

To help narrow it down I’d try streaming a low-end game that runs very well locally and doesn’t tax the system. If this doesn’t stream well either that would suggest that it’s something specific to the streaming setup, perhaps a networking issue.


To help narrow it down I’d try streaming a low-end game that runs very well locally and doesn’t tax the system. If this doesn’t stream well either that would suggest that it’s something specific to the streaming setup, perhaps a networking issue.
The most important thing is to just recording the data. The exact formatting doesn’t matter too much as long as it’s consistent. That way you can always massage it to whatever you come up with later.


(the first batman game)
Sorry to nitpick but there were several Batman games before that. The first one that I know of was Batman (1986), an isometric exploration game on 8-bit micros. It’s a very good game for its time and the engine later evolved into Head Over Heels (1987) which uses a different theme.


Laser Squad (1988) was among my favourites growing up, they are the precursor to UFO/XCOM (the original from 1993).
I will add Rebelstar (1986) on the ZX Spectrum, the granddaddy of them all. Technically there was Rebelstar Raiders beforehand but that version didn’t have a computer opponent. I feel that Rebelstar is where the design elements that defined the later games came together.


Great list! I will add Wildfrost and LONESTAR on the roguelite, “there’s gotta be a way to survive this turn, if only I could figure it out” side. Wildfrost is at the historical low, LONESTAR is not quite but close.
I don’t have a VM based setup but on my aging laptop:
C-x h C-M-\ varies depending on the language and mode used. For elisp or fennel it’s instantaneous, for Go it’s about 1.5 second.M-x eglot-format-buffer is instantaneous if a small number of fixes are required or about 1s if every line needs to be touched.I appreciate your frustration but several times slower is not normal, something is broken in the environment or setup. I’ve been using Emacs for decades and I would never put up with any kind of slowdown, not to mention several times slower. Yikes.
To make sure that I am not just talking out of my ass I ran elisp-benchmarks between emacs-28 from about 4 years ago and emacs-30. Every benchmark was either faster or unchanged with emacs-30 and overall it was almost twice as fast as emacs-28. Many of these benchmarks are compute heavy but the more interactive ones like elb-scroll and elb-smie were faster too.
It depends. If it’s under your control with your own keys then it can be beneficial. If it’s under someone else’s control (as it is for most people) then it’s a step towards the walled garden.
I am only guessing and extrapolating based on how this usually goes:
While the Linux kernel usually maintains long term backward compatibility very well unfortunately the userspace (libraries) is a different story.
Looking at the game’s faq the main dependency seems to be SDL. There is no OpenGL or other 3D library requirement. It might also depend on which version was shipped on the CD according to the faq there was an earlier statically linked version (which I am guessing might be easier to get to run) and a later dynamically linked one.


Started playing Wildfrost, a deckbuilder with some unique mechanics. I slept on it for a long time because it had somewhat mixed reviews early on with some players complaining that it was too luck based or that it was too difficult to evaluate game state. To me this hasn’t been a problem and the game was a very pleasant surprise. Thankfully it doesn’t try to be a “better Slay the Spire” since nobody seems to get that right but goes on its own way. There is no mana system, instead you pay for cards with time: playing a card (usually) takes up your turn. Some of your cards will stay on the board and periodically trigger based on cooldowns and other triggers - and so do enemies. It’s all about timing, sequencing and positioning.
These mechanics make the game flow very smoothly and the turn puzzle is satisfying. The implementation and art are great too making it a very pleasant overall experience.


Sales numbers ($) by platform would be interesting to see too.


Correct, that’s what I meant to imply in the first part of my comment. When I research new games I do that from a web browser and that’s when I care about Proton status the most so this works great for that. It does not help when using the Steam client.


I tend to do my Steam shopping in the browser and I use the ProtonDB-Peek userscript. This gives a ProtonDB status badge in the right column under the review links.


This hasn’t been true for years, see the relevent Arch wiki page for example.


Undertale is at a new all time love at $0.99. It’s not really my jam but it’s the time to pick it up if you always wanted to play it but never did.
The Internet was already a teenager by then. It hooked up with Hypertext and the result was this brat called WWW.
My first WWW experience was trying Mosaic on a computer without an Internet connection. I knew what the Internet was, we had access through an X.25 PAD (kind of like a dial-up shell session, no direct TCP/IP) so I’d already used IRC, Usenet, FTP, Archie, Gopher etc. I also knew what hypertext was from various local help and document browser programs. So I figured out that Mosaic can display HTML documents but of course without Internet connectivity just showing some local demo pages didn’t seem all that special. But I figured it out later on…


I haven’t played the game yet but I am very curious what about it might have this effect. Is it story related or some gameplay element?
I don’t mind spoilers but maybe mark it up as such if needed in case others do.


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edit: I missed that it’s LSP messages. Assuming eglot you can get them in a buffer using M-x flymake-show-buffer-diagnostics
original:
I don’t use Doom specifically in general you’d do this by switching to the
*Messages*buffer and copy the relevant lines from there as usual.If you really wanted a command for it you could do something like this:
(defun my-copy-last-messages (n) (interactive "p") (with-current-buffer "*Messages*" (copy-region-as-kill (line-beginning-position (- 1 n)) (point-max))))This assumes that the cursors is at the end of the Messages buffer as usual. Not sure if that line positioning is correct, only tested it briefly.