UPDATE: The Devs are Aware of the Issues on SteamOS and Are Working On a Fix.

Apparently, something in the latest version of SteamOS (v. 3.8.0) has borked the game up good. They are working with Valve to fix it.

If you're desperate to play, you CAN revert to the last revision of the OS (v. 3.6.20), but it isn't recommended.

Update Update: They just pushed a hotfix, the texture issues should be fine, now.

steamcommunity.com
u/ProfDet529 — 23 days ago

Miyamoto believes gamers are no longer looking at console specs - [My Nintendo News]

Nintendo legend Shigeru Miyamoto believes the console industry's decades-long obsession with raw hardware power is losing its relevance. According to Miyamoto, today's gamers are no longer fixated on comparing specs and instead prioritize great games, creative experiences, and what a platform has to offer. His comments suggest the traditional "console power race" is no longer the deciding factor it once was.

mynintendonews.com
u/ProfDet529 — 24 days ago
▲ 42 r/rpg

What is the most “accessible” TTRPG, in your opinion?

By which I mean “the easiest and cheapest to pick up and play”. Low page count, simple/intuitive rules, uses only one or two ranks of widely-available dice, record sheets you can reasonably handwrite on notebook paper or index cards, preferably available physically in brick-and-mortar stores. 

I got the idea for this after another bout of doomscrolling and wondering which games would be the easiest to keep playing if things got BAD, geopolitically. Easy to pack, easy to find replacement components for, etc. 

My three current go-tos are:

Fate Accelerated Edition - https://evilhat.itch.io/fate-accelerated 

Advanced Double D6 - https://aethercorpgames.itch.io/advanced-double-d6 

Troika! - https://melsonian-arts-council.itch.io/troika-numinous-edition

Dungeoneering - https://natewhittington.itch.io/dungeoneering

But does anyone have any other good suggestions?  

Clarification: when I said "uses only one or two ranks of widely-available dice" I meant "only D6" or "D6 and D10", not "D4s through D20s". Look at my examples and notice they're all D6 systems? So games like D&D, Cairn, 2400, and Mausritter don't fit. Mothership is closer, at least that only needs two ranks of dice (2D10 and a D20).

Edit: Added Fourth Example.

u/ProfDet529 — 1 month ago

Apparently, they're uploading full episodes of The Venture Bros. to YouTube.

They seem to be going up weekly, on Saturdays. So, if you haven't seen it, you can do it as it was originally intended.

Note: Apparently the uploads region-locked. Have your VPN at the ready.

youtube.com
u/ProfDet529 — 2 months ago
▲ 77 r/nudism

WORLD NAKED BIKE TOUR - Adult Animation Short Film

A slapstick cartoon short about a conservative protester losing his mind trying to stop a nude bike ride.

youtube.com
u/ProfDet529 — 2 months ago
▲ 0 r/onednd

Why are Teleport and Plane Shift the Same Spell Level?

I look at the trio of long-range teleportation spells and see an obvious escalation of power between them.

Teleportation Circle: Reliable, but slow and limited. Requires a full round and a costed material component (50 GP of gem chalk/special ink) to cast and can only go to permanent circles you know the glyph sequence for (which you learn two of with the spell). But it will get you to that circle with no chance of mishaps.

Teleport: Less stable, but quicker and more free-form. It’s instantaneous, only has a verbal component, and can take you anywhere on the Material Plane (which could mean just your current world or ANY world in the universe or even most of the MULTIverse, depending on your definition of “Material Plane). But it’s more prone to error. You need either to be REALLY good at visualizing your destination, have an item from the destination taken in the last six months (eg: a stone, a piece of masonry, a knickknack off of a shelf, etc.), or the glyph sequence from a permanent teleportation circle at or near the destination. Otherwise, you’ll risk ending up somewhere completely off course.

Plane Shift: Powerful, but highly specialized: It’s still instantaneous, but now needs EVEN-HIGHER costed material components (250 GP tuning fork) and can only take you anywhere OTHER than the Material Plane. But it WILL get you there, as long as you have an exact location in mind. You can also aim at a permanent teleportation circle off-plane, if you know it’s glyph sequence.

The thing I find odd is that Teleport and Plane Shift are both 7th level, while Teleportation Circle is 5th Level. I feel like a caster should gain access to these spells at a steadier rate.

My solution would be to either bump Teleport down to 6th Level, so a caster gains new capabilities each spell level, or bump Plane Shift up to 8th Level, gaining those capabilities every other level.

But perhaps that would be unbalanced, somehow? What do everyone else think?

reddit.com
u/ProfDet529 — 2 months ago
▲ 85 r/dndnext

Why are Teleport and Plane Shift the Same Spell Level?

I look at the trio of long-range teleportation spells and see an obvious escalation of power between them.

Teleportation Circle: Reliable, but slow and limited. Requires a full round and a costed material component (50 GP of gem chalk/special ink) to cast and can only go to permanent circles you know the glyph sequence for (which you learn two of with the spell). But it will get you to that circle with no chance of mishaps.

Teleport: Less stable, but quicker and more free-form. It’s instantaneous, only has a verbal component, and can take you anywhere on the Material Plane (which could mean just your current world or ANY world in the universe or even most of the MULTIverse, depending on your definition of “Material Plane). But it’s more prone to error. You need either to be REALLY good at visualizing your destination, have an item from the destination taken in the last six months (eg: a stone, a piece of masonry, a knickknack off of a shelf, etc.), or the glyph sequence from a permanent teleportation circle at or near the destination. Otherwise, you’ll risk ending up somewhere completely off course.

Plane Shift: Powerful, but highly specialized: It’s still instantaneous, but now needs EVEN-HIGHER costed material components (250 GP tuning fork) and can only take you anywhere OTHER than the Material Plane. But it WILL get you there, as long as you have an exact location in mind. You can also aim at a permanent teleportation circle off-plane, if you know it’s glyph sequence.

The thing I find odd is that Teleport and Plane Shift are both 7th level, while Teleportation Circle is 5th Level. I feel like a caster should gain access to these spells at a steadier rate.

My solution would be to either bump Teleport down to 6th Level, so a caster gains new capabilities each spell level, or bump Plane Shift up to 8th Level, gaining those capabilities every other level.

But perhaps that would be unbalanced, somehow? What do everyone else think?

reddit.com
u/ProfDet529 — 2 months ago

In the weirdest move I have seen in a while, ArcSys apparently officially uploaded the entire Story Mode for Guilty Gear Strive to their Youtube channel about a month ago. (JP audio with ENG subs)

I don't if this was posted about back then, but I didn't find a post about it and felt like it needed to be shared here. I've never known a studio to do an "All Cutscenes 4K" upload of their own game, before.

Edit: Whoops, I just noticed. Warning! The official playlist is in REVERSE order! Spoilers ahead! Seriously, why can't anyone on YouTube sort their playlists by "Date Published (Oldest)"?

youtube.com
u/ProfDet529 — 3 months ago