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Messages - Uroboros

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16
Everything Else / Re: Homestuck *sp0ilers*
« on: September 04, 2012, 12:30:23 pm »

17
Everything Else / Re: PAX Prime - 2012 [SOLD OUT]
« on: September 02, 2012, 02:00:52 pm »
Hang on to those goodies. If you don't use them yourself or donate them to random forum members, you could probably sell them for a tidy sum.
Looking at you, League of Legend skins.

18
PC Games / Re: The Humble Indie Bundle!
« on: August 31, 2012, 03:28:18 pm »
http://www.indieroyale.com/

The Getaway Bundle :
Shattered Horizon (dx11 required)
Analogue : A Hate Story
Da New Guys
Super Amazing Wagon Adventure
Wave
Miniflake

Shattered Horizon was a favourite of mine, but the servers quickly died out and it's pretty much dead, unless you can gather some friends up to host things yourself. Hopefully the bundle will breathe a little life back into it. Analogue seemed boring as hell from the demo, but I never got very far. Though visual-novel enthusiasts apparently say the story inside of it (albeit somewhat detached from your 'character') is pretty good. The rest I have no idea about. Meh.

19
Movies / Re: The Dark Knight Rises
« on: August 15, 2012, 08:22:25 pm »
Not bad, but way more generic high-budget than I expected. Disappointed it didn't live up to TDK's level of pacing and intensity.
This one kinda suffered the LOTR syndrome of "We must go! To a place! For a reason!" > "Now we are here, and we do a thing, but now we must go again, to another place!". For some reason, most of it felt like filler compared to the flow of TDK. I can't even remember Begins, so I can't make a comparison there.

20
PC Games / Re: "Tastes May Vary"
« on: August 10, 2012, 09:44:52 pm »
I have to second Minecraft, though.
Admittedly, I was really sucked into it at one point. At first, I only saw it when it was at a really rudimentary early infiniminer-type stage, then forgot about it. Fast forwarding a while, I hear that you can build forges and craft things, and get ore and need to make shelters. I play it on a free weekend they had, and get hooked. I buy it, I play the hell out of it for a little while on solo, and then completely lose interest.

The magic ingredient here, is creation. People just love making stuff with their own two hands, even if it is ugly as all hell. If it functions in some way, then the chances are people can find fun and pride in making and tweaking it. Couple that with the 'greed game' of hoarding ore and levelling up your equipment, and it has some amusement. But then you realise how lacking the exploration is, without any real attractions to find other than slightly-cooler-than-dirt natural land formations. Minecraft was less about adventure and more about screwing around without purpose. Once you burn out, it gets hard to like it again. Multiplayer only really succeeds a bit more, because your home isn't just a fun project, it's also a matter of pride. In a sense, a non-conflict competitive e-peen.

I guess this is why I liked Terraria far more. There was more actual game to that.
Though to be honest I could see why even Terraria wouldn't appeal to some.
*shrugs a bit*

21
PC Games / Re: Games You Make
« on: August 09, 2012, 12:07:08 am »
FRAPS is easy to use but it records raw files with huge filesizes. Try Bandicam instead. It seems to generate far less lag while also compressing the footage as it records. Never looked back after I tried it.

22
Everything Else / Re: Happy Birthday LadyM
« on: August 09, 2012, 12:04:12 am »
Happy Birthday, lady!
Just make sure you celebrate in full, once you're fully recovered and able to paint the town red, okay? :)

23
Everything Else / Re: How I spent my summer
« on: August 05, 2012, 10:27:30 am »
Wow, all that in 2 weeks? I can only imagine that's one hell of a rollercoaster, though the fact they caught it so early is great.
It's a shame that the entire process of healing nearly always involves "Oh god I didn't even know I HAD muscles there, let alone USED them so much!".

All there is left to do now, is suffer through the impossibly awkward aches, and then you'll be back on your feet again!
Just remember to take it easy, even when you have good days, never risk doing too much. It sounds harsh, but "Your health is more important than your pride" rings very true here.
Don't be afraid to rely on those around you. If you really want to pull your own weight, make up for it after you're 110% recovered!

24
PC Games / Re: Games You Make
« on: July 28, 2012, 08:54:07 am »
You're right, but the trouble with learning a new programming language is simply in remembering the structure, commands, and proper formatting. Unless you have an interest in the programming itself, many people find that the creative mind clashes with the academic mind. One just wants to hose ideas at the blank medium as they come, the other wants to carefully dissect and construct. It's a process where the learning comes first, but being I am one of many derps in the herd, I never find the time or mental energy to simply sit down and slowly learn a decent coding language, for those moments I get hit with an urge to create.
*le shrug*

That said, Inform does actually have a straight coding aspect to it. I remember looking at an example that created a 'transition' set-up, where if the player used a command to walk along a path, there was a brief delay while it described the short journey in steps, pulling from a pool of listed descriptors to point out random passers by. Trying to read the actual example code they used was hard, given I didn't educate myself on the base syntax before stumbling on that script. So yeah, actual script, not just fluff-script is there too. I'll agree it can be clunky though.

25
Everything Else / Re: Homestuck *sp0ilers*
« on: July 28, 2012, 08:47:01 am »
Well... I suppose that explains Lord English's power.
Prototype the red sun? Fun times.

26
PC Games / Re: Games You Make
« on: July 27, 2012, 07:12:23 pm »
I only just thought of adding Inform to the mix : http://inform7.com/

I'm useless at programming or even the psuedo-coding jazz even game maker applications use, so this wasn't quite my cup of tea. Remember those text adventures? You know, back when READING could be an ADVENTURE? This is an engine for text games, only it's a pretty flexible system, allowing even a derp like me to pull together an adventure fairly easy, and giving the more advanced thinkers coding room to use scripts for all kinds of stuff. It uses a context system to even 'program' it. Going from memory, with perhaps a syntax hiccup or two, you can literally type in the coding box :

the "Mens Room" is a room
the "Fart" is an item
the "Butt" is a container
the "Fart" is inside the "Butt"
the "Butt" is inside the "Mens Room"
the "Butt" can not be moved
the "Corridor" is a room
the "Ladies Room" is a room
the "Mens Room" is east of the "Corridor"
the "Womens Room" is west of the "Corridor"
the "Janitor" is a person
the "Mens Room" is described "Stalls. Stalls everywhere. It's pretty nasty in here, doesn't anybody ever clean this place?"

And then build up your entities, locations, behaviours, descriptions and reactions in a simple list format. Proper formatting for ease of reference is completely optional, haha. The part it gets tricky is when you want specific behaviour. For instance, I wanted an item to be invisible (non-listed in the room contents), but still allow the player to interact with it, using the room description as the hint to it's presence. That actually required a little scripting, because the default behaviour listed all items separately after the room description, along with the obvious exits. I never quite got to grips with that part, and in no manner I could easily toggle. I'm just impatient, is all.

Good luck to anybody planning to use it.
Did I mention it's free?
Yeah. It's free.

27
PC Games / Re: The Humble Indie Bundle!
« on: July 26, 2012, 01:45:57 pm »
Yet if you were looking at certain indie titles but wasn't so sure on the price, these are pretty good for it.
It's barely a comprehensive list, given the ones like IndieGala tend to feature bad indie titles, rather than lesser known ones.

If it's irking people I can stop updating it, but with GS being slower these days it really shouldn't be a problem.

28
PC Games / Re: The Humble Indie Bundle!
« on: July 26, 2012, 10:45:04 am »
IndieRoyale have another bundle up :

Puzzle Agent (1)
Geneforge Saga
Oniken
Mutant Storm Reloaded
Swift~stitch
UnEpic


Most of them are for Desura, but the pack is pretty cheap.
I bought it under the infernal temptation of Oniken~

29
PC Games / Re: Killing Floor
« on: July 20, 2012, 06:49:19 pm »
I dunno, a full team of berserkers with chainsaws on the boss always seems to work out for us, providing you can surround him to prevent his cloak-and-escape tactic

30
Movies / Re: Prometheus
« on: July 19, 2012, 03:02:46 pm »
Spoilers
That wasn't confirmed to be the case. There were corpses, but the cause of their deaths were not confirmed. Also consider the complete lack of bio-weapons or any alien corpses upon arrival. The only bio-weapon exposure was due to humans 'breaking the seal', though a vital element (the common annelids) were already in place, that seems just as much a security measure with a timer, as anything else. It helps if you don't view the engineers as a species with a singular unified goal, and also consider that we don't know what Bob Android said to the survivor. That individual may have been a religious zealot that viewed humanity as something that needed to be wiped out, and dissenters as deserving death. He may have just been a psychopath, with no species-specific target, just targetting whatever he felt like. The android may have effectively directed/sparked the killing, because while he was under employ of humans, he showed initiative in following his own whims. Humankind may have also just been a 'material' they intended to harvest like crops, as a vital element required to further the creation of the xenomorph, but without complete extinction in mind. If simply destroying us was the objective, why would the remaining crewman put himself into cryo when the ship was already capable of travel (and had our location stored)? Assuming there was an outbreak, and he used the cryo-pod as a method to sustain himself, presumably while the bio-weapons died of natural causes/age (assuming that wouldn't just let them further their lifecycle and grow more potent), why didn't he set a timer?

There are so many variables and loose ends, that we really cannot say much for certain. Well, other than the proto-alien designs were kind of crap. I mean, I get they needed distance from the famous full xenomorph design but... really? The bio-mechanical look, even in slight, was a key element. The meta-fluid infected annelid design worked well though, a bit simple but at least it didn't just look exactly like some common terrestrial creature.

I did enjoy the film, though. The first half was incredible. The tension. The set-up. It was great. Then it just kinda flopped into some kind of minor creature-feature with overly familiar designs. Wasted potential, I think. Especially the med-pod scene. Suddenly her heavily drugged haze vanished and it turned into gorn with loud screaming. It would have been far more effective if it was just severe discomfort made apparent despite her drugged state. That would have also made her wriggling exit more powerful, as all her muscles refuse to operate properly, being limp, emphasising the powerlessness while mere inches from the proto-hugger. Hell, if that interfered with the storyboard progression too much, the pod could have just administered a system-flushing purgative drug that caused the sedative effect to quickly diminish after she got out. I think that scene had some incredible set-up but was wasted on screamy-time gorn. Then again, I think they mishandled the body-horror too. The reliance on shoving things in peoples mouths cheapened it, as the quick and easy squick. The original facehuggers were so unnerving because they didn't show precisely what they were doing in graphic detail; all you knew was that they rendered the victim powerless, and that removal was impractical and incredibly dangerous to the host, and that alone was creepy enough. Obscurity when done right, is a poweful thing. If you needed the squick factor, a revelation of what it was really doing later on would have been better. The latest trend with them is to show the implantation proboscis in full at nearly all the times during an lunge/attack, and to couple a successful grab with overstated horrible wretching noises to substitute fine horror with basic squick. That's the equivalent of taking any horror movie and inserting an obligatory nightvision first-person vidcam scene, or a typical "nothing in the medicine cabinet mirror, until you close it", or littering the movie with screamer moments. It's not only facepalm inducing, but it also diminishes events that could be so much more effective. Yeah, I get that there has to be some continuity for even the vague cross-story deal, but despite them saying it isn't canon, it seems like it is trying to be a pretty close-cut alternate canon.

I liked the movie, don't get me wrong. Many things can be overlooked if the central threads keep a consistent good quality.
I just think they fumbled with a great set-up on some key aspects. Here's looking forward to a "Prometheus 2", and hopefully some actual closure or better hints. We realise that explaining everything can ruin the mystique, but consider the first Alien. That managed to vaguely explain the lifecycle without ever hand-holding us or throwing us curve-balls. Sure, that was just following a single entity rather than a whole complex bunch of things, but maybe that's where Prometheus failed the most. It tracked too many things at once, without resolving them, and it ultimately just blurred the timeline and event sequences to obscurity by having too many little mysteries running parallel? P2 may include the makers of the engineers. Brace for potential clusterduck, but hope for closure and redemption~

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