--- Log opened Wed Jan 05 00:00:38 2011 |
00:01 | | * ToxicFrog upreads |
00:01 | <@ToxicFrog> | Seconding the recommendation for Metroid ZM. It's my favorite 2d metroid, with Super coming in a close second. |
00:01 | <@ToxicFrog> | Also, Iji, fuck yes, play it |
00:02 | <@Vornicus> | Iji can kick your ass. Across a room. Literally. |
00:02 | <@Vornicus> | And then, she will walk up to a 10-ton deathbot, and kick it. |
00:02 | <@Vornicus> | And it will bleed. |
00:02 | <@ToxicFrog> | Kicking enemies through plate glass windows is the best part of that game, apart from all the other parts |
00:03 | <@McMartin> | Wrong |
00:04 | <@McMartin> | The best part is kicking robotic turrets through plate glass windows, smashing enemies to death and then having those enemies hurled by that debris through yet another plate glass window. |
00:05 | < gnolam> | Grargh |
00:05 | <@McMartin> | The "Deus Ex" part of this is that your violence or lack thereof is tracked and sparing or killing individual mooks in specific ways will modify the plot or unlock/lock parts of the map |
00:05 | | * gnolam just ragequit Machinarium for tonight. |
00:05 | <@ToxicFrog> | To a greater extent than in Deus Ex, even! |
00:06 | < celticminstrel> | WINE doesn't seem to want to launch WaDF... |
00:06 | <@McMartin> | WaDF uses the Clickteam engine, which WINE chokes on a bit. |
00:06 | <@McMartin> | GM8's engine is a bit better, but some Iji cutscenes still crash |
00:06 | < celticminstrel> | It worked when I was using Darwine. |
00:07 | <@McMartin> | Darwine, IIRC, has extensions to it |
00:07 | < celticminstrel> | You mean besides the emulator? |
00:08 | < celticminstrel> | Supposedly Darwine was merged into the main WINE. |
00:08 | < celticminstrel> | (Excluding the emulator, of course.) |
00:08 | <@McMartin> | Not sure, now that you mention it. |
00:10 | < celticminstrel> | The version I currently has doesn't give any feedback as to why something doesn't launch. At least, not in a place where I can be reasonably expected to see it. |
00:10 | < celticminstrel> | ^ have |
00:11 | < celticminstrel> | ...looks like the install is broken. |
00:11 | < celticminstrel> | At least, I don't see any other reason to have a "libwine not found" error. |
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00:21 | < celticminstrel> | I suspect the app's auto-update broke it, or something. |
00:23 | <@McMartin> | Hm, could be |
00:23 | < celticminstrel> | Redownloading fixed it, but WaDF still doesn't work (page fault). |
00:23 | < celticminstrel> | Oh well. |
00:24 | <@McMartin> | boo |
00:30 | < celticminstrel> | I wonder if any of these winetricks things would help... |
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01:10 | < gnolam> | Ok, finished it. |
01:10 | < gnolam> | And WTF. |
01:10 | < gnolam> | That was some of the worst play time extending I have ever seen. |
01:10 | <@McMartin> | Yup. |
01:11 | <@McMartin> | The mindhack sequence is the worst example of what it is that I have ever seen. Ever. |
01:11 | <@McMartin> | As in, random homework assignments on people's web pages are better |
01:11 | < gnolam> | No kidding. |
01:11 | < celticminstrel> | Machinarium? |
01:11 | <@McMartin> | Yes |
01:12 | <@McMartin> | My basic conclusion is that most people only played the demo and then said "this is awesome!" |
01:12 | <@McMartin> | And then never actually played the rest of it. |
01:12 | < celticminstrel> | The demo was definitely nice. |
01:12 | <@McMartin> | It has some Dire Warnings in it of things to come, though. |
01:13 | < gnolam> | Also: some of the puzzles make about as much sense as Gabriel Knight's infamous cat moustache. |
01:13 | <@McMartin> | Like references to invisible objects, and hotspots that not only don't appear if you aren't near them, but that don't appear even if you *are* near them if you aren't the right height. |
01:13 | < celticminstrel> | It was a little annoying though because of what you just mentioned. |
01:13 | < celticminstrel> | At least there are only three valid heights as far as I could tell. |
01:14 | <@McMartin> | Also that your goals are impenetrable and sometimes totally unclued unless you go to hints |
01:14 | < gnolam> | And the fact that throughout most of the game, I puzzled without knowing /why/ I puzzled. |
01:14 | <@McMartin> | This is only acceptable if you also have an awesome top hat. |
01:14 | < celticminstrel> | Huh? |
01:15 | <@McMartin> | The Professor Layton games are literally books of brainteasers in electronic form with utterly ridiculous plots laid upon them. |
01:15 | <@McMartin> | And they are in fact pretty awesome, so apparently top hats make everything better. |
01:15 | <@McMartin> | (Prof. Layton wears a top hat) |
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01:17 | <@Vornicus> | I get the impression Prof. Layton doesn't make you play hunt the hotspot. |
01:17 | <@McMartin> | Well. |
01:17 | <@McMartin> | It does |
01:18 | <@McMartin> | But there are two mitigators |
01:18 | <@McMartin> | (1) The only things you find that way are hint coins and secret puzzles |
01:18 | < gnolam> | I mean, I recognized the puzzles themselves ("ah, fetch quest", "got to fix all these guys' instruments", "have to solve this $@¤%# sliding block puzzle"), but I usually had no idea /why/ I should solve them. |
01:18 | <@McMartin> | (2) It's played on a DS, and doing a scan-of-suspicious-locations with a stylus is actually quite fast. |
01:18 | <@Vornicus> | "hint coins"? |
01:19 | <@McMartin> | Coins that you can spend to get hints on puzzles. |
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01:19 | <@Vornicus> | Ah |
01:19 | <@Vornicus> | ...guess I could have figured that out myself... |
01:19 | <@McMartin> | ((3) After a dozen or so screens you start twigging to Where The Game Likes To Hide Stuff and you no longer are hiding hotspots but instead doing the usual FPA Observe The Background thing.) |
01:20 | <@McMartin> | For (3) it's not uncommon by the third game for experienced players to enter a new screen for the first time and have their first three clicks be coin locations. |
01:21 | <@McMartin> | The Layton-Lite adventure by Telltale, starring Nelson Tethers: Puzzle Agent would react to a click on a non-hotspot by flashing all hotspots within 100 pixels or so of where you clicked. |
01:21 | <@McMartin> | Which is great if you don't like to search, but kinda lame otherwise~ |
01:23 | < gnolam> | I feel that all adventure games should have a Simon the Sorcerer II-esque hotspot highlighter. |
01:24 | <@McMartin> | If it's a 3PA, sure, though 'scrub for useful information' is an acceptable substitute as long as the background is done well. |
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01:24 | <@McMartin> | In Myst's descendants, hotspots aren't actually the important part - it's information gleaned from the noninteractive details that get you going. |
01:25 | < gnolam> | Oh well. At least Machinarium's art was gorgeous, and the soundtrack had a few gems as well. |
01:25 | <@McMartin> | Should have been a comic book, imo |
01:25 | | * McMartin doesn't remember much of the soundtrack |
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--- Log closed Wed Jan 05 06:16:54 2011 |
--- Log opened Wed Jan 05 06:17:07 2011 |
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07:17 | <@McMartin> | Hm |
07:17 | <@McMartin> | Implementing a publish/subscribe model in GM8 is a little messier than I'd hoped. |
07:20 | <@Vornicus> | That kind of surprises me. |
07:20 | <@Vornicus> | I thought it had the ability to throw around custom events? |
07:21 | <@McMartin> | Yeah, that's how I'm doing it. |
07:21 | <@McMartin> | That's still messier than I'd like, because what I'd really like is for scripts to be first-class objects, and eval() aside they really aren't. |
07:22 | <@McMartin> | The throwing around of custom events is, effectively, virtual method calls. |
07:22 | <@McMartin> | Which then marshall their data and pass it on to the script. Not ideal, but it should get the job done for the prototype. |
07:22 | | * McMartin is trying to make it so either player can be swapped out sensibly for an AI. |
07:23 | <@McMartin> | Maybe even several AIs. Then I can have difficulty levels. |
07:24 | <@McMartin> | Some of this may be my functional accent again. |
07:25 | <@Vornicus> | Creat AI objects? |
07:25 | <@Vornicus> | (also a montage) |
07:25 | <@Vornicus> | (also an alternate reality where you don't have to spell correctly, and your name is Watered Down) |
07:26 | <@McMartin> | Yes, I'm creating Player objects that will react to game state changes ("It is white's move - that is/isn't you - and you are/aren't stuck") by either engaging the UI for input from the player, or doing its AI thing. |
07:34 | <@McMartin> | Hmm. I think technically these are flyweights. |
07:37 | <@McMartin> | (Montage?) |
07:38 | <@Vornicus> | http://www.homestarrunner.com/sbemail117.html |
07:41 | <@McMartin> | Ah |
07:41 | <@McMartin> | Oho |
07:41 | <@McMartin> | I can has reflection |
07:41 | <@McMartin> | That will make some of this easier. |
07:58 | | * McMartin hand-wires his vtables. |
08:16 | <@McMartin> | Success! |
08:17 | <@Vornicus> | hard-wiring vtables. Madness and cake. |
08:21 | <@McMartin> | Basically, I have to do this because all the real work is in scripts |
08:22 | <@McMartin> | So I have to set up a bunch of event handlers that say "this event goes to this script" |
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08:35 | | * McMartin puts on Iji soundtrack as appropriate BGM for GM8 development. |
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08:55 | <@McMartin> | Whoops. |
08:55 | <@McMartin> | My AI tries to make illegal moves. |
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08:59 | <@Vornicus> | Whups. |
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09:10 | <@McMartin> | Ha ha, success! Mostly. |
09:10 | <@McMartin> | The AI will pass correctly but the UI isn't announcing that it did. |
09:11 | | * McMartin proceeds to murder it 60-10. |
09:11 | <@Vornicus> | So at one point I played a game where white always played its maximal move and black always played its minimal move. |
09:11 | <@Vornicus> | And black won. |
09:11 | <@McMartin> | Heh |
09:12 | <@McMartin> | Grabbyhands will kill you so hard in Othello. |
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09:14 | <@McMartin> | Ha ha, got that UI to announce right. |
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11:50 | < simon_> | Vornicus-Latens, what game was that? |
11:51 | < simon_> | oh, othello? |
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--- Log closed Thu Jan 06 00:00:39 2011 |