Comic Press

By Shamus Posted Tuesday Sep 28, 2010

Filed under: Programming 48 comments

EDIT: Whoops. I’d intended to post this after today’s comic. The screenshots are spoiler-ish, so you might want to see today’s comic before reading further.

Some people expressed interest in what I was doing that led to yesterday’s post. I’m not one to miss an opportunity to talk about myself, so let’s do that.

Ever since DM of the Rings CXXXI I’ve used my own software for making comics. It’s 100% homebrew code. It looks thus:

comic_press1.jpg

Ok, I never have the window this small. I usually run it full-screen, so it looks like this:

Continue reading ⟩⟩ “Comic Press”

 


 

Object-Disoriented Programming

By Shamus Posted Monday Sep 27, 2010

Filed under: Programming 185 comments

I program in C++ for a living. I loved doing it in my late 20’s and early 30’s, but over the past few years I’ve gotten fed up with this language and its cryptic aggravating bullshit.

One of the strengths of the language is the way that you can use libraries written by someone else. The language is 31 years old at this point, and odds are good that if there’s something you need your program to do, someone else has already come across the problem, solved it, and put the thing out there for people to use. For example, if you need a really fast algorithm for sorting a big wad ‘o data, or generating high quality pseudo-random numbers, then you don’t need to knock yourself out. Just use what’s already been written. There’s no reason to do it yourself unless you see some flaw in the existing solution and you think you can do better.

Things get tricky when you have a solution that incorporates another solution which incorporates another, and so on. You go and grab a chunk of code for (say) calculating the shortest distance between any two wombats. You think you’re done, but when you try to use it you find out it depends on other files you don’t have. It turns out the shortest-distance stuff incorporated someone else’s code, which was a program designed to differentiate between wombats and hamsters, which in turn used some guy’s 1988 C code to rate things according to how furry they are. Suddenly you’re performing some sort of archaeological data mining, looking for fragments of code written by a teenage Bjarne Stroustrup in 1965 and trying to translate his comments from the original Danish.

Continue reading ⟩⟩ “Object-Disoriented Programming”

 


 

8BITS

By Shamus Posted Saturday Sep 25, 2010

Filed under: Movies 48 comments

So, the whole 2D vs. 3D gaming thing….


Link (YouTube)

Amazing. How does something like this even get made? An incredible amount of work went into this, from a lot of different people. It’s a blend of art from very different mediums. Everything from Pixar 3D to Nintendo 2D. With appropriate music. Voice actors. Sound effects. The YouTube pages says nothing about why this was made or who funded it.

But thanks, whoever you are. I love when the internet dispenses free stuff.

 


 

Experienced Points: Your Favorite Game Sucks

By Shamus Posted Friday Sep 24, 2010

Filed under: Column 80 comments

Looking back, I kind of wish I’d combined this week’s column with last week’s. It’s one of those situations where I had one-and-a-half points to make. A bit big for one column, but too small for two. Ah well.

I suppose I chafe more than most at fanboys because they really hate the work I do here. I prefer to write about stuff that’s broken in games and talk about how gameplay or story could have been done better, because those are interesting conversations. But fanboys simply can’t wrap their heads around this sort of conversational analysis and keep trying to see it as a thumbs up / thumbs down review. A common demand is “YOU NEED TO TALK ABOUT THE GOOD PARTS OF THE GAME.” Which isn’t really true. My goal is to talk about the stuff that interests me, not offer consumer advice. I see that most people leaving comments have already played a game or made their decision not to buy it. We’re just talking about stuff the way friends do.

Ann: Did you see that part of the movie where the hero jumped out of the helicopter and didn’t die because he landed on a bad guy? I thought that was lame.

Bob: Me too.

Carl: YOU NEED TO MENTION HOW AWESOME THE ACTING AND SPECIAL EFFECTS WERE.

 


 

Stolen Pixels #229: The Tearful Goodbye

By Shamus Posted Friday Sep 24, 2010

Filed under: Column 36 comments

And Good Old Games went out not with a bang, but a incoherent tirade.

 


 

Spoiler Warning 3×9: This Ends Prematu

By Shamus Posted Thursday Sep 23, 2010

Filed under: Spoiler Warning 81 comments

Hello, person from the future. This space used to have an embed from the video hosting site Viddler. The video is gone now. If you want to find out why and laugh at Viddler in the process, you can read the entire silly story for yourself.

At any rate, the video is gone. Sorry. On the upside, we're gradually re-posting these old videos to YouTube. Check the Spoiler Warning page to see the full index.

A lot of people have been asking us to move the show to Blip.tv. We gave it a try. It didn’t work out. Blip can handle HD video. It can handle half-hour shows. But it can’t handle a half hour HD show. There is an encode that happens on the server side, and it always fails out because it takes too long. So it looks like we’re stuck with Viddler for now.

Oh, and the episode ending the way it did? Totally not related to my comic earlier this week. Just an odd coincidence.

 


 

Stolen Pixels #228: All Points Bu

By Shamus Posted Wednesday Sep 22, 2010

Filed under: Column 94 comments

Yesterday’s comic was about All Points Bulletin.

In case you didn’t play it – which was the game’s biggest problem – you drove around a big sandbox city as either a criminal or an enforcer. You couldn’t normally attack members of the other faction unless you were given a job to do so. Jobs were phoned in from faction leaders. These jobs were things like, “Kill player X” or “Player X is coming to kill you, don’t let them.” No story. No sense of anything happening. Just an eternal firefight against specific foes with the quest givers acting as matchmakers.

The problems in the game were not mysterious. They should have been obvious to anyone who has been paying attention to the last couple of decades of multiplayer evolution.

  • It wasn’t just PvP-focused, it was pretty much PvP only. I think there are some really good historical examples of why this is a horrible idea. PvP is a spice, not a main course, and I don’t think there are enough people out there to support even a modest-sized PvP game, much less a big-budget monster like this one.
  • It’s really odd to be trying to fight another player on a battlefield where other groups of totally unrelated players are also fighting each other. Imagine trying to play Team Fortress 2, only you’re playing a game of payload and there is another pair of teams also trying to play capture the flag in the same space. And everyone can hear everyone else’s voice chat, even if they’re not playing with you and they’re from the opposite faction. It’s confusing and those other players don’t really add anything to your own experience except a bunch of confusion.
  • At low population levels the matchmaker would have to pit you against foes far above or below your own equipment and ability level. This was a wonderful way of making the game highly repellent to newbies, which only made matchmaking that much harder.
  • By default, microphones were set to always-on. Which means many people were broadcasting when they didn’t mean to. Some of them had no idea. In a public area I’d hear people breathing, coughing, cussing, talking to their wives/ girlfriends, mumbling to themselves, and watching TV. I never heard a single female player. No young people. No old people. The game world was filled with nothing but profane, heavy-breathing guys in their twenties. I found it to be dreary. At any rate, Xbox Live has demonstrated why open mics in public games is a horrible idea. The signal-to-noise ratio is abominable even before you introduce the idea of cross-team, cross-game, open chat.
  • It was possible to grief friendly players by ramming their vehicles and trapping them against a wall, blowing up their goals, or otherwise interfering with the game they’re trying to play. Developers figured out ages ago that some players will grief others if it’s possible and that doing so is bad for the community. Developers who ignore these long-established truths do so at their own peril.

Yes, APB had a lot of daring innovation and a lot of great ideas, but it also ignored long-standing conventional wisdom and paid the price charged to everyone who refuses to learn from history.