Never going to be a fan of how those market themselves as newcomer friendly when they simply lack the workforce to properly try everything. Or even to try installing one of the most popuilar pieces of software in that case.
  2. I remember reading about this in old pcgamer magazines (Still might have the issue) and wanting to play it, it has fairly distinctive visuals if nothing else and yeah, without having played either I get the same vibes as... A Dog's Life, was it? The one where you play as an actual dog? where I'll sometimes stop doing something to remember them and wonder why are they not talked about. Maybe they were too much a product of their time and don't hit as hard outside it.
  3. https://www.myabandonware.com/game/ring-cycle-dfi So funny thing about this game: I come back to it every year or so trying to divine anything in there , yet have nearly nothing to say about it. This is because it's highly broken in dosbox (Even at fairly low cycles some stuff is way too fast, and you spin out of control at the slightest move of the mouse, which is apparently the only way to turn at all, which is a pity because the mouse control is broken and I can only turn right) and the controls are as much of an oddity as you'd expect from a 3D MS-DOS game with surprisingly good graphics. Namely, you control like a ship, in a very literal sense. Pressing a direction *begins* movement/turning, and holding or repeating it increases your speed. You have to press the opposite direction to reduce the speed. Not just that! I'm throwing random numbers here for example purposes, but it seems like while keyboard pressed affect motion in a staggered fashion (Say adding speed in fives, so you're, witheach press, moving at 5 then 10 then 15 meters per second) the mouse control seems to affect it linearly (1 then 2 then 3 then 4 then 5 m/s). An unintended side ffect is if you land at a speed that's not a multiple of five, it's impossible to stop moving at all using the keyboard. Instead of reaching 0m/s after a few keyboard presses, you can only, say, alternate between moving at 3m/s and -2m/s. The controls I do know are H for a very incomplete list of keys, P/O/I and W/E for a couple menus (I believe, the keys are in that ballpark) which I can't guess the purpose of. M for a minimap. What else? THere's obviously something about runes going on. THere's also a dialogue system according to the available information and my own memory, but fuck if I can talk at one of the (Voxel?) people dashing around like sonic the hedgehog. The buildings are 3D objects... or are they? I really don't know. THey face you like billboards, or at least their parts do, but they seem 3D. Surprisingly high resolution if they're billboards. The screenshots show a dungeon. This is, overall, one of those games you'll never even know where to start at without a manual. So does anyone know anything about this game? Personal experiences? Any clue as to how to get dosbox to run the game right?
  4. https://felipegodoy.itch.io/ryzaroads Ross has mentioned a couple times that he'd like there to be open world driving games, so that was the first thing I thought of when I saw this one.
  5. The GUI is one of those things I have to make an effort not to mind-- I start to notice all the little issues and it starts to bugger me all over again how inefficient things tend to be, even on linux you have either tacky GUIs or arcane tiled window managers. One of those things that make me want to sit down and spend a few weeks learning2code. One of my big issues with tiling WMs is them being so prone to breaking when windows have fixed sizes (AKA almost any dialogue) and only very grumpily accept floating windows, sometimes, when the planets are aligned. Ideal window manager? Mine would be something like this, maybe? Gawdy 4 AM designs... Say hi to bird. - No goddamn animations. Those things are *made* to break as Ross himself showed (Seriously, having an animaiton glitch in and out fast as it can because they didn't give it a cooldown is such a common issue), and to waste time. They get annoying. - Window frames are bare. ALT is used to move them anyways, and you can hover near the corners to make buttons for the window functions appear. (Always away from the mouse, mind you, and in bright values and THIS can have an animation to make it impossible to not notice). Window buttons become more important in linux when you have more functions (Always on top, roll up, always on active desktop, etc) - IceWM gave me this: Multiple window layers. Not just always on top and always on bottom, but *32 degrees of layering* if I wanted to. - The taskbar is small when unused, and bigger (Shows more info) when hoevered over, and colored with dark values to be more easily ignored. - Window buttons should function as widgets showing information about their apps. Windows 7 did this and it's great, why didn't linux? Is it patented by microsoft or something? - When it gets big, it doesn't resize every other window but instead renders over it, because resizing windows when you make the taskbar is stupid. Why does people do this? Why are they so awful? - Application tabs! I want to tab everything I want together! Cats and dogs, chrome and firefox! Everything! Another thing: Directory bars should be like this, all of them. I want to navigate from any point in my path. Thus sayeth I. Haiku! I saw it on a Bryan Lunduke video and it was immediately in my watchlist, Partly for the icon theme alone, shallowly enough. Tired of that flat colored crap AND of the gnome icons. Deffo want to test it when hardware and stability allow. Ha, I've wanted to make a pixel art icon theme more than once, but a bare minimum one has a couple thousand minimum. Haiku's are some nice isometric-ish icons, though.
  6. Just as a thought: Which games which you like, or also have in your personal list, made it into it? In my case it's Alpha Storm, I found out its name again after finding an games magazine from maybe 99 or 98, in the Good&Cheap section... https://www.youtube.com/watch?v=wU351dNB3fE I first read and wanted to play it when I was maybe seven, and only managed to find the magazine again a few days ago; You could say that despite not having played the game until just now I have quite a history with it, and "That one game with the psychic guy with blue hands" stuck out prominently in my memory. As fir the game itself, it'd be a great fit for the Dungeon. It has an interesting mix of systems (You have RPG character progression, a set of powers that starts out large, a ship you can improve by stealing components from other ships, simplistic, pseudo AFK combat management that you have to do to board other ships and do the mentioned stealing, and a story to advance, and that's just from having played 30-ish minutes) and a dubiously moral protagonist fighting a seemingly even worse dark empire, and interesting aesthetics. Oh, and the manual straight up tells you to save up a big bomb to drop in the last boss. The tone made me think I wouldn't finish the game if I didn't have this. I may play it more, the game has such an arrangement of systems that I was confused almost the entire time for a variety of reasons. Your ship has hidden passages that may or may not be of actual use and you have to find on your own, several attacks looked like just generic projectiles but had special effects when they hit enemies; This feels like the kind of thing I wouldn't feel fully in control until I have several hours in it. So which games from the list did you already know and like, and why?
  7. I kind of want to make a "Things we're happy to see made it into The List" thread but don't know the forum culture here, would that be ok or would you guys rather have it here?
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