Spoiler Warning S4E9: Stairway to Heaven

By Mumbles Posted Friday Dec 10, 2010

Filed under: Spoiler Warning 235 comments

Good morning everyone, it’s Mumbles. Did you know that you can’t buy whiskey and eggnog before 6AM in California? So much for the Christmas spirit, law makers!


Link (YouTube)

So, the show is called Spoiler Warning and we typically try not to give anything away before it happens. But, do you have any idea how difficult that is? In the early Bioshock episodes, I was this close to just blabbing who Atlas was, even if it didn’t really mean anything to the viewer at the time. I was bursting with truth, good viewers, but I could not share.

With that said, there’s a big surprise in this episode. As you know, Rutskarn has not played the game and is experiencing it for the first time. It’s really too bad that before the recording, I accidentally told him Archangel’s identity and gave him ample time to work on some puns. Whoops. My bad.

 


 

Let’s Code Part 3

By Shamus Posted Thursday Dec 9, 2010

Filed under: Programming 42 comments

Part 3 is up. Check it out, then my comments below:

Ugh. The example Microsoft code Michael shows us for DirectWrite is abominable. That’s about what I remember for DirectX programming as well. HUGE variable types, all over the place, mixed case, and cumbersome syntax. The end result is that even simple lines of code end up being very long, which is bad for readability. This is probably the #1 reason I work in OpenGL. I evaluated both in the 90’s, and found OpenGL to be far, far nicer to work with. Since then OpenGL has (reportedly) struggled a bit to keep up with the cutting-edge stuff. I suppose this would be bad if I rode the cutting edge, but I’d rather have it be slightly more cumbersome to load a pixel shader in one part of my program than have the ENTIRE program look like a wall of incomprehensible gibberish.

It’s really interesting how much my recent work is matching up with what Michael is doing this week. I said last week that I wrote my own program to produce Drawn to Knowledge. If you remember, that was this video:


Link (YouTube)

My program isn’t nearly as clean or as polished as what Michael is doing. It took me over three days to create, and is still rough to the point of being unfit for public viewing. But I had to deal with both the file-format question and the font-drawing stuff.

For file writing, I took the easy and cheap way out. As Michael said, you have to remember to mark your files somehow so that they will be readable in the future. Like, if you are making a save game system for your game, and later in the project you decide to add a bit of data for keeping track of how long the player has played this particular character. If you don’t have a way of keeping track of versions, then the newer version of the game won’t be able to read old save game files. It will look for that “time played” stat, and (because it’s an old savegame) find some other bit of data in that spot. This will throw off reading of the file and generally lead to some sort of hilarious failure.

For my own saves, I need to save all of these little doodles. They’re actually pretty small. (The entire presentation you see above is just ~317k.) So I took the lazy way out and gave the file a needlessly huge header file. How that works is this: The project settings record stuff like what background I’m using and what line color I’m using. (The next video will show this off a bit more. It’s done in purple “crayon” on white paper.) That bit of information is actually just a few bytes. But when I save the file I write a great big 2k block of (mostly empty) data at the top of the file. If I add some feature in the future then I can just throw that data in that big empty space and not worry about the file size changing. It’s wasteful to do things this way. But hey: two thousand bytes. Screw it.

Here is a shot of the program used to produce the video:

chalkboard1.jpg

The font business was more annoying. I don’t actually need fonts for my program to do any drawing. That’s really my handwriting, although messier than my usual handwriting because I’m still getting used to the idea of a tablet. But for debugging I DO need to draw some stuff on screen. When something malfunctions, it’s helpful to have the program able to print text to the screen so it can tell me about what’s going on. Luckily, I didn’t need to worry about it looking pretty, since it’s just for my own use.

And because I know people will ask: The next Drawn To Knowledge will probably come out next week. I still thinking about when I should put it out, how often, what topics I should cover, how it should look, and how much time I’m willing o put into it.

 


 

Spoiler Warning S4E8: Mordin Solus, M.D.

By Shamus Posted Thursday Dec 9, 2010

Filed under: Spoiler Warning 133 comments

Mordin Solus. Salarian. Doctor. Brilliant. Even has amusing combat taunts. Best character in the game.


Link (YouTube)

 


 

Shamus Plays WoW #7:
The Cataclysm Begins!

By Shamus Posted Wednesday Dec 8, 2010

Filed under: Column 39 comments

Part seven is now up. Go make with the reading and such.

This series was a bit of a challenge. Like my other series, I had a kind of arc I wanted to cover with my main character. (Or characters, in this case.) But here I had this wildcard that I didn’t know when Cataclysm would go live. I had hoped that it would wait until after my protagonists had reached Westfall. I wanted the switch to Cataclysm to be a major turning point for both characters, and I wanted it to really show off the changes to the world. It didn’t work out that way. I had the idea of Norman getting rid of Gobstab and then calling him back, and I sort of held onto that so that it could be inserted whenever Blizzard decided to launch it. Sadly, my story was just getting started when it came time to make the switch. Even just one or two weeks would have been a lot nicer. Had to throw out quite a few jokes and ideas. Drat the luck.

So Cataclysm ended up not being a very big deal in my story. There aren’t any major areas of destruction where my characters are working, and so I don’t think it will come up again for a few weeks.

Ah well. It’s still fun to write.

 


 

Spoiler Warning S4E7: What Cover?

By Shamus Posted Wednesday Dec 8, 2010

Filed under: Spoiler Warning 122 comments

I don’t have time to watch the episode and do a proper post write up, but I’ve left you the template so you can fill it in yourself. Good luck!

[Short, playful intro that refers to the content of the episode. Then a setup for a lame joke.]


Link (YouTube)

[More in-depth commentary, clarifying things that were said in the episode. Then an attempt to counter-balance the episode. If it was too negative, then praise the game. If too much gushing, then kick the game a few times.]

[Some comments on how the series is going and what we plan to do.]

[A bit making fun of Josh’s playstyle.]

[A sign-off that cashes in on the lame joke setup at the start.]

 


 

Spoiler Warning S4E6: Troll Science

By Shamus Posted Tuesday Dec 7, 2010

Filed under: Spoiler Warning 93 comments

I’ll be honest, it’s been two weeks since we recorded this and I can’t even remember what it’s about. Jade Empire, was it?


Link (YouTube)

Okay, that wasn’t Jade Empire.

On the upside, we are getting to the good part of the game.

 


 

Postcards from %$&!@!

By Shamus Posted Monday Dec 6, 2010

Filed under: Pictures 223 comments

It’s late Saturday night. So late, in fact, that it’s actually early Sunday morning. I’m working on the software I wrote to make Drawn to Knowledge. Also surfing the web and listening to music, as you do. Suddenly I notice these stray red pixels on the screen. Hey! What are those? They’re not really single pixels but bocks of pixels, scattered in repeating patterns across the screen. Is my program malfunctioning or… No, that doesn’t make sense. I’d be seeing it in my program, not the entire display. Ah! More of them! The mouse isn’t moving right!

Crap, looks like reboot time. Ah. Never mind. The computer seems to have shut itself off. Damn it. What did I have open? Did I lose any work? Sighing, I power cycle the computer. The boot screen appears.

The dots are still there.

NOOOOOOOOoooo!

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