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bfish.xaedalus.net
a blog, of sorts
  • When Drug Smuggling Goes Bad
    Spotted this on BBC News today: Drug smugglers appear to have made a major slip-up, after huge quantities of cocaine were delivered to supermarkets in Spain hidden in boxes of bananas. … Reports suggest an error by drug smugglers had led to their failing to retrieve almost 80kg (175lb) of cocaine from the...
  • Booker T at the Cambridge Folk Festival
    For a nice live rendition of Green Onions and some other good numbers for that matter, check out Booker T on iPlayer for the next couple of days or so. Woo, feels weird posting on here after so long…
  • Housekeeping
    It’s been a while, but I finally got around to: Updating Wordpress Updating the theme Making pretty URLs work Going through the comment moderation queue So, any news…?

The Escapist

The Escapist Forums : Threads
  • Good JRPGs

    Persona 4 is the first game that springs to mind.

  • LoadingReadyRun: Green

    I thought that was far lower brow than usual. Funny, but not nearly as funny as most of their other work.

  • Times when you felt your game was being a dick?

    Scythax:
    Ninja Gaiden II, the final chapter. Words cannot express how sadistic that part is. 5 fucking rediculous boss fights in a row with no breaks or opportunities to restock on items, and the last boss having an ability which on any difficulty higher than easy will hit the entire area and kill you instantly with absolutly nothing you can do about it.
    Not to mention that the bosses in that game all have an infuriating commonality in that they have special attacks which, once they've grabbed you, you can't do a damn thing about it, and you have to sit there seething inside while the same boss uses the same stupendously long and complicated special combo attack to bring you from a healthy 3/4 hp to dead, with no opportunity to fight back. Quite often these specials can take a good 20 seconds to totally finish too. But wait, it gets better. Once you actually die, you have to wait an eternal 10 seconds before the "YOU HAVE DIED" screen will actually let you press the retry button, at which point it insists on reloading the whole part all over again, which is another 15secs or so, and then to top it all off, it shows you the chapters introduction wall of text again, which, you guessed it, is completly unskippable until the pre-set timer the game has to make sure you read the fucking thing in PLENTY of time lets you try again.

    This in total from death to the next playable retry usually takes a good 2 minutes or so...and considering that each boss in this 5 boss marathon can easily obliterate you in less than 15 seconds if you're unlucky (2 seconds on the last boss if he decides to use his uber lazer as his first move), this final chapter easily qualifies in my books as one of the top 3 biggest Dick moves in gaming history.

    BTW: I'm not even talking about hard mode here. This happens just the same on the 'normal' difficulty. I'm yet to beat this chapter on Master Ninja difficulty after 2 years of trying.

    I always had a bigger problem with the first games bosses, never tried the second one because how much the first pissed me off

Voronoi tiling art PDF Print E-mail
Written by Mat   
Wednesday, 30 September 2009 20:23

These tessellations have all been generated by a very simple FreeBASIC program that I wrote.

I stumbled upon this algorithm while searching for a way to generate stochastic terrain heightmaps for a 3D strategy game, and realised that it could be made to produce pretty 2D pictures.

See: Voronoi diagram at Wikipedia.

The algorithm is as follows: start by placing a number of control points in random positions in the image, and assign each one a primary colour. Then for each pixel of the image, the colour of that pixel is set to the colour of its nearest control point, and the brightness of the pixel is set to the difference between the distance from the pixel to its nearest control point and the distance from the pixel to its next nearest control point.

Numerous variations on the algorithm exist: instead of using control points, other geometric objects can be used such as line segments or circles, which both result in curved edges. Also, instead of using Pythagoras to compute the distances, other methods can be used such as the Manhattan metric or the chessboard metric, and these result in more right angles.

It is possible to achieve a finer granularity in the spectrum of colours used, by mixing together two or more layers of tilings with various weights and numbers of control points.

Tiling Tiling Tiling
Tiling Tiling Tiling
Tiling Tiling Tiling

Last Updated on Thursday, 01 October 2009 20:12
 
Place features PDF Print E-mail
Written by Mat   
Saturday, 17 January 2009 02:42
Current features of Place:
  • Free software, professionally finished;
  • No restrictions on licensing of your game;
  • Most of the work done for you, just tell Place where you want to place your entities and how you want them to react;
  • Movable entities automatically negotiate obstacles using shortest-path algorithm;
  • A bare minimum of scripting experience required of game designers;
  • Advanced features available to those who want to dig deeper;
  • Helpful debugging system enables rapid testing and makes it easy to find mistakes;
  • Prototyping system to reduce the amount of tediously repetitive work involved in development;
  • Free, extensible toolkit: add new features if you wish;
  • Uses a well-established, popular general-purpose scripting language with vast amounts of documentation, so there's no need to learn some adolescent, obscure single-purpose language just for scripting games;
  • Runs on Windows, Linux, Mac and various other platforms;
  • Games get an extensive menu system for making and loading savegames and configuring all of their settings;
  • Use any graphics resolution you wish; player can choose their own and your graphics will be rescaled, preserving the aspect ratio if desired;
  • Entities can automatically scale down as they move further away to give the appearance of perspective;
  • Simple yet powerful conversation system;
  • Link subtitles with the voice audio files that go with them, if you want voice acting;
  • Multi-threaded caching system pre-loads resources before they are needed, for improved responsiveness;
  • Internationalization/localization: easily support translations of a game into foreign languages;
  • Support for cut-scenes, using either the pre-existing system of rooms and entities, or MPEG format videos;
  • Extensive tutorials to get you started.

Features planned for the future:

  • Auto-package games into a Windows .exe installer, .pkg file for Macs or .deb, .rpm or .tgz package for Linux;
  • WYSIWYG game creation and editing studio, integrated with the Gimp professional, open-source image manipulation suite and featuring a text editor for scripting with syntax highlighting, auto-completion and debugging facilities;
  • Parallax scrolling background scenes;
  • Ability to use 3D models for entities instead of flat sprites;
  • Simplify programming interface further still and extend to Java, Python, Lua and Ruby;
  • More speed improvements;
  • Native support for Nintendo's DS and Wii consoles and SymbianOS (for recent phones by Nokia and others).
Last Updated on Wednesday, 15 April 2009 20:50
 
About Place PDF Print E-mail
Written by Mat   
Saturday, 17 January 2009 02:38
Place is a collection of modules for the programming language Perl, intended to enable non-programmers to fairly easily develop 2D point-and-click adventure games that can run on Windows, Linux and Mac. It is free software, distributed under the GNU GPL license, but that does not mean that the games that use it need to be under that license also; games developed using Place may be released under any license that their author wishes, so long as Place itself remains under the GPL.
Last Updated on Sunday, 18 January 2009 01:07