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Joined 1 year ago
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Cake day: January 21st, 2024

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  • If you’ve followed the news and history of this bridge, the city did actually try. They increased the clearance from the original 11 ft 8 in to 12 ft 4 in, but that’s still a bit too low for large vehicles. There’s limited room to expand since that bridge is a rail bridge and there are utilities under the ground.

    Because of the weirdness drivers know they have to pay attention or else death and injury awaits.

    That is one thing I admire about chaotic roads. I remember hearing the rule of crossing the street in Hanoi is to just look where you want to go and walk in a straight line at a constant speed, and expect traffic to work around you. Standardization and signage really just exists to make driving easier.














  • I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.

    It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.