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Joined 1 year ago
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Cake day: June 13th, 2023

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  • i see milk tasting almost like water like skimmed milk, as well as some juices i used to be able to buy, fillings in sweets like crackers and wafers being almost as thin as paper or outright stopping being sold and replaced by cookies using drops for a filling, yogurt being replaced by “milk drink” (yogurt is thicker and slower to flow down, i can tell the difference, but the label also changes, idk the english term for “bebida láctea”), a lot of sweets and bags reducing from 800g down to 600g, down to 400g while keeping the same price, packaging turning opaque and non-transparent, potato chips and other salt foods being filled 1/5th, down from 1/3rd, even instant noodles going from 150g down to 80g in the past decade.

    only things that aren’t changed as much is what i know to be the very basic things that people in here uses and cooks every day, that being rice (5kg), beans (5 and 1kg), pasta (500g all variants), sugar and salt (1kg), etc.
    mostly depends on the country you are in (i’m in Brazil), but the point is that it doesn’t stop at the chocolate bars.


  • the “just don’t do it” argument ignores the problem. it’s like replying “just don’t buy Apple products” to people complaining about right to repair. the key part is that regular people won’t know beforehand until they need to notice. by that point, it’s profitable enough to show other companies like Samsung and Motorolla that restrictions are profitable, so jumping around brands will also never work when the intention is to have your phone for a long time.

    back in the context of game dev, add that to the part where not only people don’t anticipate the retroactive changes of a license they have to rely on when choosing an engine, but there’s the added weight of having to learn an entirely new library and oftentimes even an entire new programming language, so you have to commit to it if you want to make a commercial product or else you risk losing literal years of development just from rewriting the same thing over and over.

    not to say that there’s a reason why a lot of people chose Unity. Godot may be in development since 2014 but they are still relatively new in popularity. not only they have less total instructions resources from the community due to it obviously being smaller than Unity’s, but people also look for already known games as one of the first factors when choosing something, which is something Godot is still catching up on. knowing legal jargon to even comprehend the difference between free and proprietary is the least of their worries when someone wants to jump into game development and build stuff with it.



  • it’s typically just a kind of pixel art with monospaced fonts¹. any characters you see that’s not typically shown on your keyboard (e.g a filled square) can be found in a character selection program in your OS. anything else related to texts, templating and line breaks you can probably find a program somewhere on places like crates.io or gitlab or write something of your own without much trouble.

    ¹ a monospaced font is a font where every letter and character has the same spacing from each other, and are the easiest to do ascii art. (ascii is just one character table, but you can also gather unicode chars all you want)








  • problem there is that anti-drm and ownership of a license to download and run software don’t combine while financially viable to the stores. aside from the additional problem of having to manage inventories, trades and everything that happens to break those systems, “owning” the license and allowing to sell to someone else doesn’t do much if you don’t employ a DRM to enforce the make-believe of you pretending you’re monetarily compensating a physical larbor of transferring a given copy of a media, people will share things with each other before you can blink and not care where it comes from so long as it runs and it’s clean, specially in places where people won’t pay for games instead of food. only reason CSGO skins works on Steam as the original NFT system is because there’s servers to enforce what people get to see you holding and what you don’t own. and allowing for transferring games between accounts without a DRM is not something you’ll ever see any big company doing under the liability of being accused of promoting “piracy”.


  • i think nothing beats literally getting the zip file with all the contents of the game with no middleware like GOG employs. to decentralize the store further requires the devs to at least manage their own website hosting, domains, ownership status accounts for updates. the only step available beyond that is the payment methods, and i don’t think there’s any viable solution to be done in that case besides having more companies like Stripe and Paypal.

    in that sense, Itch is handling things pretty good for devs so far,