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1000 results for “tales_to”

  1. Oscar Isaac Hints at Midnight Sons Return and Dreams of Ghost Rider Teamup

    Oscar Isaac recently sat down on the Happy Sad Confused podcast. He told host Josh Horowitz that talks are under way for a Midnight Sons project. Isaac said the studio has asked him about returning as Marc Spector. He explained that the idea excites him because it would let him dig deeper into the character....

    #GhostRider #Marvel #MidnightSons #MoonKnight #OscarIsaac #ryangosling

  2. Oscar Isaac Hints at Midnight Sons Return and Dreams of Ghost Rider Teamup

    Oscar Isaac recently sat down on the Happy Sad Confused podcast. He told host Josh Horowitz that talks are under way for a Midnight Sons project. Isaac said the studio has asked him about returning as Marc Spector. He explained that the idea excites him because it would let him dig deeper into the character....

    #GhostRider #Marvel #MidnightSons #MoonKnight #OscarIsaac #ryangosling

  3. Oscar Isaac Hints at Midnight Sons Return and Dreams of Ghost Rider Teamup

    Oscar Isaac recently sat down on the Happy Sad Confused podcast. He told host Josh Horowitz that talks are under way for a Midnight Sons project. Isaac said the studio has asked him about returning as Marc Spector. He explained that the idea excites him because it would let him dig deeper into the character....

    #GhostRider #Marvel #MidnightSons #MoonKnight #OscarIsaac #ryangosling

  4. Oscar Isaac Hints at Midnight Sons Return and Dreams of Ghost Rider Teamup

    Oscar Isaac recently sat down on the Happy Sad Confused podcast. He told host Josh Horowitz that talks are under way for a Midnight Sons project. Isaac said the studio has asked him about returning as Marc Spector. He explained that the idea excites him because it would let him dig deeper into the character....

    #GhostRider #Marvel #MidnightSons #MoonKnight #OscarIsaac #ryangosling

  5. Oscar Isaac Hints at Midnight Sons Return and Dreams of Ghost Rider Teamup

    Oscar Isaac recently sat down on the Happy Sad Confused podcast. He told host Josh Horowitz that talks are under way for a Midnight Sons project. Isaac said the studio has asked him about returning as Marc Spector. He explained that the idea excites him because it would let him dig deeper into the character....

    #GhostRider #Marvel #MidnightSons #MoonKnight #OscarIsaac #ryangosling

  6. Another Tale of Unlikely Smash Melee Victory
    Remember AsumSaus, and their stirring tale of aMSa (54 minutes), who took low-tier Yoshi to victory in multiple major Smash Melee tournaments? Such a great story, and video to go with it.

    Well, here's another such story, told by turndownforwait, of someone doing it with Luigi, played by a player who also had the au
    setsideb.com/another-tale-of-u
    #niche #luigi #niche #smashbros #SmashMelee #turndownforwait

  7. Another Tale of Unlikely Smash Melee Victory
    Remember AsumSaus, and their stirring tale of aMSa (54 minutes), who took low-tier Yoshi to victory in multiple major Smash Melee tournaments? Such a great story, and video to go with it.

    Well, here's another such story, told by turndownforwait, of someone doing it with Luigi, played by a player who also had the au
    setsideb.com/another-tale-of-u
    #niche #luigi #niche #smashbros #SmashMelee #turndownforwait

  8. Another Tale of Unlikely Smash Melee Victory
    Remember AsumSaus, and their stirring tale of aMSa (54 minutes), who took low-tier Yoshi to victory in multiple major Smash Melee tournaments? Such a great story, and video to go with it.

    Well, here's another such story, told by turndownforwait, of someone doing it with Luigi, played by a player who also had the au
    setsideb.com/another-tale-of-u
    #niche #luigi #niche #smashbros #SmashMelee #turndownforwait

  9. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  10. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  11. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  12. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  13. this is not well known, so i thought i'd share this -
    way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.

    they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.

    he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:

    youtube.com/watch?v=5qxg0ykOcgM

    #retrocomputing #macintosh #vintageApple #hypercard #myst #riven

  14. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  15. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  16. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  17. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  18. I'm still inordinately pleased with the little feature tiles I made for the Myst novels on the Guild of Archivists site. I promise the colors match the real-world objects even better than the images of the covers I could find online (I did have to add a stroke to Book of Ti'ana for contrast reasons, though). #Myst

  19. I have been enjoying programming for kOS in Kerbal Space Program. managed to get an orbital program up and running. its pretty basic. it takes a 3 stage rocket and burns the first 2 stages while performing a gravity turn, then it costs to 60 seconds before apoapsis and burns the upper stage until it hits the desired periapsis. the apoapsis usually ends up pretty high but overall it works :3

    #ksp

  20. I have been enjoying programming for kOS in Kerbal Space Program. managed to get an orbital program up and running. its pretty basic. it takes a 3 stage rocket and burns the first 2 stages while performing a gravity turn, then it costs to 60 seconds before apoapsis and burns the upper stage until it hits the desired periapsis. the apoapsis usually ends up pretty high but overall it works :3

    #ksp

  21. I have been enjoying programming for kOS in Kerbal Space Program. managed to get an orbital program up and running. its pretty basic. it takes a 3 stage rocket and burns the first 2 stages while performing a gravity turn, then it costs to 60 seconds before apoapsis and burns the upper stage until it hits the desired periapsis. the apoapsis usually ends up pretty high but overall it works :3

    #ksp

  22. I have been enjoying programming for kOS in Kerbal Space Program. managed to get an orbital program up and running. its pretty basic. it takes a 3 stage rocket and burns the first 2 stages while performing a gravity turn, then it costs to 60 seconds before apoapsis and burns the upper stage until it hits the desired periapsis. the apoapsis usually ends up pretty high but overall it works :3

    #ksp

  23. I have been enjoying programming for kOS in Kerbal Space Program. managed to get an orbital program up and running. its pretty basic. it takes a 3 stage rocket and burns the first 2 stages while performing a gravity turn, then it costs to 60 seconds before apoapsis and burns the upper stage until it hits the desired periapsis. the apoapsis usually ends up pretty high but overall it works :3

    #ksp

  24. The interposing of the technical object between us and the world takes on another sense. Whether in the domestic, educational, medical, or commercial field, the value of consumption lies less in the actual cost of what we buy than in that of the progress of knowledge. We are moving into an economy based on the production and circulation of immaterial goods, that is, knowledge and information. --Jaques Ellul, The Technological Bluff (1988) #technology #dystopia