Another good one I like is Floorp. The largest downside to me is the foxless icon, but other than that, it offers a bunch of UI customisation and has Mozilla’s telemetry stuff disabled by default. If you want something more privacy-focused and/or don’t like that there is no fox in the icon, go for LibreWolf (wolves are just as cool as foxes!)
sbeak
one is based on Chromium and is not open source, the other is a Firefox fork and is open source. LibreWolf definitely focuses more on privacy with a more anti fingerprinting stuff.
I've been running the developer beta for about a month or so now, the updates have made the phone run cooler (good) and things have become more readable. Good that Apple is working on it, but there's still a bunch of issues. In the clock app, when there's the bubble in the swipe menu, the text and icons switch between yellow and orange and there's also VERY small slivers of orange whenever you hover the bubble over the alarms and stopwatch icon that drive me crazy. The bubble effect is a bit overdone in my opinion and could be toned down a bit. The lockscreen swiping still has issues, as when you swipe down the lockscreen background doesn't appear, but notifications are still adjusted to the colour of it so if you have a darker lock screen background and on a lighter/white web page and you swipe to see you notifications, it looks unreadable until you swipe all the way down where the lockscreen background reappears.
Godot is better than roblox for making games because:
- you're not restricted to one platform (in gd you can export as web app, linux, windows, macos, mobile, etc.)
- Roblox requires an internet connection and a Roblox account, both of which are not necessities for a game developed in godot (or any other game engine, like unity or unreal)
- Roblox has some very shady business practices that are not very nice to game developers. Godot, meanwhile, gives you the control of where you want to distribute the game with no strings attached
- GDScript is super easy to learn, very similar to Python and I really like that it's integrated into the engine (you can, of course, use a separate code editor if you want. You could even use C# if you're more comfortable with that)
If you do go for Godot (and you should), I would check out channels like GDQuest and HeartBeast as well as the Godot documentation for tutorials and help, as well as browsing the forums for advice.
Okay, I’ll be careful
I bought my first camera a few years ago, so I can give you the advice others have told me. The lens is more important than the camera, and it’s good to get into a decent lens ecosystem. I personally use a ZVE-10 (even though I mainly do photo, as it was significantly cheaper than the A6400 in my region. Lack of EVF sucks though, so I wouldn’t recommend it to anyone that only wants to do photo)
If you want to go for the Sony ecosystem, the a6400 is a good pick. Lots of people also like the a6300 (older version of a6400), a6100 (older entry-level camera), and the a6000 (another older camera).
For E-mount lenses, good general-pirpose zooms would be the Sigma 18-50mm f2.8 and the Tamron 17-70mm f2.8. The Sigma primes are very sharp, but lots of people also like the more affordable TTArtisans and Viltrox lenses that are almost, if not equally, as sharp.
If you prefer the Canon ecosystem, you could either go with a DLSR (bigger and heavier, but usually cheaper) or mirrorless (lighter, but a bit more expensive). I don’t know much about it though, so I can’t tell you anything more than that.
There’s also Nikon, Fujifilm, and the L-mount alliance, but I don’t know much about any of them all too much.
I remember someone told me that Sony has great AF, Canon and Nikon both have good colours, Fujifilm has film simulations + more retro control dials/design, and L-mount is a shared mount between Panasonic, Olympus/OM System, and Leica (so you can mix and match lenses and cameras between those three) and also give you M43 (sensor is smaller than APS-C, but more compact lenses). If you go with any of those ecosystems you’ll be fine, they all make good cameras.
I use SearXNG, which is a “metasearch” engine that aggregates results from lots of different ones (you are able to choose whether you want to include google results, ddg results, etc.) and there’s also a bunch of options for searching images, videos, files, and more!
It can be self-hosted or you could always use a public instance (but then that means you have to trust whoever is hosting it with your data)
Proton and Tutamail don’t support IMAP as they use their own system for encryption and whatnot, which means emails are more secure (as long as everyone uses Proton and Tutamail, which the majority of people don’t). I also find their built-in clients to be quite slow. Disroot, Autistici, and mailfence all support IMAP. There’s a bunch more good ones (both free and paid) that support IMAP. Lots of people uses mailbox.org, which is based in Germany, and some people use Fastmail, which is based in Australia.
Ah ok that makes sense. Very cool. I’ll probably just stick with my system, since it works for me :D
If there was a “key” for every dialogue, that table would get ridiculously long. All the dialogue text is only being used once anyways, so it’s just making it more complicated for, in my opinion, little to no reason.
Using a lookup table for the emotions and character could be interesting though. I prefer my solution of just having all those dialogue objects since it’s simple and works for my use case. In Godot with the “quick load” feature you can find the different sprites very fast. Also, not changing the dialogue system means I can keep using the same one for all my games, so less work to do :D
what if the portal didn’t exist in 1969? The ball travels to 1969 and is unable to come back.