4
submitted 5 months ago by axby@lemmy.ca to c/canada@lemmy.ca

The Bank of Canada has lowered its key interest rate to 4.75 per cent, marking the bank's first rate cut since March 2020.

1
submitted 6 months ago by axby@lemmy.ca to c/alexgames@lemmy.ca
[-] axby@lemmy.ca 16 points 6 months ago

I already basically get that half the time I boot into windows after an update. They say “let’s finish setting up your PC” and try to get you to pay for one drive, office, even game pass.

I’m so glad gaming on Linux has gotten to such a good state. I barely ever boot into windows now. (The “ad” on boot up is probably only once every few months, but that’s about as often as I boot into windows).

1
submitted 7 months ago by axby@lemmy.ca to c/alexgames@lemmy.ca

cross-posted from: https://lemmy.ca/post/18821047

AlexGames: simple Lua games in a browser with multiplayer support, self hosting friendly.

TL;DR: try my Lua web games here, see github for self-hosting instructions: https://alexbarry.github.io/AlexGames

Hi all, here's a hobby project I've been working on: I wrote a bunch of simple Lua games, compiled the Lua interpreter to web assembly, and defined a simple API to draw on a canvas and handle input. It all builds to static HTML/JS/WASM, except a few hundred lines of python for a websocket server for multiplayer. I recently added some dockerfiles so I think it should be easy to self host.

Here is the web version on github pages: https://alexbarry.github.io/AlexGames/ , and the source on github (self-hosting instructions in the README).

I'll list some of the games:

  • local/network multiplayer: chess, go, checkers, backgammon, gomoku
  • single player or network multiplayer: minesweeper
  • single player only: solitaire, "word mastermind"[1], "endless runner", "fluid mix", "spider swing", "thrust"

[1]: it may not technically be multiplayer, but my partner and I enjoy picking our own hidden word and sharing the puzzle state as a URL or just passing a phone to each other.

Part of my motivation is to avoid ads on mobile games, and to be able to play different multiplayer web games with friends without having to get them to make an account and all that (just share the generated URL, it contains a multiplayer session ID). I also like the idea of having my own private web games server, and not having to be reliant on some service that might eventually get enshittified.

I figure that if I can throw together a similar game in a few hundred lines of Lua, then no one should have to deal with full screen ads or pay ~$10 to play them. Especially since most mobile games that I like are simple and I only play them for a few minutes at a time, maybe only a few times per week.

Self hosting isn't necessary to try it out, but without SSL it should just be a simple one-line command to host the HTTP and websocket server with docker compose. For SSL support it is a few more steps, I added steps to the README: one command to build the static HTML (so you can copy it to your web hosting server, which should already take care of SSL), and another to host the websocket server, which can have your SSL certs passed as parameters. But you don't strictly need the websocket server, it should just fail to connect after a few seconds and then you can play the games without network multiplayer. You can even use my websocket server and your own static HTML, just add &ws_server=wss://alexbarry.net:55433 as a URL parameter to your own URL. I haven't self hosted much on my public server, so I'd love to hear feedback on how to better handle SSL certs. Ideally you could just choose to not use SSL for your websocket server, but firefox at least prevents you from connecting to a websocket server without SSL if you're using SSL to visit the page itself on the same server. (On a local network without SSL it's fine, though)

Some features that I'm proud of:

  • the network multiplayer works pretty well, I'm pleased with websockets (previously I was hoping to get WebRTC working but I didn't have much luck). On the wxWidgets and Android prototypes I had a normal socket server working too, but I've focused on the web version since it's good enough
  • an English dictionary for word puzzle games. (aside: loading ~220k English words as javascript strings and a javascript array took like 12 MB of browser memory or more, but I got it down to ~6 MB by moving the dictionary to C managed memory)
  • state sharing via URL: for most games I serialize the state and then you can export it as a base 64 string in a URL. This is useful to keep playing on a different device, send a puzzle that you liked to a friend, or for "word mastermind", to choose your own word and get your friend to guess it.
  • built in autosave, undo/redo, and browsing previous saved states. I used the same code to render state previews that I wrote to render the games for normal play, so all a game has to do is implement state serialization, implement a few APIs to get that state, and call "save_state" whenever the player makes a useful move. Then games can simply call a few lines to add an "undo" and "redo" button, and those can call a one line function to fetch the previous or next state. (I'd like to add a full history tree at some point, but for now if you undo many times and make a new move, you lose the moves that you un-did ("undo-ed"?))
  • playing arbitrary games as zips of Lua files. While the self hosting community might not need this much (since they can just add their own games to the source and rebuild), I figured many people might be interested in writing a game without having to build and host my project. So I added support for unzipping bundles of Lua source files and storing them in the built in emscripten filesystem in the browser. I added an example game and an API reference, see the "Options" menu and the "Upload Game Bundle" section.

Let me know what you think! I'd love to hear feedback, or get new game contributions or bug fixes / features.

62
submitted 7 months ago by axby@lemmy.ca to c/selfhosted@lemmy.world

TL;DR: try my Lua web games here, see github for self-hosting instructions: https://alexbarry.github.io/AlexGames

Hi all, here's a hobby project I've been working on: I wrote a bunch of simple Lua games, compiled the Lua interpreter to web assembly, and defined a simple API to draw on a canvas and handle input. It all builds to static HTML/JS/WASM, except a few hundred lines of python for a websocket server for multiplayer. I recently added some dockerfiles so I think it should be easy to self host.

Here is the web version on github pages: https://alexbarry.github.io/AlexGames/ , and the source on github (self-hosting instructions in the README).

I'll list some of the games:

  • local/network multiplayer: chess, go, checkers, backgammon, gomoku
  • single player or network multiplayer: minesweeper
  • single player only: solitaire, "word mastermind"[1], "endless runner", "fluid mix", "spider swing", "thrust"

[1]: it may not technically be multiplayer, but my partner and I enjoy picking our own hidden word and sharing the puzzle state as a URL or just passing a phone to each other.

Part of my motivation is to avoid ads on mobile games, and to be able to play different multiplayer web games with friends without having to get them to make an account and all that (just share the generated URL, it contains a multiplayer session ID). I also like the idea of having my own private web games server, and not having to be reliant on some service that might eventually get enshittified.

I figure that if I can throw together a similar game in a few hundred lines of Lua, then no one should have to deal with full screen ads or pay ~$10 to play them. Especially since most mobile games that I like are simple and I only play them for a few minutes at a time, maybe only a few times per week.

Self hosting isn't necessary to try it out, but without SSL it should just be a simple one-line command to host the HTTP and websocket server with docker compose. For SSL support it is a few more steps, I added steps to the README: one command to build the static HTML (so you can copy it to your web hosting server, which should already take care of SSL), and another to host the websocket server, which can have your SSL certs passed as parameters. But you don't strictly need the websocket server, it should just fail to connect after a few seconds and then you can play the games without network multiplayer. You can even use my websocket server and your own static HTML, just add &ws_server=wss://alexbarry.net:55433 as a URL parameter to your own URL. I haven't self hosted much on my public server, so I'd love to hear feedback on how to better handle SSL certs. Ideally you could just choose to not use SSL for your websocket server, but firefox at least prevents you from connecting to a websocket server without SSL if you're using SSL to visit the page itself on the same server. (On a local network without SSL it's fine, though)

Some features that I'm proud of:

  • the network multiplayer works pretty well, I'm pleased with websockets (previously I was hoping to get WebRTC working but I didn't have much luck). On the wxWidgets and Android prototypes I had a normal socket server working too, but I've focused on the web version since it's good enough
  • an English dictionary for word puzzle games. (aside: loading ~220k English words as javascript strings and a javascript array took like 12 MB of browser memory or more, but I got it down to ~6 MB by moving the dictionary to C managed memory)
  • state sharing via URL: for most games I serialize the state and then you can export it as a base 64 string in a URL. This is useful to keep playing on a different device, send a puzzle that you liked to a friend, or for "word mastermind", to choose your own word and get your friend to guess it.
  • built in autosave, undo/redo, and browsing previous saved states. I used the same code to render state previews that I wrote to render the games for normal play, so all a game has to do is implement state serialization, implement a few APIs to get that state, and call "save_state" whenever the player makes a useful move. Then games can simply call a few lines to add an "undo" and "redo" button, and those can call a one line function to fetch the previous or next state. (I'd like to add a full history tree at some point, but for now if you undo many times and make a new move, you lose the moves that you un-did ("undo-ed"?))
  • playing arbitrary games as zips of Lua files. While the self hosting community might not need this much (since they can just add their own games to the source and rebuild), I figured many people might be interested in writing a game without having to build and host my project. So I added support for unzipping bundles of Lua source files and storing them in the built in emscripten filesystem in the browser. I added an example game and an API reference, see the "Options" menu and the "Upload Game Bundle" section.

Let me know what you think! I'd love to hear feedback, or get new game contributions or bug fixes / features.

[-] axby@lemmy.ca 20 points 8 months ago* (last edited 8 months ago)

This would have been so exciting like 9 years ago when they first released the FPS thing. I would also be excited if they said the game is fun now, instead of some random superficial animation thing that probably doesn’t add much to the gameplay.

I love the idea of this game, but even after a few years I lost hope. I can’t believe it’s still in development like 10 years later. Does anyone know if it’s more playable now? They had some ship racing and the FPS thing before, why haven’t they just thrown together a basic world yet?

Edit: it sounds like they have thrown together a basic world. Maybe it’s worth another try now? Can you have fun for more than a few hours and actually accomplish meaningful stuff?

[-] axby@lemmy.ca 12 points 8 months ago

Also pre boiling the water helps. I used to find it tasted burnt, but now I like it.

Aeropress is less of a hassle to clean, but I do like the taste of moka pot coffee when I have time. Chemex (pourover) is for my daily cup though.

[-] axby@lemmy.ca 10 points 8 months ago

I hadn’t heard of it, here’s wikipedia:

GNU Taler is a free software-based microtransaction and electronic payment system.[3][4] Unlike most other decentralized payment systems, GNU Taler does not use a blockchain.[5] A blind signature is used to protect the privacy of users as it prevents the exchange from knowing which coin it signed for which customer.[5]

Looks like this is the official website: https://taler.net/en/index.html

It seems interesting. I’ll have to read more about how it works.

[-] axby@lemmy.ca 8 points 8 months ago

Must be this:

https://en.m.wikipedia.org/wiki/2018_Toronto_van_attack

The attack is characterized as misogynist terrorism because it was motivated by revenge for perceived sexual and social rejection by women. At the time of his arrest, Minassian described himself as an incel to the police and in prior social media postings, and described the attack as the continuation of an "incel rebellion", started by the late Elliot Rodger.[11]

Sorry for the mobile Wikipedia link.

[-] axby@lemmy.ca 29 points 9 months ago

I couldn’t understand why this would be anything besides good news, but I guess they’re worried that the hardware won’t get as much focus?

(I’m out of the loop, I play PC games now and haven’t bought a console since the Xbox 360 back in… 2008 or so? I forget)

“It’s so easy to see Xbox is killing its hardware and putting a stake in the heart of it by doing this,” he said. “And there’s no going back… it’s dead.”

He later tweeted: “Xbox could have killed Game Pass, say buy our exclusives and focus on our hardware and that’s 100 percent the better idea [than to] SAY LETS KILL EXCLUSIVES AND put Halo on PS5. The outrage would be half of this and guess what you might be back to having a healthy business.”

It still seems like an over reaction to me. Exclusives have always seemed bad. I’m just glad games are getting released on PC, though I haven’t played many AAA games in a while.

[-] axby@lemmy.ca 11 points 11 months ago

A thousand times, yes. I love Factorio and want to get my partner into it, but she finds the logistics tedious and doesn’t like the gritty art style. We love Cities Skylines (the original, I haven’t tried this new one yet). There aren’t enough city builders (or games focused on building and without much combat) that have good multiplayer.

Does anyone have any recommendations for that? We loved Stardew Valley but I want something with more building. The multiplayer mod for Rimworld works pretty well. I considered vanilla Minecraft but it seems like the buildings don’t feel important enough without mods like FTB.

OpenTTD seems like it should be exactly what we want (also it’s free! And runs on weak hardware, and mobile), but maybe we were playing it wrong. Airports seem to give way too much easy money. And when we first played through we only made transportation for passengers, and I think we should have focused more on industry. I tried it again myself later and did better after focusing on industry, but it still seemed like airports were better money (and way easier).

[-] axby@lemmy.ca 52 points 11 months ago* (last edited 11 months ago)

I may have missed it, but does he (or anyone else) have recommendations for options to simply pay for content and get high quality DRM free files (edit: I mean legally)?

And how much of a pain in the ass is it to buy DVD box sets and rip them? Presumably that’s legal for personal use? Is that the only way? :(

I have some additional frustrations with Netflix:

  • they have removed some shows that I like
  • if you travel to another country, you can’t always watch the same shows— even if you downloaded them within the app
  • they completely remove some episodes: the episode of community where they play Dungeons and Dragons, and (other streaming services) remove the Michael Jackson Simpsons episode.
  • extremely user hostile way to browse content. They always move your list around and show the same show in multiple places
  • I absolutely hate how all these streaming services auto play to the next episode. You can often change this behaviour. But my partner sometimes casts it to our TV and the damn app (Disney+ in this case, I think) changes the interface just as you get to the credits. I want to sit in peace and let the credits play, and discuss the episode. But it tries to shove another one down your throat, presumably to “maximize engagement”. (I get it for content that you’re binging or are re watching. But this is horrible if you’re just watching an episode during dinner and don’t want to have to scramble to stop the autoplay as soon as it ends)
[-] axby@lemmy.ca 9 points 1 year ago* (last edited 1 year ago)

I really like Aegis for 2FA/TOTP:

https://github.com/beemdevelopment/Aegis

Edit: also Element, a matrix client, for messaging: https://element.io/download

Edit 3: Feeder for RSS (Google Play), (F-Droid), I really like how you can extract the text of articles without ads.

Edit 4: Simon Tatham’s Puzzles, a bunch of simple puzzle games, no ads or BS (Google Play) (I think this is the right one: F-Droid). Fun fact: he created PuTTY.

Edit 2: also minidlna (apparently called ReadyMedia now) as a UPnP/DLNA server to host music and videos on your PC, then you can easily watch using VLC on a phone/computer (and any smart TV with the VLC app, probably) within the LAN. I’d be interested to hear any recommendations for how to easily access my UPnP server from outside my network from my phone. I’m sure there’s some way to do it with a VPN, but I’d rather only route the media streaming traffic through my home network, not all my phone’s traffic.

[-] axby@lemmy.ca 58 points 1 year ago

+1 to everything you said. Another funny thing I noticed: I looked at my steam catalog on a family member’s Macbook. Many of the games aren’t available on Mac, plus they dropped 32 bit executable support.

I never thought that only ~15 years later (from when I first tried Linux) we would start booting into linux from a mainstream OS for gaming. How the times have changed.

74
submitted 1 year ago by axby@lemmy.ca to c/retrogaming@lemmy.world

Wikipedia page: https://en.wikipedia.org/wiki/Tyrian_%28video_game%29

TL;DR: fun back in the late 90's, there's a decent mobile port available on Android. I'd love to hear more recommendations for classic games available on mobile.

I played the shareware version of this when I was young a lot. I loved the starting weapon (pulse cannon?), and then loved the laser and a few others... but hated a ton of them (multi cannon? vulcan canon? Those bomb things with trailing clouds? They all seemed so weak and hard to use effectively, even at the highest levels. It almost felt like they only existed to be avoided in arcade mode, where you changed weapons by touching things that appeared after killing enemies or destroying things).

You could also upgrade your shields, generator, ship, side weapons... I remember different side weapons had wildly different strengths. Some were short burst and a ton of damage (plasma storm! My favourite), others would fire continuously and do a little bit of damage.

I liked the arcade mode too, and I vaguely remember trying the two player mode with friends who had a joystick (one on the keyboard, the other on a joystick), or awkwardly trying to share the keyboard (probably one with WASD, the other with arrow keys, but I can't remember). We might have tried the mouse, but I feel like the keyboard was more effective.

There was even some tanks/aircraft mini game, like Worms Armageddon? I think you had to unlock it, possibly with cheat codes. And as I was writing this I remembered some other special ship (or game type, I forget) where you had to perform gestures to do special attacks? Like tapping move in a direction and pressing shoot would also shoot a bolt of lightning, in addition to your normal weapon? And there were other key combinations to do more powerful attacks.

A few years ago I played through a lot of it (even the non shareware episodes! Childhood goal unlocked) on my Android phone: https://play.google.com/store/apps/details?id=com.googlecode.opentyrian ... I'd share an F-droid link but I'm surprised not to find one. I thought it was all open source now.

I found a bit of other discussion on it in a thread about dos games: https://lemmy.world/comment/248050 (side note: what is the best way to share a comment in a way that works well no matter what your home server is?)

I didn't grow up playing it, but I had heard good things about the "Ur-Quan Masters", a remake of Star Control II (wikipedia link). I still have the app downloaded to my Android phone, but it seems like it was taken down, the link doesn't work unless you're logged in to a google account that already has it downloaded: https://play.google.com/store/apps/details?id=com.sourceforge.sc2 . I found a github link and some other sites that reupload APKs, but I can't vouch for any of them.

Anyway, does anyone else have any recommendations for fun classic games with a decent mobile port? I love to stock up on games like this before a long flight. I'm also interested in iPhone recommendations, I haven't found as many in the Apple app store.

[-] axby@lemmy.ca 13 points 1 year ago

Has anyone compared this to a PinePhone?

I bought a PinePhone and it works great as a mini laptop to do light programming. But as a phone I don’t think I could trust it, and the interface seemed to need some work. It was cool (though awkward to control) running full desktop apps like VLC though.

Perhaps I should have tried a different OS though. I couldn’t tell how much of it was software vs hardware limitations.

[-] axby@lemmy.ca 9 points 1 year ago

Does anyone know why they don’t have a headphone jack?

The fact that even they don’t include one actually makes me respect the existing phone manufacturers a lot more. I always assumed that Apple did it to sell airpods, and then the others did it just to copy Apple or sell their own dongles/headphones.

But if even an organization like this chose not to include one, then maybe not including it really does make the phone a lot smaller or cheaper or waterproof or whatever.

That being said, I can’t believe cars don’t have aux ports anymore. Surely the cost and size isn’t significant on that scale.

Disclaimer: both for cars and my phone, I’m generally happy with Bluetooth. But I want the option to use a headphone jack without needing to buy or remember a dongle. It’s insidious because the kinds of things that you would need a headphone jack for are uncommon enough that you won’t get into the habit of bringing a dongle for them (e.g. road trips, full day of phone interviews)

view more: next ›

axby

joined 1 year ago
MODERATOR OF