jueves, 5 de marzo de 2020
Episode 18: Threes Company Is Live!
https://soundcloud.com/user-989538417/episode-18-threes-company
We talk with John Siewenie of Picoarmor about small scale gaming.
The Veteran Wargamer is brought to you by King's Hobbies and Games.
https://www.kingshobbiesandgames.com/
Special Artizan Service Miniatures
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/
Picoarmor links:
http://Picoarmor.com
Twitter @socialpicoarmor
https://www.facebook.com/picoarmor/
Other companies we mentioned:
Oddzial Osmy
https://www.facebook.com/oddzial.osmy/
Blitzkrieg Commander
Cold War Commander
Future War Commander
http://www.blitzkrieg-commander.com/
GHQ
http://www.ghqmodels.com/
Soviet Army FMs
https://fas.org/irp/doddir/army/fm100-2-1.pdf
https://fas.org/irp/doddir/army/fm100-2-2.pdf
https://fas.org/irp/doddir/army/fm100-2-3.pdf
Central Front
https://boardgamegeek.com/boardgamefamily/4255/central-front-series
Panzer Korps
https://boardgamegeek.com/boardgame/16323/panzer-korps
Advanced Squad Leader
http://www.multimanpublishing.com/Products/tabid/58/CategoryID/4/Default.aspx
Panzer Blitz
https://boardgamegeek.com/boardgame/2238/panzerblitz
Rock-Con
https://www.facebook.com/groups/93980714283/
Kingmaker
https://boardgamegeek.com/boardgame/987/kingmaker
Winter War
http://www.winterwar.org/
Diplomacy
https://boardgamegeek.com/boardgame/483/diplomacy
I Ain't Been Shot, Mum
http://toofatlardies.co.uk/product-category/i-ain%C2%92t-been-shot-mum/
Team Yankee (Battlefront)
http://www.team-yankee.com/
Baccus 6mm
https://www.baccus6mm.com/
Games Plus
http://www.games-plus.com/
Historicon
http://hmgs.site-ym.com/?page=HconHome
Aepticon
http://www.adepticon.org/
Team Yankee (Audible)
https://www.audible.com/pd/Fiction/Team-Yankee-Audiobook/B01LXT7NLS
Red Storm Rising (Audible)
https://www.audible.com/pd/Mysteries-Thrillers/Red-Storm-Rising-Audiobook/B004D5K3LE?qid=1496350535&sr=1-1
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
Frictional Fan Jam: Winter Modding Event
miércoles, 4 de marzo de 2020
Blue Dwarf Group
Types Of Projects
When I started writing articles on my site, sometimes I had great results, like writing the hexagonal grid guide in 6 weeks, and sometimes I had terrible results, like writing article about curved roads in 5 months. I eventually realized that the difference was that with hexagons, I understood the topic well, but with curved paths, I spent most of the time trying to understand the topic. To make matters worse, because I had a high standard for my articles, I spent too much time trying to polish the article about curved paths, even before I understood it well.
Back in 2013 I decided to create a separate directory /x/YYWW-name/ where I'd put the lower effort and experimental pages, numbered by year and week. For example, 1942-isometric means year 2019, week 42. Over the last few years I've realized I do two different types of projects:
- fixed scope, variable time, usually focused on explaining something
- variable scope, fixed time, usually focused on learning or understanding something
The fixed time articles typically go into /x/. An unexpected benefit of these short unpolished experiments is that sometimes it lets me explore a set of topics that comes together into a larger polished project. The best example of this is my map generation work in 2017–2018. Back in 2017 I had started experimenting with map generation topics:
- 1721-read-painted-map - I played around with the idea of reading a jpg file with a map, and turning it into a game map. This was an "experimentation" project.
- 1721-voronoi-alternative - I took a look at the modified voronoi structure I used in my "polygon map generation" project. That project was an "explanation" project, and this was an "understanding" project.
- 1722-b-rep-triangle-meshes - I had gone to a GDC talk about 3d triangle meshes, and thought this might help me with the 2d map generation projects I wanted to try. This was a "learning" project.
- 1722-delaunay-map-import - I combined the previous projects into something that read in a file and overlaid it on a triangle mesh.
- 1723-procedural-river-growing - I learned how to represent rivers in the mesh data structure.
- 1724-elevation-from-rivers and 1725-procedural-elevation - I had read a paper about generating rivers before mountains, and wanted to try implementing something inspired by it.
- 1728-elevation-control and 1729-generate-details - Instead of reading a jpg file with a map, I wanted to implement some ideas for directly painting a map.
- 1730-terrain-shader-experiments and 1730-terrain-shader-experiments/noisy-hex-rendering.html - I learned a bit about shaders and how I might be able to use them for map rendering.
- 1730-webgl-particles and 1731-wind-patterns - I wanted to experiment with wind simulation, but didn't get very far, and instead just made something that looked neat.
- 1733-sine-wave-terrain - I experimented with sine waves for terrain generation; it didn't work so well.
- 1733-territory-assignment and 1744-territory-outline - I wanted to mark regions of a map.
- 1736-resource-placement - I wanted to place natural resources like iron and gold.
- 1740-map-painter - I wanted to improve my painting code to work directly on the mesh data structure instead of on a pixel grid.
- 1742-webgl-mapgen2 and 1745-rotmg-maps-webgl and 1746-headless-gl - I brought things together and experimented with map rendering.
This structure let me try things quickly, and also abandon things quickly. Those of you who know garbage collection algorithms know that there are two general strategies: throw away the garbage, or keep the non-garbage. In my regular projects I follow the "throw away garbage" strategy, but in this experimental folder I follow the "keep non-garbage" strategy. Things that work I can copy into a new project. Things that fail I leave alone. When I wanted to produce mapgen4 in 2018, I went back through these small projects and picked the parts I could use, and turned that into a new big project.
People ask me if I share links to all the /x/ pages. I don't do this because I found that by not sharing at first, it increases how much I write. I don't start every page worrying about how to explain something, or cross-browser compatibility, or making things work on any machine other than my own. If something works out, I can then fix it up and share it. Many things don't work out, and then I can abandon them quickly. This strategy has been extraordinarily successful at getting me to write more. I started these in 2013, with 7 pages, and then 11 in 2014, 20 in 2015, 24 in 2016, 33 in 2017, 36 in 2018, and 27 in 2019 so far. The downside is that it's so much easier to write the /x/ pages that I am not making many of the regular pages. I'm annoyed with myself for that but I'm just going to have to accept it for now.
lunes, 24 de febrero de 2020
Watch Out! Hedgewars Releases Long-Awaited V1.0.0
Have you heard of Hedgewars? What began as a simple attempt to clone Team 17's Worms Armageddon has evolved into one of the most polished and community driven libre game projects on the scene. After more than ten years of continuous development the project is finally celebrating the release of version 1.0.0.
Boasting full campaign support, several online multiplayer modes, full customization, and mod support, Hedgewars is without a doubt an impressive endeavor that rivals its source of inspiration in many levels. So whether you are a Worms Armageddon fan or if you are just looking for some online turn-based fun, we definitely recommend a download.
Code license: GPLv2
Art license: GFDLv1.2 and GPLv2
Comments about this article? Post them here.
This post was retrieved from freegamer.blogspot.com.
domingo, 23 de febrero de 2020
Life Is Strange 2 | Episode One "Roads" Review |
After a late spring of prodding, Dontnod's continuation of its award-winning episodic adventure arrangement Life is Strange is here, and it has a loud and clear message to convey to every one of us.
Quick Facts :
- Initial release date: 27 September 2018
- Developer: Dontnod Entertainment
- Genre: Adventure game
- Platforms: PlayStation 4, Xbox One, Microsoft Windows
'Roads' What Is It About :
Life is Strange 2 includes none of the characters or settings of its forerunner. Its new saint, a 16-year-old hero Mexican-American kid named Sean Diaz, does not have a choice turning around time-travel capacity like Max Caulfield. Be that as it may, the minute an acoustic guitar starts carefully strumming over the sun-kissed title screen, it is obvious what you are playing. This might be a new story among new faces and obscure districts, however from every other angle this is Life is Strange.
Life is Strange 2 is inside and out a more intricate issue: its activity sprawls out from Seattle to the forested areas of Oregon and still more distant abroad, giving it the vibe of a street motion picture in amusement frame.
The carefree dynamic of the Diaz family is quickly fathomed as you examine Sean's home, gathering supplies for a late-night party. The course of action has had a honest to goodness graphical refresh as a result of Unreal Engine 4, which infers swathes of superbly completed the process of describing objects, ordered journal doodles, and fluid, human activitys that pass on another level of nuance to the record.
Life is Strange 2, most importantly, is an account of fellowship and society, and even in its beginning times Sean and Daniel's relationship is tremendously contacting. Out and about, Sean is urged to not just pay special mind to or secure Daniel, but rather help raise him. That duty shows in manners both self-evident – don't spook the child with phantom stories previously you stay outdoors amidst the forested areas around evening time — and more hazy. You're bankrupt and eager and urgent. Is it worth a critical dollar to offer him a hint of something to look forward to as a chocolate bar or a toy?
An untidy whiteboard demonstrates a disorderly errand plan… Invoices and apparatuses uncover that Esteban is a compulsive worker. Sean chimes in contemplatively to The Streets in his room, and Daniel opens his entryway somewhat subsequent to pummeling it close to ensure his sibling won't see his Halloween ensemble. It's a living domain, more so than any found in the principal diversion.
The devil genuinely in the subtle elements, and this is extended to the discourse. Sean would now be able to respond to surrounding discussions amid ongoing interaction, or, in other words, much like the framework found in Night School's Oxenfree. This implies the game doesn't simply bolt you out when you associate with something, and there's very little dead air when you're investigating, which I for one believe is a colossal move up to life is strange part 1.
Discussions proceed all through physical activities, which helps me to remember discussion among Sam and Nathan in uncharted 4, makes the experience undeniably streaming and artistic. This is helped by an influx of new camera strategies, from taking off feathered creatures eye-see shots of the siblings to astute close-ups and wide edges that give space to the player to think about and consider what unfurls before them.
A progression of grievous occasions happens not long after the introduction which results in the incidental demise of their racially provocative neighbor, which subsequently prompts their dad turning into a casualty of police severity, shot dead without hesitating.
The menu and stock framework have been fleshed out definitively, and your knapsack is loaded up with nostalgic things from your home and will keep on clamoring with articles as you advance through the story. You can likewise hang trinkets and connect fixes to it, these going about as the discretionary collectables you can discover amid the occasions of the diversion.
In particular, the things in your rucksack really mean something, As it holds everything that the siblings have left from their previous life. Sean's journal is another key bit of gear. Amid calm minutes Sean can utilize his craft aptitudes to sit and draw the earth around him, a fun little amusement that effectively makes a memory,(This too helps me to remember Uncharted 4 where Nathan draws his own guide in somewhat entertaining path as he continues investigating ) demonstrating DONTNOD's proclivity to attach play to the story.
While investigating you will locate an additional blue feature on specific things in the condition that takes into account a dialog between the siblings, rather than perceptions neighborhood to the hero. You can train Daniel about trail blast blemishes on trees and push him to continue attempting when he has a craving for abandoning skipping stones.
Its influenced fascinating in light of the fact that you to understand that Sean is similarly as green to the world as his sibling, however is presently his sole gatekeeper. You're compelled to consider how you utilize that duty. Daniel is starving and you don't have any cash for nourishment, yet by taking you affect him by obscuring the lines among good and bad, which have outcomes even inside this one episode.
Obviously, there are additionally interchange, more twofold flashpoints that don't have simple answers, however I found that creation intense choices and lamenting my activities attempted to make a feeling of perpetual quality and promise to my own story that had me considerably more drew in with this account than I at any point was in past titles in the arrangement.
At last, this outcomes in a wonderfully paced prologue to a fresh out of the plastic new world, one that I never needed to take off. Cunning composition and important moves up to the moment to minute ongoing interaction guarantee that Life is Strange 2 is an equation breaking development for the experience diversion kind.
The Verdict :
The first episode of Dontnod's Life is Strange 2 guarantees a greater, more intricate story than told by the predecessor, Though its social reactions feel expansive and rather awkward up until now, its center story of fellowship and clique between two conceivable characters is as of now gigantically contacting. With Life is Strange 2, DONTNOD has overhauled and refined each component that made its ancestor fruitful, while sprinkling some supernatural new increases in with the general mish-mash to make a basic kind pushing background that isn't only for fans.
jueves, 20 de febrero de 2020
Super Mario 64 (N64)



It only ruined little bits of them, only a few of the colours, but ideally you want your screenshots to be 0% ruined.
So I've got GOOD NEWS for you: mecha-neko wrote a thing and I did a thing and over Christmas we replaced something like 14,000 images over 1000 posts. So now the site is entirely fixed... or mostly broken, or somewhere in between. Why not click a few old posts and find out! I mean after reading this one.
| Developer: | Nintendo | | | Release Date: | 1997 (1996 in Japan + US) | | | Systems: | N64, DS, iQue Player |
This week on Super Adventures, it's Super Mario 64!
It's a game that needs no introduction, so instead I'll start off by talking about how much I hate 3D platformers. Actually I don't hate them, as long as they keep their distance and don't bother me, but they've never been my genre. I like 2D platformers, I like games where you wander around in 3D, but somehow when you combine the two I lose interest. Maybe it's because I don't like slipping off narrow platforms and misjudging depth.
Actually I will give the game a bit of an introduction, because I like trivia. Super Mario 64 was designed by pioneering Nintendo game genius Shigeru Miyamoto, who's been making Marios since the first Donkey Kong arcade cabinet. He'd already set the template for the 2D platformer genre with Super Mario Bros. so they were hoping he could pull off the same trick in 3D. And he did... though he took a few months longer than planned. Unfortunately Mario 64 was meant to be the big launch title that got people buying the Nintendo 64, so they had to delay the console for months as well. They probably made the right choice though, as the PlayStation and Saturn were well established even before the delay and the N64 needed to show off some actual magic to lure people over to a cartridge-based machine without videos, voices or CD music.
Personally I love the N64 and I've got a lot of nostalgia for it, but Mario 64 not so much. I've maybe played the game twice and the furthest I've gotten is the stone slab boss that falls on you. But some people seem to like it, and it's "acclaimed as one of the greatest video games of all time", so I'm going to give it another few hours to win me over.
Read on »
The Journeyman Project - Last Impression
Agent 5 Journal #4: "I'm almost done. All three robots are destroyed, and now the last thing to do is to catch up with Elliot Sinclair. My impression of him is that he's unstable and very dangerous. I was almost flattened by his robot, after all. He may be a genius, but his intelligence does us no good if he's going to interfere with the history that he helped make accessible."
Only one mission left to complete, and we come full circle back to where we started. For the second time, I jump to the NORAD base in 2112. This time, after the robot taunts me, I immediately put on my oxygen mask, and I'm no longer gasping or in any danger from the sleeping gas. I look around again, but this time I'm more careful about what I touch.
![]() |
| Those people didn't have oxygen masks handy... |
![]() |
| This plasma isn't hot enough to kill...? |
Later, when I replay, I make sure the Shield BioChip is active before I step out of the room, and that seems to help somewhat. I think I only lose about 10-12% of my energy instead. So maybe the shield absorbed half of the damage.
I figure out that I've arrived in Beta sector, and I can move around in the corridors between a few of the sectors. But many doors refuse to open due to a security alert, including the door that closed behind me, so I can't get back into the first room to look at the screens again. I was going to see if I could determine where the robot went.
![]() |
| I can see the robot, but I can't get to it. |
![]() |
| Maximum pressure does nothing right now. |
The submarine dock holds a small pool and what looks like a large grabber arm. I think it's the same mechanical arm I noticed in the surveillance feed. I can't find anything I can interact with in this room. The side wall appears to have individual lockers with names on them, but none of them open. So I proceed into the next room.
![]() |
| Loading arm control screens. |
There's another exit from the command post, which leads to another short corridor bounded by doors, which then leads to another T corridor with exits to various sectors. The loading arm seems to be Delta sector. The cross-corridor again leads right to Epsilon sector and left to Alpha sector. Unfortunately, all the rest of these doors are locked due to the security alert.
![]() |
| How to fail the NORAD mission. |
At this point, I got stuck. I didn't have any way through the door with the retinal scanner, and I hadn't found anything else to do in the NORAD area. Fortunately, Ilmari came to my rescue and confirmed that I had ended up in a walking dead scenario. I had missed something in a mission I did earlier. I am not pleased at the game design that allowed this to happen, but I'll save my detailed comments on that for the final rating. For now, Ilmari's hint pointed to the existence of another BioChip that I had failed to get from the robot at the Science Center, the first mission I completed. That meant some significant backtracking in order to fix my mistake. The rest of this post was written a few days after my initial exploration of the NORAD level above.
![]() |
| Retinal BioChip item |
I reload the appropriate save in order to go back to the science center after making the antidote. I quickly move to the electrical access room and electrocute the robot as I did before. This time, I carefully pull out all the BioChips that are available. The chip I was missing is, appropriately enough, the Retinal BioChip. (I have to wonder, though, how it manages to be effective. How can it know what an "acceptable vein structure" would be for any given retinal scanner lock? And why did the robot need it in the first place?) After returning to the Pegasus with six chips total, my score is at 50607.
![]() |
| How many BioChips can I grab in 3 seconds? |
After getting the chip I missed, then I have to play through the entire Mars sequence again. I know what needs to happen, so it only takes about 25 minutes to do the whole level, although for some reason I have a little more trouble with the Mastermind mini-game this time around. Eventually I get through it, grab the bomb, work my way through the maze, carefully use the ore crusher, blast off in the shuttle, and capture the robot. I make sure to get all the chips from this one too, of course, although this one has a duplicate chip (the Mapping chip) for some reason. That's especially pointless given that it'd be more difficult to get through the ore tunnel maze without already having the Mapping chip.
After two missions cleared and seven BioChips, now I have a score of 76915. This is significantly higher than the score I reported at the end of the previous post (60560). This is probably a combination of the 5000 point increase for the extra chip as well as more points for being faster at completing the missions. I've done the first two enough times now that I know what's necessary and what isn't.
![]() |
| The retinal chip at work projecting a simulated retina for the scanner. |
The door opens to reveal the defense station. I walk in and trigger the screens. The left one shifts from a surveillance video of the other Alpha station to a close-up on the robot, who begins gloating at me about how he just broke the nuclear activation code and began the launch sequence for the nuclear missile strike. Am I too late? (Apparently the country it's aimed at is spelled Ghorbestan, although given all the typos, even that can't entirely be trusted.)
![]() |
| Apparently the writers couldn't spell "Addis Ababa" either. |
![]() |
| The US has eight silos (nine including Hawaii), but I only have to deactivate one of them. |
What I don't like about this minigame is the fiddly control of the trackball, though. The difficulty should be primarily in identifying the correct location, but instead, most of the difficulty is in actually selecting the location. The trackball is incredibly imprecise. Most of the time I found myself sliding back and forth around the vicinity of the right dot, trying to get the selector to stop in the right place. The mouse is way too sensitive in the game as it is, and the clicks are no better: often when I just need a single click to shift the selector over a small bit, it acts like I clicked and held for a moment, sliding it too far.
![]() |
| I've prevented the missile launch by deactivating too many silos. |
Now I've really made the robot angry. It's coming for me, so I'd better find a way to stop it like I did the other two. (As far as I can tell, though, it never shows up if I just wait in the Alpha sector.) I start making my way back along the corridor toward the original end of the station.
![]() |
| I'm trapped unless I deal with the robot right here. |
![]() |
| Mission complete. |
![]() |
| The loading arm grabs the robot. |
So one of these solutions should be the "violent" solution, and one should be the "peaceful" solution. But honestly, both of these seem about equally violent to me. Both result in the destruction of the robot, and the loading arm solution also results in damage to the window. For next time, I'll complete the game both ways to find out which one is which.
BioChips: Interface, Mapping, Pegasus, Optical Memory, Retinal, Shield, Trace
Other inventory: Transport Card, Journeyman Key, Tranquilizer Dart, Antidote, Stun Gun, Wire Cutters, Maintenance Key, Access Card Bomb, Oxygen Mask
Time travel trips: 4
Score: 98570
Session Time: 1 hr 30 min
Total Time: 7 hr 15 min
Again there are typos in my screenshots! I called out the Addis Ababa one, but there are at least two others. Who can find them?
Deaths: 3 (total: 19)
![]() |
| Finding out first-hand how the colony was destroyed. |
![]() |
| Sure looks like the robot won this round with the door. |
![]() |
| The picture should really show Agent 5 with the oxygen mask on. |
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!
Austro-Hungarian Vindow Vasher
By Blood, Short Film, Review And Interview





































