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The Escapist

The Escapist Forums : Threads
  • It's okay to white, identity politics and white supermacy




    Did you think I was lying the last time around?

    Perhaps not, it was still fun to say out loud.

    Ever the Zontar way though, running away rather then confronting your opponents arguments.

    I'm a full time student and work a part time job that may as well be a light full time job, I don't really have the time, so unless you're willing to pay me to do it why should I waste an hour of my limited time responding to you? We can't all be NEETs.

    I dunno, you waste time responding to everyone else? Besides I have a lot going on too, I still put in the time.

  • Convince me to replay Nier: Automata

    Sniper Team 4:


    Bottom line: I personally think it is worth it to keep going. 9S' story adds some new levels to what you've already seen--although not too much, as it's the same just told from his point of view--but the third run? The final run? THAT is where things pick up. It is like season 2 of an anime, is the only way to describe it. The first two runs where season one, and the third run is the start of a new season. And it's brutal. This third run is where the game pulls out all the stops in terms of story and characters. Truthfully, I wish there was a way you could skip 9S and just jump into the third run, but to do that would also kind of spoil the final run, so...
    Anyway, I would say you should keep going. Just keep in mind that 9S' turn, while it is different, is still the same story, just from his view. Think of it as vegetables before that sweet delicious dessert.
    And one more thing! If you do keep going, pick whichever weapon you want 2B to use BEFORE you start as 9S, because she's stuck with them for the entire time, and that kind of bugged me.

    Hey, thanks for taking the time to address all the negatives! Long story short, this might've convinced me to start my next playthrough soon, maybe by this weekend. At the very least, I'll see if I can blast through 9S 'campaign' without too much grinding. I think I made the game a bit monotonous for myself by grinding the shit out of it, would I be able to just play straight through it? Or do enemies scale and will take hours to bring down?

    Just a quick reply on your enlightening points:
    1) I will try playing without fingering the lock-on and see what happens. Sometimes I zone out and try to play it more like Bayonetta/DmC games and just melee and counter everything, and I realize I could be doing lots more damage with the pod and I get into the finger gymnastics again.

    2) Yeah, I figured the love affair {with 2B} was due to her design. And she is awesomely modelled/animated. But I just wonder if there's more to it rather than "androids shouldn't show emotion". I guess the 3rd playthrough will tell.

    3) Nothing to do about this {lack of tutorials} other than maybe research some youtube videos, although I don't like resorting to that on initial playthroughs.

    4) {tedious nav} I guess I do know where most things are by now, but the first time through boy was it a pain. Especially without the shortcuts opened up, and fast travel being activated.

    5) {gold enemies?} Yes I've heard 9S hacks the enemies. I don't mind that at all, I just wished they weren't plonked right in your path. The infinite respawn is really annoying too, they should denote that this is a farming area and not a clear out all enemies to reveal something area.

    6) {repetitive enemy design} The bosses are cool at least. But yeah, bashing around the same old robots gets boring quick. I'm at lvl 34, and hoping I didn't overgrind this. I guess it's more into the various weapons and attacks that keeps things somewhat interesting.

  • Selling Gambling to Children - Do we ACTUALLY care?


    I never understood why people pay casinos to take their money.

    I never got it either.

    People often say "I don't understand", but what they mean is "I don't like".

    Just be honest like.

    What I don't like is the winning aspect of gambling. I did nothing to earn it and its associated with a system that is designed to make you loose.

    But, at least for my friends who gamble, that's not the point of gambling. If you get worried about winning, you just lose more. Don't expect to keep any of the thousands of dollars you start with at the beginning of the night.

    It's about playing the games. Sounds to me like your just paying money to play blackjack. This is the part where I don't understand the logic.

    And this is only anecdotal, so take that with a grain of salt. Am I'm not prostlatising to get rid of it.

    As to loot boxes, I only care about them influence kids without their parents supervising them.

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