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Flegma
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My cynicism is getting excessive. I keep wondering if the PS1 Classic will have an analogue controller (purchased separately), just like Switch Pro controller had a proper D-pad.

 
 
 

Sampled: Raspberry-ammonium chloride soda. The all-important question: Why is this a thing? (I've had worse, though.)

 
 
 

Having blog ideas and no compulsion to write them is not a bad feeling.

 
 
 

Got Old School Musical on Switch. Got to the point of credits rolling. Almost, but not quite feeling it.


 
 
 

The reward for keeping my PC up running four optimization processes in parallel for days to optimize the AI in a retro racing game? Having to dumb down the AI next, hopefully again by automation.

 
 
 

1) I had never heard the phrase "kit and kaboodle" until I heard of Konami's Kitten Kaboodle (1988) last week. 2) Anthropomorphic bunny at 32:48 because it's Wednesday.



 
 
 

How big a deal is the time trial mode in racing games? I've never seen the point in it myself.

 
 
 

Slowly but surely, it's shaping up... (roughly six weeks into the development).


 
 
 

Sometimes, I wish I had played Singles: Flirt Up Your Life (2003) or Singles 2: Triple Trouble (2005), to see what an apparently failed Sims-influenced game was like.

 
 
 

Moment of triumph: seeing compressed data reused as random numbers to produce randomness to maps. Moment of failure: seeing too many adjacent tiles flipped by this procedure.

 
 
 

Ten percent of my code statements are effectively GOTO statements (JP or DJNZ). Thankfully, I consider happiness an undesirable state to be in.

 
 
 

There's a worse thing than a digital backlog of games: a physical backlog of board games piling up in the corner. Spent three hours yesterday trying to play a 2h game for the first time with two friends, got one third into it before calling it a night.

 
 
 

How many of you still remember what you did when the millennium changed? (Last hour of 1999 or 2000, whichever you want.) I sure don't.

 
 
 

At first, I didn't know what the Beatles had to do in a Japanese game about some US school. Then I remembered it was the Beatles. (Game: Mikie by Konami, longplay below is the C64 port of the arcade original.)



 
 
 

Knock knock. Who Goes There? I don't know, since I lack two key parts in getting a 3-6 player board game started. Or maybe three parts.



 
 
 

Replayed Gone Home, this time rummaging through items more carefully to get more out of the scenario. Still enjoyed it, still need to play it with the commentary on...

 
 
 

I thought I didn't have a game I annually replay. Except I do -- Dear Esther, which has never failed to make me feel better when I feel miserable.



 
 
 

The AI bug has been fixed, the AI trainer works... and the AI has become too good. Now I need to nerf it, ideally without just giving the player better gear.

 
 
 

Sometimes, it doesn't pay to fix the bugs in the AI. The previous smooth movement has now been replaced with shaking left and right. Unless there's a new bug my fix introduced. I need Skuld's mallet, presto.

 
 
 

I wish *I* could bless my two fondnesses, old games and procedural generation, together. However, I'm not yet on the level required for it... unlike some.



 
 
 

If I wrote a fledgling retrodev blog that possibly goes to fixed-point arithmetics and rudimentary physics modelling with equations etc., which week should I post it?

 
 
 

"If they jumped off the cliff, would you do the same?" I'm not proud of my answer.


 
 
 

I have already written most of the functionality of my retro game will have, and my biggest source of frustration so far is displaying the score board. Argh.

 
 
 

Ever spent a week doing something for a goal, only to realize that while the goal is perfectly reachable, you don't actually want to reach the goal? (I'm choosing not to participate in a retro game dev competition despite having my game coming up well.)

 
 
 

Is any plot better than no plot at all?

 
 


About Flegmaone of us since 11:34 PM on 01.17.2015

Very much unprofessional writer, don't take anything I write without a truckload of salt.

On a hopefully long-term break from saying anything.
 
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