Poetry Collection

Poems in true chronological order by post date

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 -> file: fediverse/3038
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 @user-570 
 
 https://ritz-menardi.neocities.org/wow-chat/wow-chat-lore.txt
 
 I even made a lore pitch for it hehe
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 -> file: fediverse/3039
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 @user-570 
 
 I'd LOVE a game which taught toki pona!!
 
 You've brought some of this up before. I'm uninterested in co-opting some
 existing thing in a way I then can't support myself off of.
 
 Well my points are these:
 
 MMOs are difficult because of the added complexity in their networking
 
 an open source networking solution exists
 
 however no open source client solution exists
 
 but one could be written, which is about as hard as making a game using Bevy or
 Raylib or Love2D, and if one were written, then games could easily be made
 on-top of them which you would then support yourself off of. I mean... I'd want
 to support myself too haha, and I can think of like 100 different games that
 could be made in an engine like that.
 
 the idea is that by opening up more design space you can apply your ideas as an
 early pioneer in a particular design direction that hasn't been able to be
 explored because the up-front investments in making an MMO are huge.
 
 Meanwhile, with this system you could script them in Lua very easily.
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 -> file: fediverse/3040
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 @user-570 
 
 that sounds like a different application than what I was talking about (it's
 for the the MMO you mentioned right?)
 
 and I'm just going off of what I've heard. Like... the "don't make an MMO
 because you'll spend forever building the server code and won't ever get around
 to making the actual game" sentiment that is prevalent in the industry. I guess
 I'm just saying that with the open source advancements we've made (specifically
 with Azerothcore and Eluna) we can use the design of the best MMO ever made as
 a starting point and branch off from there roughly as easily as making another
 kind of game from scratch.
 
 Kinda was always the allure of Blizzard games to me, the idea that they were
 super duper modable.
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 -> file: fediverse/3041
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 if you want to store something in RAM, declare a variable.
 
 if you want to store something on DISK, create a file with the value of the
 variable as the only data in it.
 
 kinda makes me wish we had language primitives like +-*/=! and such which would
 work on files in addition to variables
 
 (also... the editor could keep RAM and HDD variables separate by giving each of
 them a different color or circle highlight surrounding them)
 
 --
 
 I don't know why but I can't help but wonder if someone should design a
 programming language that can be used with a controller
 
 perhaps for accessibility purposes?
 
 I once designed one to use a t9 keyboard and it was fully turing complete. it
 used 4 digit numbers for it's variables and you would have to write down what
 they corresponded to outside of the device xD I made it mostly for the thrill
 of design, and plus I wanted to use my flip-phone as much as I could.
 
 ... never got around to implementing it though.
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 -> file: fediverse/3042
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 left stick is grab a target and bring it into context, right stick is for
 drawing a pointer, a to group things together and b is to separate, etc etc
 
 --
 
 I remember coding it to be designed around two dimensional arrays. It used
 lateral numbers, AKA "imaginary" numbers (they aren't imaginary they're just
 orthogonal to regular numbers - hence, lateral)
 
 and like... the math worked, and it was all on a T9 keyboard.
 
 I figure each memory location would be like, a function written in the program,
 or perhaps a binary or script file in a nearby directory. by writing a value to
 a certain coordinate, you are giving an input value to a function.
 
 and if nothing is stored for that particular coordinate, then the command fails
 to execute and nothing happens.
 
 pointers to functions which may or may not exist.
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 -> file: fediverse/3043
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 you know more than me and I appreciate your analysis
 
 if you ever want to work on something together let me know 
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 -> file: fediverse/3044
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 @user-1352 
 
 by making such choices, one by one as they engage with content, they're
 necessarily sorting themselves out in their thoughts (in addition to sorting
 themselves into categories)
 
 they say writing is thinking, but I think "choosing" the most interesting is
 thinking too. Sorta like... deciding, how and what you believe about...
 whatever thing is shown on your screen.
 
 so, when you show the most polarizing options the user gets to clarify about
 how they want to see things when engaging with the software.
 
 I don't know how useful that would be... /shrug
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