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Everything is designed for phones now.

Apparently it's a Millenial trait to insist on doing things with a "big screen".


It seems someone took a swing at getting it working on newer visual studio releases, back in 2022.

https://github.com/DBJDBJ/windows_plus_plus


I'll throw it on my list to modernize - right now I'm lifting a Win311 game to x64 and modern .net (or trying to)

I find it's often faster for me to finish the final 20% myself than to talk the agent into doing it for me; because too often the agent will start to eat its own tail, and spend far too long completing something that I find obvious.

Yes, and English/natural language is not necessarily more concise than programming languages, if you need to describe something precisely.

For example, I was recently trying to get an agent to debug something which was difficult to debug because it ran in an exotic context, where debuggers and logging and printf couldn't easily reach. The agent kept coming up with more and more elaborate and smart-sounding theories and debugging strategies, but nothing worked. I stupidly kept going with this for like 20 minutes, until finally I just went into an IDE, did a simple "comment bisection" where I commented stuff out until I found the line that was breaking, and found and fixed the problem in five minutes. So I solved it by typing code. The code I typed: "//" (in about six places). I could probably have gotten the agent to do the same thing but would have actually literally had to type more to explain to the agent what I wanted. In fact it took me longer to write this comment describing what I did here than it did to just do it.


Nah, quiet quit. Orchestrate the agents to the degree necessary to keep your job, and no more. Use the free time to read a book.

> You're spending more time orchestrating than creating.

Orchestration is a form of creating. I've lead teams of programmers; while it is different than orchestrating AI, programmers typically require less hand-holding, it is not so different in how it is a form of delegating effort to achieve your creative goals.

> The agents aren't the problem. Your brain is.

If anything, my worry is that relying too heavily on agents will cause my knowledge to be forgotten and my skills to atrophy. I don't particularly want to stop programming so much as it is that I want to develop software as part of a team. That team now includes some AI agents, as well as humans.

The need to write code isn't going anywhere. I expect that in the very long term it will retain value, as developing expert level programming ability will be a difficult challenge when so much can be accomplished with little to no such ability.


There's instructions by a user named Grace_Grape here: https://www.myabandonware.com/game/barbie-adventure-riding-c...

I'm not looking for instructions about how to get Barbie Riding Club to work. Our conversation led to a vague memory of the blog post/release notes. I'm looking for that blog post, the list of titles, and the short subthread about it that I mentioned not being able to find.

It's apparently explicitly supported by dxwnd, but I failed to find anything in release notes or anything like a post you mention. Binary download however contains an 'exports' directory which is basically a list of titles it supports. Great reading in itself.

https://sourceforge.net/projects/dxwnd/


I have two young daughters who love video games. While there is definitely a great deal many games in my Steam Library they aren't interested in, that's mostly a reflection of my tastes not being shared by them. As it is, there are _many_ games on Steam that they've sunk thousands of hours into. Some that immediately come to mind are A Little to the Left, Unpacking, Hogwart's Legacy, Grounded, Minecraft, Tower Wizard, Little Kitty Big City, A Short Hike, Squirreled Away, Donut County, Goat Simulator 3, Plants vs Zombies, Kingdom Rush, Castle Crashers, Putt Putt, Pajama Sam...

We'll even play co-operative games of Barony, and Borderlands; but those are more that they want to spend time with their Dad. Likewise, I don't think they'd ever have picked up Castle Crashers or Kingdom Rush if I hadn't played those games in front of them and with them.

I think an important undertone in many of the games that appeal to them is that they're primarily focused on solving a puzzle and telling a narrative through puzzle resolution. Only one daughter is particularly fond of the doll dressing aspect of some games, and there are dedicated Android apps for that specific niche. Neither is particularly interested in playing first person shooters or epic CRPGs, unless it's done with my involvement. Also important is the presentation; there's only one game in those that I listed which is in any way presented with modern realism, the rest are _clearly_ stylized in a more playful manner. But maybe that's a reflection of their age?


Isn't it kind of misguided to approach this as men studying women and trying to make more things that appeal to them?

Video game distribution is insanely low friction. Last month the best selling game was Resident Evil (6m copies) and right alongside it you have a Slay the Spire 2 (3m copies) which is made and distributed by like... 15 people maybe?

I definitely don't think I could make a better game for women than women, so hopefully more girls get into playing and making games. It is definitely one of those areas where you have an opportunity to stand out from the 10,000 games that come out every day.


> Isn't it kind of misguided to approach this as men studying women and trying to make more things that appeal to them?

Why would it be misguided? There are plenty of works that are created by women that appeal to men (Harry Potter, Animorphs, Full Metal Alchemist), so I don't think there's anything wrong with men trying to make something that appeals to women.


It's the "trying" part that taints the stew.

Make art that is truthful and your audience will find you.


Knowing your audience is the most important step in serving them content they want.

I think you are saying something fundamentally different than the parent comment.

I think they are saying 'make something that appeals specifically to you as the creator, and it will resonate with some people out there'.

I personally agree that this seems top result in works I enjoy. (As evidenced by behind-the-scenes content or interviews with creators espousing a similar philosophy.)


I think my advice still follows. If you're making a game for yourself, then it's best to know and understand yourself. There's often a difference between what people think they want and what will actually bring them joy.

I'm interested in helping my daughters discover content that appeals to them, and to do that I need to understand what it is about certain games that is appealing for them.

> I definitely don't think I could make a better game for women than women, so hopefully more girls get into playing and making games.

Some of my favourite game designers and authors are women. I don't think a creator needs to share the gender, sexuality, or ethnicity of their target audience in order to make games that appeal to that audience. They need to _observe and listen_.


Who are your favorite game designers that are women?

Roberta Williams is at the top of the list; her games were a huge part of my youth. Lesser known here would be Lori Cole, who made Hero's Quest. Loved those Quest games.

Rebecca Heineman comes next; again, the games she worked on were massively influential upon me.

I have much respect for Amy Hennig, who pushed narrative gaming to new levels.

Kim Swift is responsible for _hundreds_ of hours of time lost to multiplayer games with friends of mine.

There's good odds most gamers of my age have played, and enjoyed, something worked on by Sheri Graner Ray.

Honorable mention is Corrinne Yu; I started following her career with passive interest when she was hired at 3DRealms, I expected she had the potential to be the next John Carmack.


> Lesser known here would be Lori Cole, who made Hero's Quest.

Also lesser known because due to a trademark dispute, all sequels and the VGA remakes of the series were renamed to Quest for Glory.

I deeply enjoyed that whole series in my childhood, even despite how weird the voxel-based art in the fifth game was. IIRC, I learned the "razzle dazzle root beer" cheat in Hero's Quest before I learned the Konami code, and, with the help of my dad, even learned how to hex edit my save games in Quest for Glory 2.


If we agree that women statistically have different preferences with regards to video games than men, wouldn't it also be reasonable to think that women might have difference preferences towards careers and hobbies than men?

The past 40 years we went from pinball and arcade machines, to most men playing some sort of game on a personal device (phone, console, computer etc). I could see the next 40 years capturing women in the same capacity given the right infrastructure and content.

I imagine most of that is cultural.

It would be convenient if it's cultural because it would explain why transfeminine nerds retain "masculine" nerdy interests while avoiding a faux pas.

Calling it a faux pas implies that being treated as women is a tiny, inconsequential thing for trans women. It means the world to me.

If I "retained" masculine interests, it's because I still enjoyed them, even after I no longer felt pressure to act like a man.

I played Harvest Moon, Animal Crossing, and preferred beautiful/cute games before I realized I was trans. I probably would have played more if I didn't care about my friends calling me a f--. I also like plenty of "guy" things but so do plenty of cis women. I had this exciting period of trying all sorts of new things when I came out and I'm only just starting to see what I truly enjoy when I don't worry about the opinions of others.


> Neither is particularly interested in playing first person shooters or epic CRPGs, unless it's done with my involvement.

This is interesting, as my five year old daughter loves Pillars of Eternity. That being said, she mostly just likes to watch me fighting monsters and change the outfits of the characters.

She absolutely adores the simulation games (Avatar World, Toca Boca World etc) which leads me to believe that she'd love the Sims. I wonder if I can get them on Switch?

She has Animal Crossing, but there's a lot of text there which she isn't yet comfortable with.


> This is interesting, as my five year old daughter loves Pillars of Eternity.

Funnily enough, PoE is the game I've been needling my eldest to try for _years_ now. The PoE games are fabulous CRPGs that I've played through twice each, myself; I expected that she would love the mix of puzzle solving, narrative, and strategy. But it just didn't hook, for whatever reason.

> That being said, she mostly just likes to watch me fighting monsters and change the outfits of the characters.

Oh, well, yes. My kids love watching me play whatever game I'm playing. That's different: they are choosing to show interest in my interests in order to spend time with me.


Toca Boca World is a game my daughters (8 and 10) love, and i completely don't understand. It doesn't seem to have a goal or any mechanics --they're just playing dolls on a screen, which is cool but with so little interactivity i think i'd rather they just play with dolls (which they do also...)

Animal crossing has very recently started to take over as "favorite video game", and at least there's a *game* there...


> It doesn't seem to have a goal or any mechanics --they're just playing dolls on a screen, which is cool but with so little interactivity i think i'd rather they just play with dolls

> Animal crossing has very recently started to take over as "favorite video game", and at least there's a game there...

A large part of the problem here is that folks believe that "game" necessarily implies goals and mechanics.

From https://www.merriam-webster.com/dictionary/game

> 1. a physical or mental competition conducted according to rules with the participants in direct opposition to each other

vs

> 2. activity engaged in for diversion or amusement

Lots of folks see it as definition 1 (cooperative is still a contest against some non-player), whereas your girls seem to be operating under definition 2.

The equivalent to your statement from the other side of the fence would be women that deride male competition.

At the end of the day, we likes what we likes. Doing fun things is the fullest definition of a game. So the application of the priciple looks different depending on what the people enjoy.


I touched on it in my way-too-long post elsewhere on here, but I think this is exactly it: there's a (fuzzy at some boundary, sure, but useful) distinction to be drawn on something like where the game happens. Does "the game" (the software) supply most or all of "the game"? Or is "the game" (the software) a toy in service of a game that the player brings and gives shape?

Both types of software plausibly "are video games" but can take extremely different forms, and their appeal may diverge wildly—someone who likes one to an extreme, may have zero interest in the other. Others may like both sorts of play, but not regard them as interchangeable (i.e. if what you're wanting at the moment is an e-sport, a visual novel may not be any amount of a satisfactory substitute, even if you like visual novels).

We tend to draw a "toy/game" distinction (with games perhaps being a subset of "toys", but still its own sub-category, anyway) with physical objects to divide those with built-in goals from those without, and that seems to serve us well, but we've not translated that to the digital realm very well (and maybe we shouldn't, I dunno)


The major feature that EGS lacks and which makes it appealing to indies and repulsive to gamers is user reviews. User reviews are a major influence on consumer choice; and Steam even shows recent vs long term, which signals if a recent change was received well or not.

User reviews, guides, discussions, workshop and shared screenshots and videos: bold social features that are an incredible source of agony for mediocre and bad indie games.


That's a great deal more complicated than our TFSA and RSP programmes, here in Canada.


RRSP first time home buyer credits can get a bit complicated though. Also, a fun fact - dual US-Canadian citizens can't (effectively) use TFSAs because the US considers appreciation in a TFSA to be taxable income.


While it's true that Section 33 of the Charter can override other sections, it cannot override _all_ of them; and the Emergencies Act is roughly equivalent in effect to the USA's ability to deploy the National Guard. It allows the Federal Government to deploy our military to handle emergencies when it is apparent that Provincial and local services are unable to handle them.


No. The Emergencies act/War Measures act allows the government to override whatever rights they want. And it's been used twice in history to do exactly that.

What it's supposed to be for is in direct contrast to what it was used for, which is to suspect rights. And that's exactly what was determined later on by the courts that they did infringe on the rights of Canadians.


It really doesn't allow _any_ rights to be overridden. It's rather clear in its scope,[0] and while it's true that our justice system has taken the Government to task when it has exceeded the scope[1] it's not as though this is a regular occurrence or that those harmed by the excess are without legal recourse.

0: https://laws-lois.justice.gc.ca/eng/acts/e-4.5/page-1.html

1: https://www.justice.gc.ca/eng/trans/bm-mb/other-autre/emerge...


How was Trudeau held accountable besides a small slap on the wrist? And regardless the Notwithstanding clause is more than enough to extinguish anything in the CoR.


This gets at the concept of accountability for those at the top of government. This is an issue in all governments, not just in Canada. A good parallel would be the United States. The list of actions the current administration has taken which have been determined illegal is astounding, yet no one is held accountable in a way that would deter future breaches of the law.


Trudeau became so desperately unpopular that he was compelled to step down.

As for legal responsibility and repercussions, that's a process that is still in motion. The law moves slowly in Canada.


It's not just the Notwithstanding clause. There's a general judicial tradition in Canada of utterly ignoring or dismissing or excusing blatant, objective violations of the constitution itself. Some examples:

1. in Cambie Surgeries Corporation v British Columbia (https://en.wikipedia.org/wiki/Cambie_Surgeries_Corporation_v...), where a private clinic challenged the province's ban on any private care whatsoever for procedures that are provided by the public system on the grounds that if the province bans procedures but then also rations access to those procedures to the point that they're inaccessible for many patients, it constitutes a violation of our charter right to life and equal protection.

It seems they were able to successfully argue that this does constitute a violation of our rights, but the decision says it's okay because it's done with the intent to preserve the equitable access to healthcare for the general public.

2. Employees in union shops are forced to join the union. This is arguably a violation of our right to freedom of association, but the supreme court says that it's okay if it does because "the objective of this violation is to promote industrial peace through the encouragement of free collective bargaining". https://en.wikipedia.org/wiki/Rand_formula#Freedom_of_associ...

3. https://en.wikipedia.org/wiki/R_v_Comeau, a famous case where a guy bought beer in Quebec and drove it to New Brunswick (for personal consumption) and was fined. His case argued that that's a violation of section 121 of the Canadian Constitution 1867 which states as black and white as can be:

121 All Articles of the Growth, Produce, or Manufacture of any one of the Provinces shall, from and after the Union, be admitted free into each of the other Provinces.

But the Supreme court ruled that it's not enough for provinces to ban goods from entering their province for it to count as a violation, it must be a ban which has no other purpose but to impede interprovincial trade. But that means that this section is completely useless because a justification for protectionism can always be found or made up on an ad-hoc basis.

Basically, Canadians have no rights whatsoever. Our entire legal system doesn't sit on anything fundamental it's all just vibes and arbitrary whims of the justices of the day. Our charter and constitution are so full of explicit holes like the notwithstanding clause, that they're rendered almost meaningless even on their own terms, and then any other violations will be excused on the flimsiest grounds.


#2 - Not sure why you think this is a violation. You join a workplace with a union and gain all the benefits from collective bargaining, so yeah, you should pay for union dues.


You say that I gain all the benefits from collective bargaining but I had no other choice. Maybe I don't even like the contract very much and would have bargained for other things than what the union negotiated for. The union claims to negotiate on my behalf but if they really respected me they would give me the ability to opt out.

Your hypothetical isn't even always the case. When unions form, usually there are employees there that don't want to subject themselves to the union, but are forced to, so they didn't "join a workplace with a union" at all.


Now swap the union for any church of your (dis)liking.


(1) we have reasonable limits on all our rights, thanks to Section 1; this is rooted in our history of Toryism and ensures that the rights of the individual are balanced against the well-being of society. This is contrasted against how the USA puts the rights of the individual before the well-being of society, no matter what the consequences are and have been.

(2) Again, we balance the well-being of society against individual rights. In this case, defending collective bargaining is a reasonable action when considering that there is _plenty_ of other opportunities for work. Don't like unions, don't join one and find work elsewhere.

(3) Per the court ruling, Canada does not have a guarantee of internal _unlimited_ free trade; it only prohibits tariffs on internal trade. Whether or not that is a good thing is hotly debated, and a matter of current policy.

> Our entire legal system doesn't sit on anything fundamental it's all just vibes and arbitrary whims of the justices of the day.

It's Common Law, not Civil; and so it's based on layers of legislation and court proceedings.

In practice, we have plenty of strong protections for our rights, but those protections break down when our behaviour becomes harmful to broader society. Whether or not you think that's a good thing probably indicates where you are on the line between classical liberalism and toryism.


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