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101 posts
2.5d logo
2.5d views
2011-07-06 Ramus update
2011-09-05 Dungeon Romp update
2012-01-22 Minor Ramus update
2012-01-31 New Ramus website
2012-03-18 Ramus in the real world
2012-03-24 Original Ramus story and more
2012-09-11 Square Shooter under the microscope
2012-12-03 Random awesomeness
2013-04-24 New Ramus story out there
2013-04-25 Announcing Square Shooter Enhanced Edition
2015-08-11 No Time To Play is five
8-bit dungeon crawling
ASCII Mapper
ASCII Mapper on the desktop
A database-driven engine for strategy games
A different kind of optimization
A glance at the Nim programming language
A look at card games
A tale of two MMORPGs
About Rift, WoW and the numbers...
About Us
Adventure Creation Kit
Adventure Prompt
Adventures in Interactive Fiction
Alan 3
Alternate uses for gamedev tools
An original history of first person shooters
Annotated RPG Links
Announcing Adventure Prompt
Announcing Escape From Cnossus
Announcing Spectral Dungeons
Articles
Attack Vector
Basilisk logo
Bastion screen 1
Bastion screen 2
Birth of a shoot’em up
Bitsy
Blowing Stuff Up in GW2
Book One
Building A Game Application Server part 1
Building A Game Application Server part 2
Building A Game Application Server part 3
Building A Game Application Server part 4
Buzz Grid
Buzz Grid on the desktop
Buzz Grid postmortem
Can a Game Exist as an Expression of Art
Canabalt
Cheetah
Code versus data
CoffeeScript as a domain-specific language for interactive fiction
Color Palettes
Coming soon, Laser Sky
8 Comments on 2011-07-06 Ramus update
2 Comments on 2012-09-11 Square Shooter under the microscope
2 Comments on 2013-04-25 Announcing Square Shooter Enhanced Edition
2 Comments on 2015-08-11 No Time To Play is five
5 Comments on A different kind of optimization
3 Comments on About Rift, WoW and the numbers...
1 Comment on Adventure Creation Kit
2 Comments on Announcing Adventure Prompt
1 Comment on Building A Game Application Server part 1
1 Comment on Building A Game Application Server part 2
5 Comments on CoffeeScript as a domain-specific language for interactive fiction
2 Comments on Computers, games, browsers and performance
2 Comments on Configurable Games, Anyone
4 Comments on DOM event portability revisited
2 Comments on DOM events portability
2 Comments on DRM saves the day...
2 Comments on Desktop versus browser, gaming edition
4 Comments on From paper to computer art and back
2 Comments on GUI toolkits and videogames
4 Comments on Game-making tools part one
2 Comments on Game stories, the final frontier
5 Comments on Gamebooks, interactive fiction and hypertext
2 Comments on Go programming language
2 Comments on Going mobile with Buzz Grid
2 Comments on Going retro with sprite-based first person
4 Comments on How many pixels do you need
0 Comments on Hypertext doesn’t get much easier
1 Comment on I can has sound effects
2 Comments on In Two Point Five Dimensions
8 Comments on Java for games, pros and cons
2 Comments on Measuring hardware performance
4 Comments on More about diversity and representation
1 Comment on More about resource usage
4 Comments on More arguments against realistic graphics
2 Comments on Never mind game design, what about user interfaces
2 Comments on On the physics of flying snowballs
2 Comments on Pygame
3 Comments on Real success is long-term
2 Comments on Refactoring, optimization and personal coding style
1 Comment on Secrets of a successful programmer
2 Comments on Seltani
3 Comments on Square Shooter on the desktop
6 Comments on The Art of ASCII
2 Comments on The Bad and Good of Python
9 Comments on The future of browser game graphics
1 Comment on The outline of a game
6 Comments on The problem with modern sequels
2 Comments on The real cost of polygons
2 Comments on The work-to-fun ratio
1 Comment on Thoughts on portability
0 Comments on Three Linux shoot’em ups
2 Comments on Three unusual roguelikes
3 Comments on Three years of No Time To Play
2 Comments on To game or not to game
3 Comments on Top five myths about C Plus Plus
2 Comments on Top three myths about game design
2 Comments on Walk before you run
Computers, games, browsers and performance
Configurable Games, Anyone
Console woes
Cross-pollination in text-based games
DOM event portability revisited
DOM events portability
DRM saves the day...
Dark Unknown Screenshot
Delays and complications
Desktop versus browser, gaming edition
Doing Quests in GW2
Dungeon Romp
Dungeon crawls and simple pleasures
Eamon
Easy as blogging
Eating an elephant in record time
Echo Bazaar
Electric Rogue
Encounter-based game design
Escape From Cnossus
Eschalon screenshot
Evennia, a MUD Building Toolkit
Felix
Final Fantasy XIV... so close and yet so far
First impressions of programming in D
Five things to consider when assembling a team
Frequently Asked Questions
From paper to computer art and back
Fun with voxels
GUI toolkits and videogames
GW2 logo
Game-making tools part one
Game-making tools part two
Game Programming Interfaces
Game development and personal life
Game stories, the final frontier
Gamebooks, interactive fiction and hypertext
Gamebooks and grammars
Gameplay of Electric Rogue
Games
Games and me
Games anyone can make
Games as Application Servers
Getting noticed, the perpetual problem
Go programming language
Going mobile with Buzz Grid
Going retro with sprite-based first person
Good randomness, bad randomness
Guild Wars 2 Races
HTML5
HTML5 canvas
HTML5 programming interfaces
How many pixels do you need
How to program your gamepad
Hypertext doesn’t get much easier
I can has sound effects
Image preloader in HTML5
In Two Point Five Dimensions
Inform 7
InterMap
Interactive Fiction Link Directory
Java for games, pros and cons
Kelketek
Knowledge Bases
Laser Sky
Laser Sky progress report
Links
Looking like a game already
Major decisions time
Making Games Quickly
Making an RPG, not easy
Making game maps with plain old text
Making games, making money
Making simple games in sdlBasic
Markers and highlighters
Measuring hardware performance
Memory Lane
Memory management and game performance
Meta
Misunderstanding interactivity
More about Javascript roguelikes
More about diversity and representation
More about resource usage
More about stories in games
More arguments against realistic graphics
More thoughts on portability
More useful tricks for sdlBasic games
Motivation
Musings on browser-based MMO games
Musings on combat in videogames
Musings on pixel art in 2016
My love-hate relationship with roguelikes
Never mind game design, what about user interfaces
Nightmod
Nightwrath
Nothing wrong with programmer art
Of games and stories
On games as pulp fiction
On the physics of flying snowballs
Optimizing HTML5 games
Papercraft and games
Pen, paper and many-sided dice
Privacy Policy
Pygame
Python
Python and curses
Ramus
Real success is long-term
Recent Changes
Refactoring, optimization and personal coding style
Rescuing the interactive fiction parser from oblivion
Retro RPGs in HTML5
Retro diversions
Retrocomputing Resources
Reviews
Reviving Electric Rogue
Roguelike design notes
Seconded, Make Pong
Secrets of a successful programmer
Seltani
Space Trader
Spectral Dungeons
Square Shooter
Square Shooter on the desktop
Stories and their media
Storytelling in games
StyleSheet
TADS 3
Terms of Service
Text, text everywhere
Text-based virtual worlds
Texture
The Art of ASCII
The Bad and Good of Python
The Future of MMOs... and RPGs too
The Team
The future of browser game graphics
The game that had no genre
The game that plays itself
The makings of an RPG rule system
The miraculous rebirth of Final Fantasy XIV
The outline of a game
The problem with modern sequels
The real cost of polygons
The work-to-fun ratio
Thoughts on portability
Three Linux shoot’em ups
Three faces of Twine
Three unusual roguelikes
Three years of No Time To Play
TileWorlds Screenshot
Tiny scripting engines for everyone
Tkinter
To game or not to game
Tool Reviews and Overviews
Top five myths about C Plus Plus
Top three myths about game design
Twine
Two HTML5 tower defense games
Two Javascript roguelikes
Two important postmortems
Two story games where you are the detective
Ultima 1 dungeon
Ultima 1 screen
Ultima 1 space
Ultima 1 vs Angband
Ultima 2 dungeon
Ultima 2 ega
Ultima 2 screen
Ultima 4 NES
Ultima 4 patched
Ultima 4 screen
Ultima logo
User interfaces in text-based games
Verb-oriented game design
VoxelDesc
Voxels, revisited
WOW 2.0
Walk before you run
What porting can teach you
When 3D games took a wrong turn
When MMOs fall flat
When sprite scaling meets free roaming
When “urgent” isn’t
You aren't going to need it
ack
advprompt cloak
advprompt screen
alexboly
anti-menu
api guide cover
app server layout
attack vector missiles
ballistic snowballz 2
ballistic snowballz screen
book one cover
browserquest 1
browserquest 3
buzz grid 3D
buzz grid desktop
canabalt screenshot
catch that cat tads
coffeescript logo
corridor
cq screenshot
danlaser
data queue
dice bell curves
dice bell curves2
dungeon romp 1
dungeon romp 2
dungeon romp 3
dungeon romp 4
dungeon romp screen
emulators everywhere
ffxiv catgirl
ffxiv flame
ffxiv windmill
flat cake
game design
heroine dusk 1
heroine dusk 2
how to make games
htmg cover
js-like screenshot
laser sky art
laser sky cover
laser sky screen 1
laser sky screen 2
laser sky title
logo
mad wizard cover
microemu buzz grid
midnight meadow title
missing tools
netpack screenshot
octagon screen
ossuary screenshot
parser-less text adventures
philosophy
pine tree
pixels versus voxels
powder screenshot
powermanga screenshot
red rogue screenshot
sdlBasic
serpenti
sfxr screen
small screens
snowman
spectrum rl
square shooter desktop
technology
unwanted hero
vector graphics
vor screenshot
voxel bas-relief
voxel heightmap
voxel pyramids
voxel tux
voxeldesc screen 1
voxeldesc screen 2
xsc screenshot

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