No Time To Play

Archive for September, 2017

Weekly Links #189

by on Sep.24, 2017, under News

Hello, everyone! This week more than half the links are about looking backwards. Via Vintage Is the New Old we learn of a history of Nintendo arcade games, showing a less known face of the company. Their earliest effort was especially interesting. In related news, there’s a new effort to preserve videogame history, focused on a less-known form of marketing from the 1980s. Then we have a (reprinted) postmortem of Civ 5, and a look at Van Buren, the canceled Fallout 3 prototype from before the franchise was revived. Turns out, Chris Avellone prototyped the story in the form of a tabletop RPG campaign, long before he had an engine. Which not only took care of the game design early, in a portable way, but consider this: had New Vegas never happened, he would still have had a product, albeit in a different medium.

Speaking of game design, we have someone exploring how much rules really matter in videogames and not only, then some thoughts on how to stop players from hoarding — a detailed, well-considered analysis. I applied technique #1 intuitively in Escape From Cnossus, and it works great, by the way.

For the more technical developers out there, I’ll end the week with the story of an OpenGL shader and the trouble it caused. Keep in mind that fluffy is a professional with years of experience coding advanced experimental computer graphics. You likely aren’t. Are you sure you want the headache?

Until next time, use the level of technology you can handle and get away with.

1 Comment :, , , , more...

Weekly Links #188

by on Sep.17, 2017, under News

My ZX Spectrum games on tape!

It’s here! It’s actually here! A cassette tape with my two ZX Spectrum roguelikes! Won’t be able to use it, of course, for lack of suitable hardware, but oh well.

In other news, we have a review of Grimoire that should be instructional of any game developer with grand ambitions, a story about Home of the Underdogs, the famed abandonware site, and another about the making of Carmen Sandiego (that only covers the very first game in the series).

Moving on, readers with an interest in game art might like this write-up on the geometry of light and shadow. Arguably less on-topic is that the FreeDOS project has released their 23rd anniversary e-book (more of a zine, really) under a generous free culture license — a reminder of simpler days and cartoon-like games with bright colors.

But this is all for the week, as my interests have shifted again from game development to web design. See you next time, hopefully with new plans.

Leave a Comment : more...

Making simple games in sdlBasic

by on Sep.14, 2017, under Gamedev

When I first seriously got into making games for the desktop (it wasn’t my first attempt), the biggest problem appeared to be finding a cross-platform development system that would be reasonably easy to use. No C/SDL for me, sorry. I want to make games, not fiddle with bits and worry about memory leaks.

Turns out, an even bigger problem is ease of distribution, because any framework or library for games seems to be composed of countless DLLs, that in turn depend on other DLLs, and putting them all together is like herding cats.

This quickly led me to check out the various Basic compilers out there, which normally practice static linking, and whose runtimes include support for graphics and input as a matter of fact. Most of them however are Windows-only, some quite expensive, or with an ugly API, or no built-in sound support…

After a failed experiment or two, the situation seemed desperate, when I happened upon something a bit different: sdlBasic, an interpreter (not compiler!) that packages a complete set of bindings to the eponymous library into a stand-alone executable you can just copy around without a worry. It’s even open source!

Don’t be put off by the age of official packages: newer, unofficial builds can be found on the forums. Which, by the way, I warmly recommend. The community is small, but very friendly and helpful, always up for discussing and improving a cool demo, or suggesting workarounds for any issues you might run into.

(continue reading…)

Leave a Comment :, more...

Weekly Links #187

by on Sep.10, 2017, under Case study, News

Hello, everyone. I didn’t have any room left in the last newsletter, but the new Escape From Cnossus has been released! It took a while, but better late than never. Even more awesome is that the original Spectrum game, along with its older brother Spectral Dungeons, can now be preordered on tape from Bumfun Gaming. The latter is only for hardcore retrogamers, of course; any profits will go to charities and/or tool developers in the scene.

In other news, Introcomp 2017 has ended, and in an unrelated but historic decision, video game writers can now be nominated for a Nebula. Last but not least, game developers might like this little case study in optimization from fluffy, my friend and frequent commenter.

And now, about the future of No Time To Play. Last week’s incident shook me. We’re still not out of the woods, though I’m staying on top of things for a change. But the magic has been broken. It’s painfully obvious how much this site has stagnated, even as the name has spread to other places. We have all this wealth of articles, news and links, all relying for presentation on a lumbering app that’s getting harder to customize as time goes by, and can’t really be trusted anymore.

We need a complete revamp… and I can’t see it. Not yet, anyway. But something has to give.

Thanks for staying with us through rocky times, past and coming.

Leave a Comment :, , , , more...

Security advisory

by on Sep.04, 2017, under Miscellaneous

Dear readers,

Recently our website was cracked, with the apparent purpose of turning the server into a zombie. I think all traces of the intrusion are now gone, and we should be more secure going forward (hardening efforts are still ongoing). But you know how it is. Should you notice any more suspicious activity, contact @felixplesoianu on Twitter or leave feedback on our Tumblr sideblog. (Anonymous submissions should be enabled.)

Thanks for staying with us.

Leave a Comment more...

Weekly Links #186

by on Sep.03, 2017, under News

Hello, everyone. I have so many links this time, commentary will have to be pared down. Clearly, September is here.

For starters, here’s a long-form article about designing videogame cities, a highly recommended read. My own process is a lot less formal, but much of the advice still applies. And while my own urban environments for games so far have been tiny (if made to suggest a much bigger world beyond), my fiction has been another story entirely.

In other game design news, we have some musings about story mode in games, and observations about the effects of limited parsers (on interactive fiction). More technical are two write-ups about level compression in NES games and porting a game to DOS, respectively.

Speaking of specific games, we have a retrospective of Populous, and the story of how fantasy gamebooks conquered Britain. Moving into actuality, here’s a Syrian refugee’s saga made into a game, and an interview with Kenney Vleugels about his efforts to support indie game developers with asset libraries. Having used one of his sound packs in Square Shooter, I appreciate.

To end with a rant, it seems VR has failed to catch on. Again. And aside from the requisite I TOLD YOU SO, look how people are blaming the technology for “not being there yet”. Notice what’s wrong with this picture? A year or two ago when the craze started, everyone insisted that “this time it absolutely has to catch on becase the technology is finally here“.

So which is it, boys? You can’t have it both ways. Either the tech is ready this time, or it’s not.

Better yet, you might want to admit that VR keeps failing because it’s still pointless. If people had found any use for it, they’d have pounced on the medium long ago. You know, the way they did with 8-bit home computers.

But as always, remembering history remains a problem for human beings. Cheers.

1 Comment :, , , more...

Posts by date

September 2017
M T W T F S S
« Aug    
 123
45678910
11121314151617
18192021222324
252627282930  

Posts by month