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You'll have to take my 13 mini off of my cold, dead, hands.

Space. Space. Wanna go to space.


Oh my god that animation at the top keeps causing a layout shift on my 13 mini. Who thought that was a good idea?


I’m going to start using “donkey clanker”.


I disagree with this line of reasoning. To the same extent, I could say that you did not make an app because you didn’t write the compiled assembly code, build the processor, make the silicone yourself, etc.

Tools are tools. Same as Photoshop, Ableton, they get you to where you want to go.

Where is the line drawn?


Silicone: rubbery, used for kitchen utensils and breast implants

Silicon: Metallic, used for making circuit components


Oops.


When you create a work using a tool, you own the copyright.

When you create a work using an LLM, there is no copyright.

So then isn't an LLM less than a tool?


This is not correct and a common misunderstanding of the court ruling. The verbatim output of an LLM is not copyrightable. If you create a work using an LLM, this IS of course copyrightable.


When "using an LLM", means the human has to substantially alter the output of the LLM for the work to be eligible for copyright. Agreed.

But this makes the LLM tool different to other tools. If I author a novel using a word processor I don't then in addition have to substantially alter that output in order for the work to qualify for copyright.

[edit] It's like, how substantive would changes to J.K. Rowling's Harry Potter need to to be in order for a derivative work to qualify for copyright? Now apply that to the output of an LLM.


No, the court case you’re thinking of was when someone tried to say the AI itself had the copyright ownership. That’s not allowed (at least in the US), the copyright owner must always be a human. This doesn’t mean that a human cannot copyright AI-directed works.


This post and the project README are obviously generated slop, which personally makes me completely skip the project altogether, even if it works.

If you want humans to spend time reading your prose, then spend time actually writing it.


No


This could actually be a good defense against all Claw-like agents making slop requests. ‘Poison’ the agent’s context and convince it to discard the PR.


Are you running NanoClaw or a different project?


He's running his own thing: https://github.com/skorokithakis/stavrobot


Yep, I'm running my own thing (link in sibling), I wanted something secure I could run on my PC.


Fighting games are too inaccessible for me. I just want to play about game with cool characters with sick abilities beating each other up (Skullgirls, Street Fighter, Tekken) but there’s always so much mental preparation and input memorization you have to go through just to have the slightest chance at winning/having fun. The problem is multiplied by the sheer number of characters you get to play as and against in these games.

The whole genre, in some ways, has felt like some gated community to me that’s closed for anyone not willing to pour in the hours to learn.


"Cool characters with sick abilities beating each other up" is vague enough to describe any genre. It doesn't even describe gameplay. Could be anything from singleplayer (or co-op) beat 'em ups. Or a hack n slash like Dynasty Warriors . A turn based JRPG like Final Fantasy with flashy abilities like summons fits that description.

Anyways, to me the things that make fighting games difficult and fun are what differentiate them from beat 'em ups, which get pretty boring quickly.

I don't disagree that combos are not fun to learn, but I don't know what you could replace it with. Removing it would turns games into punch, punch back, kick, kick back without any risk or counterplay. Adding blocking/countering would have to be more complicated than just "hold block" to keep it interesting and would require memorization all your opponent's moves too. I'd say Tekken 8 already has this problem especially with King's chain grabs. So lots of games are going for auto-combos to make comboing easier instead.

I actually did play Skullgirls and Street Fighter 6 in a way without learning combos for a character. It's pretty easy with a zoner, and plenty of players hate playing against that too.


> I don't disagree that combos are not fun to learn

But wasn't that one of the last points?

Rhythm games are fun.


Yeah, that's why I like that games are doing auto-combos instead.

I also enjoy rhythm games, but they're different combos. Especially for the learning process: you're really not punished for dropping combos in rhythm games, and you can keep playing as if you didn't drop it (unless you're going for the full combo of course). That's really not the case for fighting games, requiring you to restart to the beginning of the combo each time. And in a multiplayer game, it gives your opponent an opportunity each time.


I mean the barriers you are describing are at the same time why I and others enjoy playing fighting games.

Further, I dont know when you've tried picking one up last, but any title in the last few years has plenty of concern for "accessibility" especially regarding inputs.

Most competitive spaces can be described as "some gated community to me that’s closed for anyone not willing to pour in the hours to learn".


A daily number-tallying puzzle game created by a friend.


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