This was originally titled “I miss when computers were fun”. But in the course of writing it, I discovered that there is a reason computers became less fun, a dark thread woven through a number of events in recent history.
Let me back up a bit.
This was originally titled “I miss when computers were fun”. But in the course of writing it, I discovered that there is a reason computers became less fun, a dark thread woven through a number of events in recent history.
Let me back up a bit.
Welcome to Monday Night Itch, a harebrained scheme to encourage folks to play more non-AAA games by adding a touch of social gamification. I thought I would be tweeting my adventures here, but I just had an experience so profound it can only be captured within a blog post.
GZDoom is the fanciest way to play Doom. Unfortunately, it has also historically been difficult to recommend to newcomers, because its default settings are… questionable.
Conspicuously, for over a decade, it defaulted to traditional Doom movement keys (no WASD) and no mouselook. I am overjoyed to discover that this is no longer the case, and it plays like a god damn FPS out of the box, but there are still a few twiddles that need twiddling. Mostly the texture filtering. Christ, the texture filtering.
Anyway GZDoom has a lot of options, so here is a handy list of the important ones. There are fewer than I expected, which is good.
Welcome to part 1 of this narrative series about writing a complete video game from scratch, using the PICO-8. This is actually the second part, because in this house (unlike Lua) we index from 0, so if you’re new here you may want to consult the introductory stuff and table of contents in part zero.
If you’ve been following along, welcome back, and let’s dive right in!
You may recall that I once had the ambitious idea to write a book on game development, walking the reader through making simple games from scratch in a variety of different environments, starting from simple level editors and culminating in some “real” engine.
That never quite materialized. As it turns out, writing a book is a huge slog, publishers want almost all of the proceeds, and LaTeX is an endless rabbit hole of distractions that probably consumed more time than actually writing. Also, a book about programming with no copy/paste or animations or hyperlinks kind of sucks.
I thus present to you Plan B: a series of blog posts. This is a narrative reconstruction of a small game I made recently, Star Anise Chronicles: Oh No Wheres Twig??. It took me less than two weeks and I kept quite a few snapshots of the game’s progress, so you’ll get to see a somewhat realistic jaunt through the process of creating a small game from very nearly nothing.
And unlike your typical programming tutorial, I can guarantee that this won’t get you as far as a half-assed Mario clone and then abruptly end. The game has original art and sound, a title screen, an ending, cutscenes, dialogue, UI, and more — so this series will necessarily cover how all of that came about. I will tell you why I made particular decisions, mention planned features I cut, show you the tradeoffs I made, and confess when I made life harder for myself. You know, all the stuff you actually go through when doing game development (or, frankly, any kind of software development).
The target audience is (ideally) anyone who knows what a computer is, so hopefully you can follow along no matter what your experience level. Enjoy!
This is part zero, and it’s mostly introductory stuff. Please don’t skip it! I promise there’s some meat in the latter half.
I read J.K. Rowling’s essay.
I regret doing so.
Here are some thoughts. Trans readers, brace yourselves, especially if you didn’t read the original.
Some help came from Andrew James Carter’s response thread, which has many more citations but feels less compelling to a general audience to me.
I first got into web design/development in the late 90s, and only as I type this sentence do I realize how long ago that was.
And boy, it was horrendous. I mean, being able to make stuff and put it online where other people could see it was pretty slick, but we did not have very much to work with.
I’ve been taking for granted that most folks doing web stuff still remember those days, or at least the decade that followed, but I think that assumption might be a wee bit out of date. Some time ago I encountered a tweet marvelling at what we had to do without border-radius
. I still remember waiting with bated breath for it to be unprefixed!
But then, I suspect I also know a number of folks who only tried web design in the old days, and assume nothing about it has changed since.
I’m here to tell all of you to get off my lawn. Here’s a history of CSS and web design, as I remember it.
Anonymous asks, via money:
What would you like to see happen in tech in 2018?
(answer can be technical, social, political, combination, whatever)
Hmm.
Game night continues with a smorgasbord of games from my recent game jam, GAMES MADE QUICK??? 2.0!
The idea was to make a game in only a week while watching AGDQ, as an alternative to doing absolutely nothing for a week while watching AGDQ. (I didn’t submit a game myself; I was chugging along on my Anise game, which isn’t finished yet.)
I can’t very well run a game jam and not play any of the games, so here’s some of them in no particular order! Enjoy!
These are impressions, not reviews. I try to avoid major/ending spoilers, but big plot points do tend to leave impressions.
Game night continues with:
These are impressions, not reviews. I try to avoid major/ending spoilers, but big plot points do tend to leave impressions.
Anonymous asks:
something about how we tweak physics to “work” better in games?
Ho ho! Work. Get it? Like in physics…?
Hi! Here are a few loose thoughts about picking random numbers.
For the last few weeks, glip (my partner) and I have spent a couple hours most nights playing indie games together. We started out intending to play a short list of games that had been recommended to glip, but this turns out to be a nice way to wind down, so we’ve been keeping it up and clicking on whatever looks interesting in the itch app.
Most of the games are small and made by one or two people, so they tend to be pretty tightly scoped and focus on a few particular kinds of details. I’ve found myself having brain thoughts about all that, so I thought I’d write some of them down.
I also know that some people (cough) tend not to play games they’ve never heard of, even if they want something new to play. If that’s you, feel free to play some of these, now that you’ve heard of them!
Also, I’m still figuring the format out here, so let me know if this is interesting or if you hope I never do it again!
First up:
These are impressions, not reviews. I try to avoid major/ending spoilers, but big plot points do tend to leave impressions.
Anonymous asks, with dollars:
More about programming languages!
Well then!
I’ve written before about what I think objects are: state and behavior, which in practice mostly means method calls.
I suspect that the popular impression of what objects are, and also how they should work, comes from whatever C++ and Java happen to do. From that point of view, the whole post above is probably nonsense. If the baseline notion of “object” is a rigid definition woven tightly into the design of two massively popular languages, then it doesn’t even make sense to talk about what “object” should mean — it does mean the features of those languages, and cannot possibly mean anything else.
I think that’s a shame! It piles a lot of baggage onto a fairly simple idea. Polymorphism, for example, has nothing to do with objects — it’s an escape hatch for static type systems. Inheritance isn’t the only way to reuse code between objects, but it’s the easiest and fastest one, so it’s what we get. Frankly, it’s much closer to a speed tradeoff than a fundamental part of the concept.
We could do with more experimentation around how objects work, but that’s impossible in the languages most commonly thought of as object-oriented.
Here, then, is a (very) brief run through the inner workings of objects in four very dynamic languages. I don’t think I really appreciated objects until I’d spent some time with Python, and I hope this can help someone else whet their own appetite.
IndustrialRobot has generously donated in order to inquire:
In the last few years there seems to have been a lot of activity with adding emojis to Unicode. Has there been an equal effort to add ‘real’ languages/glyph systems/etc?
And as always, if you don’t have anything to say on that topic, feel free to choose your own. :p
Yes.
I mean, each release of Unicode lists major new additions right at the top — Unicode 10, Unicode 9, Unicode 8, etc. They also keep fastidious notes, so you can also dig into how and why these new scripts came from, by reading e.g. the proposal for the addition of Zanabazar Square. I don’t think I have much to add here; I’m not a real linguist, I only play one on TV.
So with that out of the way, here’s something completely different!
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.
IndustrialRobot asks… or, uh, asked last month:
industrialrobot: How has your views on tech changed as you’ve got older?
This is so open-ended that it’s actually stumped me for a solid month. I’ve had a surprisingly hard time figuring out where to even start.