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[blog] Nazis, are bad

Anonymous asks:

Could you talk about something related to the management/moderation and growth of online communities? IOW your thoughts on online community management, if any.

I think you’ve tweeted about this stuff in the past so I suspect you have thoughts on this, but if not, again, feel free to just blog about … anything :)

Oh, I think I have some stuff to say about community management, in light of recent events. None of it hasn’t already been said elsewhere, and I wouldn’t say it’s really about “online” or has a strong “point”, but I have to get this out.

Hopefully the content warning is implicit in the title.

[blog] Datamining Pokémon

A kind anonymous patron offers this prompt, which I totally fucked up getting done in July:

Something to do with programming languages? Alternatively, interesting game mechanics!

It’s been a while since I’ve written a thing about programming languages, eh? But I feel like I’ve run low on interesting things to say about them. And I just did that level design article, which already touched on some interesting game mechanics… oh dear.

Okay, how about this. It’s something I’ve been neck-deep in for quite some time, and most of the knowledge is squirrelled away in obscure wikis and ancient forum threads: getting data out of PokĂ©mon games. I think that preserves the spirit of your two options, since it’s sort of nestled in a dark corner between how programming languages work and how game mechanics are implemented.

[blog] Some memorable levels

Another Patreon request from Nova Dasterin:

Maybe something about level design. In relation to a vertical shmup since I’m working on one of those.

I’ve been thinking about level design a lot lately, seeing as how I’ve started… designing levels. Shmups are probably the genre I’m the worst at, but perhaps some general principles will apply universally.

And speaking of general principles, that’s something I’ve been thinking about too.

I’ve been struggling to create a more expansive tileset for a platformer, due to two general problems: figuring out what I want to show, and figuring out how to show it with a limited size and palette. I’ve been browsing through a lot of pixel art from games I remember fondly in the hopes of finding some inspiration, but so far all I’ve done is very nearly copy a dirt tile someone submitted to my potluck project.

Recently I realized that I might have been going about looking for inspiration all wrong. I’ve been sifting through stuff in the hopes of finding something that would create some flash of enlightenment, but so far that aimless tourism has only found me a thing or two to copy.

I don’t want to copy a small chunk of the final product; I want to understand the underlying ideas that led the artist to create what they did in the first place. Or, no, that’s not quite right either. I don’t want someone else’s ideas; I want to identify what I like, figure out why I like it, and turn that into some kinda of general design idea. Find the underlying themes that appeal to me and figure out some principles that I could apply. You know, examine stuff critically.

I haven’t had time to take a deeper look at pixel art this way, so I’ll try it right now with level design. Here, then, are some levels from various games that stand out to me for whatever reason; the feelings they evoke when I think about them; and my best effort at unearthing some design principles from those feelings.

[blog] Digital painter rundown

Another patron post! IndustrialRobot asks:

You should totally write about drawing/image manipulation programs! (Inspired by https://eev.ee/blog/2015/05/31/text-editor-rundown/)

This is a little trickier than a text editor comparison — while most text editors are cross-platform, quite a few digital art programs are not. So I’m effectively unable to even try a decent chunk of the offerings. I’m also still a relatively new artist, and image editors are much harder to briefly compare than text editors…

Right, now that your expectations have been suitably lowered:

[blog] Teaching tech

A sponsored post from an anonymous patron:

I would kinda like to hear about any thoughts you have on technical teaching or technical writing. Pedagogy is something I care about. But I don’t know how much you do, so feel free to ignore this suggestion :)

Good news: I care enough that I’m trying to write a sorta-kinda-teaching book!

Ironically, one of the biggest problems I’ve had with writing the introduction to that book is that I keep accidentally rambling on for pages about problems and difficulties with teaching technical subjects. So maybe this is a good chance to get it out of my system.

[blog] Introspection

This month, IndustrialRobot has generously donated in order to ask:

How do you go about learning about yourself? Has your view of yourself changed recently? How did you handle it?

Whoof. That’s incredibly abstract and open-ended — there’s a lot I could say, but most of it is hard to turn into words.

[blog] Why LÖVE?

This month, IndustrialRobot asked my opinion of FOSS game engines — or, more specifically, why I chose LĂ–VE.

The short version is that it sort of landed in my lap, I tried it, I liked it, and I don’t know of anything I might like better. The long version is…


It all started after last year’s AGDQ, when I lamented having spent the entire week just watching speedruns instead of doing anything, and thus having lost my rhythm for days afterwards.

This year, several friends reminded me of this simultaneously, so I begrudgingly went looking for something to focus on during AGDQ. I’d already been working on Isaac’s Descent HD, so why not keep it up? Work on a video game while watching video games.

Working on a game for a week sounded an awful lot like a game jam, so I jokingly tweeted about a game jam whose express purpose was to not completely waste the week staring at a Twitch stream. Then someone suggested I make it an actual jam on itch.io. Then Mel asked to do a game with me.

And so, thanks to an almost comical sequence of events, we made NEON PHASE — a half-hour explorey platformer.

[blog] Let’s stop copying C

Ah, C. The best lingua franca we have… because we have no other lingua francas. Linguae franca. Surgeons general?

C is fairly old — 44 years, now! — and comes from a time when there were possibly more architectures than programming languages. It works well for what it is, and what it is is a relatively simple layer of indirection atop assembly.

Alas, the popularity of C has led to a number of programming languages’ taking significant cues from its design, and parts of its design are… slightly questionable. I’ve gone through some common features that probably should’ve stayed in C and my justification for saying so. The features are listed in rough order from (I hope) least to most controversial. The idea is that C fans will give up when I call it “weakly typed” and not even get to the part where I rag on braces. Wait, crap, I gave it away.

[blog] Embedding Lua in ZDoom

I’ve spent a little time trying to embed a Lua interpreter in ZDoom. I didn’t get too far yet; it’s just an experimental thing I poke at every once and a while. The existing pile of constraints makes it an interesting problem, though.

[blog] A Rebuttal For Python 3

Zed Shaw, of Learn Python the Hard Way fame, has now written The Case Against Python 3.

I’m not involved with core Python development. The only skin I have in this game is that I like Python 3. It’s a good language. And one of the big factors I’ve seen slowing its adoption is that respected people in the Python community keep grouching about it. I’ve had multiple newcomers tell me they have the impression that Python 3 is some kind of unusable disaster, though they don’t know exactly why; it’s just something they hear from people who sound like they know what they’re talking about. Then they actually use the language, and it’s fine.

I’m sad to see the Python community needlessly sabotage itself, but Zed’s contribution is beyond the pale. It’s not just making a big deal about changed details that won’t affect most beginners; it’s complete and utter nonsense, on a platform aimed at people who can’t yet recognize it as nonsense. I am so mad.