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Joined 17 天前
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Cake day: 2026年1月9日

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  • And that’s not a coincidence. Not all, but the best pixel artists took the limitations and quirks of the tech from that era into account when designing. Not only the CRT technology with scanlines and other properties, also the cable connection you got plays a huge role. Not only on SNES, but also very apparent on the Mega Drive / Genesis. Nowadays I play old systems on emulators only and don’t want to miss a good Shader which simulates old CRT effects. They get pretty close to the original thing (depending on the shader and depending on to what monitor you compare).



  • I never had this issue since I use GIMP decades ago. But I know in older GIMP versions (and I mean up to relatively recent versions) loading can take very long if you have ton of fonts. I don’t know how long it has been since you tried it out. There was attempts to asynchronously load fonts and other optimizations to make it start up fast. At least for me GIMP starts… let me test it again… in less than a second. Having a fast drive plays definitely a role here too.

    And it depends what method you used to install. If it was Snap on Ubuntu in example, well that is on Snap most probably.


  • I use GIMP since 2.8 version, which is ages ago. Used it to edit my photography, to create price tags for my local shop, create web banners, memes… lot of memes, editing pixel graphics, and more.

    To be honest it was not a good experience editing photography, especially as it didn’t have some standard features like layer effects. And the missing standard features like shape tools and such is also a big deal for me. Also for printing the price tags the color space was a problem too, as it didn’t support CMYK. I also wish there was a simple “record and playback macros” functionality, which I saw in Photoshop years ago.

    All in all these points and many other are addressed or are being addressed right now. GIMP is still not as good as Photoshop and there are pain points. But it is improving and already has improved ton of a lot.






  • JSON is easier to parse, smaller and lighter on resources. And that is important in the web. And if you take into account all the features XML has, plus the entities it gets big, slow and complicated. Most data does not need to be self descriptive document when transferring through web. Fundementally these languages are two different kind of languages: XML is a general markup language to write documents, while JSON is a generalized data structure with support for various data types supported by programming languages.




  • The tags explains it a lot. I do not agree with the users or developers giving this tag to those “random” games. Most of these are not Hero Shooters in my book.

    Every one of those work on Linux, I’m literally in comp queue in Rivals right now.

    Me too. I type while waiting for matches. These games were just mentioned as an example what I understand as Hero Shooter. And we don’t have many to choose from. I didn’t say they don’t work, i played each of them for hundreds and thousands of hours.


  • Wait what? Those are totally randomly picked games, that do not meet the criteria of being Hero Shooter. And you even eliminated one that has at least hero shooter elements to it, Apex Legends. I do not think that Gears 5, Titanfall 2 or Quake counts as Hero Shooters, at least not what I am envisioning. Also Call of Duty??? Really?

    Edit: Maybe I should be more specific, as the term Hero Shooter seems to be understood too broadly. What I understand under this term is Team Fortress 2, Overwatch and Marvel Rivals. Deadlock is an hybrid and that is okay too. I also like Apex Legends, even if its main gameplay loop is not. With these constraints, I don’t have many to choose from, that also play on Linux.