• 20 Posts
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Joined 3 months ago
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Cake day: February 27th, 2026

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  • Sad to see the button died overnight, but it was really fun again, despite me not knowing much about Star wars. Thank you for making this!

    Couldn’t join the green faction this time because they were so far ahead, so I ended up joining the red team instead (and somehow even got elected as senator). Honestly didn’t know you could have multiple button presses at the same time, my extra senator press also locked the main button for some reason (maybe that was a bug?), but at least I got to press the button at some point!

    I was still there to see the first crow facts, but it looks like I missed the cult being formed and crow reactions getting added and all that.

    But yeah, everyone was nice as always, which made it great to be part of the game even when the button couldn’t be pressed. Looking forward to the next iteration, if there will be one :)









  • What makes you say that? As far as I can tell, the only actual downside of it is having to type longer addresses sometimes, but one should really just use the DNS for that. And a bigger address space was needed. Everything else seems better or at least simpler. Autoconfiguration (SLAAC), only one loopback address (which is shorter than any of IPv4’s loopback addresses), subnetting, no need for NAT, proper support for multiple addresses per interface…

    In practice, most problems with IPv6 probably just come from bad support for it in software. That means they should be improved, not that IPv6 was a failure. Also check that you’re not blocking ICMP6 traffic in a firewall or similar (or at least allow the things SLAAC and neighbor discovery need).













  • That’s fair, although there was more stuff in the levels of the second half (but you’re right, even then the only thing you could really interact with were doors).

    Try to do Portal 1 in a forest setting, or in a detailed medieval city centre environment. That kind of design language would completely fall apart.

    Of course. Their design was very fitting for the kind of games they were, and different games would need something different to guide players :)

    I haven’t played through them, but I believe the Half-Life games had a greater variety of environments?


  • Very fitting ending for this discussion too, as I think its message was something like “our destination is wherever we end up” (with Stanley and the narrator making up their own story, with no regards to what the game™ had planned for them).

    It was also called the confusion ending :)

    quote

    “Wouldn’t wherever we end up be our destination, even if there’s no story there? Or, put in another way, is a story with no destination still a story? Simply by the act of moving forward, are we implying a story such that a destination is inevitably conjured into being via the very manifestation of life itself—”

    “So we know that each door has to lead somewhere, which means that somewhere at the place where we’re trying to go, there must be a reverse door that leads here! And that in turn means that our destination corresponds with the counter-inverted reverse door’s origin. So, starting from the right, let us ask – will taking the right door lead us to where we’re going? And since the answer is clearly yes, that means the door on the right must be the correct one. Another victory for logic. Onwards, Stanley! To destiny!”

    I love these quotes.


  • The Portal games were really good at this. Using the environment to guide the player where they needed to go and then they used lighting to show what you should look at.

    Portal 1 did have some red arrows and “this way” signs on the walls, but that actually made sense because there was someone helping the player character out.