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Hamumu Journal
Clones Are Fun02:59 PM -- Thu November 19, 2009

To wit: Torchlight (PC game) is quite enjoyable! But that's not what I'm blogging about! First off, look over there on the left - the clone of my twitter posts has returned! And speaking of returning, let me return to what I haven't gotten to yet, which is what I'm really here to blog about, and that is...

The new Costume Party tile "Cloning Tank" (which incidentally is, as of this writing, mentioned in the Twitter feed)! It's pretty nifty. It's actually invisible right now, but here's a screenshot of the effect it has:


When you step on the Cloning Tank, it begins recording your movement for 8 seconds, with a visual effect I have not created yet, some kind of laser scanning you as you go. Once the 8 seconds is up, a clone pops out of the tank, exactly duplicating what you did over those 8 seconds. Interestingly, it can even do impossible things, like walk right through a wall if that wall was not there when you recorded. At the end of 8 seconds, the clone vanishes, and a new one starts from the tank again. Any time you step on the tank again, the clone vanishes and you begin recording fresh. There can be any number of Cloning Tanks in a level, and any of them can be recording or playing back at any given time.

It's actually really cool and it's something I just had to create because it got stuck in my head while I listened to a podcast review the newest Ratchet & Clank game (there is something like this in the Clank levels). The same concept is taken more extreme by Chronotron, which I played last year when I went to PAX.

This thing has a million uses, in part because the clones are invulnerable, but absorb bullets, so you can use them to provide covering fire, or just hit buttons like shown in the picture. Originally the tile was a Holodeck (and you can see the clone is transparent like a hologram... but we'll just say he's made of clone goo), but I decided Cloning Tank made more sense because they were solid, and making them not solid would've been more complex while making them less useful.

It's just tons of fun to implement crazy little new things in Costume Party. They always work really quickly and easily. This thing took maybe 2 hours total to get fully tested and working (well, I'm sure it has some horrendous bug hidden in it, but it's tested to beta level anyway).

So when can you experience the madness yourself? Data not available. The Sci-Fi Pack to which this item belongs is not something I'm developing, I was just madly driven to create this particular tile. Still, I have a ton of ideas for that pack, and maybe it will continue to burst forth tile by tile when I can't stop it. I really do want to get that Portal costume done...

And yes, the weird fruit calzone made from leftover pie crust was a really tasty breakfast.
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Two Kinds Of Work04:47 PM -- Wed November 18, 2009

I am sitting here trying to get organized and figure out where my time goes and where it ought to go, and I have hit upon an interesting phenomenon. I am definitely not the first, but since I'm thinking about it, I'm gonna think about it at you right now.

When people make charts or lists of stuff they need to do, they invariably do it one of two ways: either a grid of how they are going to spend their time each day (3 hours working on Loonyland, lunch break, do the dishes...), or they make a list of projects that should get worked on (Loonyland, Website updates, Super Pizza Dancer 3000). Neither approach is sufficient on its own, and combining them is pretty much just an ugly tangle.

You see, there are two kinds of work you need to do: Creative work and process work. Those are just terms I came up with, so let me explain. Creative work is the act of making something new. Once it's done, you have something new, and that project is complete. You have created it. Good job!

Process work, on the other hand, involves taking things which already exist and doing things to them (maintenance, cleaning, answering emails, working on an assembly line - notice the last two are actually acts of creation, but they go in this category for a reason). Once it's done, some time later, you have to do it again! It's an ongoing process. Maybe you don't have to answer that same exact email again, but you have new emails to answer.

Many things blur the line between these two. A journalist creatively writes an article, but he has to keep cranking out articles every week for his newspaper so even though each article is a creative event, writing is an ongoing process.

So the issue becomes: how do you make a comprehensive schedule of tasks for your life? Some things can go in slots - every day, spend an hour cleaning the house. It's always going to need more cleaning, and you can always work on that. Other things can't - work on Loonyland until it's done, and then that slot is empty. Now that slot could be "work on current game", but it's just not that simple with creative work. One problem is that you can't just schedule it. Creativity has mystical powers and cannot be constrained. And different stages of the process will demand different timeframes. I can sit and hammer out levels and monsters for hours, but don't expect me to bang my head against a horrible bug for 4 hours straight. It just won't happen. If I go to bed thinking about it though, chances are I'll wake up with the answer (at a ridiculously early hour like what happened to me the other day... thinking is not conducive to sleep).

A lot of writers set a schedule like "spend 4 hours writing at this time", while other writers find they can't organize it like that, the words don't come at a set time. I have read that Stephen King doesn't do that, he sets a word goal for the day (you know, 100,000 or so for him) and won't quit writing until he gets there. But even this does nothing to alleviate the original issue! You still have two different things you are trying to track: projects you want to accomplish, and hours during the day to fill.

So what do you do? Two separate charts seems to be the answer, but I'm not happy with it. One, a schedule that breaks down what you do each hour of your weekday, and two, a list of projects you want to accomplish that breaks down in tree form to the elements that need doing in them. Then there could be the issue of deadlines... but I ignore those. Those are for people who have some concept of what can and will happen in a given timeframe.

I don't know, man, have you got something better?
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Hamumu Journal?!06:00 PM -- Wed November 11, 2009

Really, I'm trying! Look at me, blogging! I know it's been remarkably quiet here in the Journal Zone, but I'm trying to get back to where it should be once again. After the new site was released, and The Fantasy Pack, I was ready for relaxation! But instead what I got was frantic hammering away at the massive number of rather serious problems with the site.

So I have spent the past couple weeks simultaneously relaxing with my usual video games and TV, and desperately trying to plug the gaping holes in the website. Not really relaxing or productive. But not too bad either way. So I guess I'm done vacationing, since I can't afford to be doing that, and here I am!

There are still many major issues with the website, but each day I knock a few down, and it gets a little bit cleaner. As far as actually ever making a game again... I hope that's coming soon! Surely one day I won't have to spend all day every day hacking at the site anymore, right?

The question I get more than any other these days is "When's the next Behind The Dumb?" And the answer is, "As soon as I get back to working on Loonyland Tactics, because that's what that show covers!" Of course, I hope my camera still works... So let's hope that's soon, but the website is definitely still the priority, until it's in such a state that I can actually justify advertising it to the public at large instead of just running it in secret. Businesses work so much better when the public knows they exist, don't you think?
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Save The Pumpkin!11:40 AM -- Thu October 29, 2009

The Great Pumpkin still needs your help! As is his way, he'll be going away after Halloween is over, so I suggest you get in there and do some damage. The Happy Pony has been greatly weakened from the constant struggle for the past month (not that he'd ever complain - he's always happy!), so now is your best shot! The Pony will also now return hourly, and you can get new items as much as every 5 minutes!.

So don't miss out on the most exciting Halloween event this side of a haunted hayride! He won't be around forever, so SAVE THE PUMPKIN!
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Costume and Not-So-Costume!05:41 PM -- Sat October 24, 2009

Hey, everybody, check out some really amusing pictures, and vote for your favorites!

Costume Contest entries here

Not-So-Costume Contest entries here

(Links take you to the entries. To place your vote, scroll the page to the top)

Best Halloween Ever is underway... and by the way, if you haven't sent in your Halloween Horror world yet, get on that, because they're due today! Just seven days until it all blows up!
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Losing Your Mind09:05 AM -- Thu October 8, 2009

There's a scene - It might be in Alice In Wonderland, but somebody can surely say in comments - where a character meets a centipede (a talking one, of course) and says "Wow, how do you coordinate all those legs to walk?" The centipede thinks about it a minute, says "Well gee, I don't know!" and thereafter, can't walk again, since he's now thinking about it instead of just doing it.

Another reference is the book Snow Crash, by Neal Stephenson, which centers around a 'virus', which consists of basically a snowy video screen. The particular pattern in the snow sends a message into the brain of anyone watching it, basically disabling their mind.

Sometimes, I think about how I'm breathing, and I have to try to distract myself, so I'm not doing that anymore! Once you start thinking about it, you have to actually manually control it until you can stop thinking about it. I don't think there's actually any danger there, but it's sort of annoying when you get too focused on it.

Other times, I get lost in thought, and my mind starts wheeling down strange lines, into thinking about thinking, and I get to a point where I'm wondering how I'm thinking. I know the mind is effectively a computer - in fact, I've actually experienced a real live reboot once after I fainted (my life literally flashed before my eyes, random memories one scene after another, faster and faster, until the real world faded back in). A strange experience, but a real awakening one! So this computer, like any, can get caught in loops and can crash from bad data. Luckily, as a biological computer, it's extremely parallel, offering lots of backup and circumventing of problems. But still, sometimes I'll sit and think about something and wonder if there are actually some thoughts you can't have, because if you do, they'd shut your brain down, or trap it in a loop. Maybe some people are crazy because of a thought they had. Wouldn't it be interesting if somebody discovered the great secret of the universe, only thinking about that breaks your brain?

An interesting example of this kind of thing is in this Mind Hacks article. A guy looks at staircases and has strange specific seizures. That's some funny wiring. And certain types of thinking can cause some kinds of seizures. Brain=computer. I find neuroscience very fascinating. But I do worry that one day, I'm going to have the one wrong thought, and I'm just going to be gone. Scary notion? HAPPY HALLOWEEN!
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The Great Pumpkin Is Missing!10:58 AM -- Wed October 7, 2009

Peoples of Hamumu!

I need your help! The Great Pumpkin was supposed to make his usual yearly visits to our chatroom, starting today, but when I went to check on his field, I discovered him missing!

I'm at a loss here. I've done all I can, so I turn to you, my fellow Hamumians. Search his field for clues. Search often. It's not like The Great Pumpkin to just go missing, so I fear the worst. Prepare yourself for any eventuality, and most of all, do not go off after any trouble you encounter alone! You will need help from your friends! This is a dangerous situation, and we all need to be very cautious.

So get out there and FIND THAT PUMPKIN!
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Hallowed Halls Of Hamumu05:04 PM -- Wed September 30, 2009

Ah, my favorite time of year! Starting just yesterday, the weather has become delightful, windy and cooly warmish (that's a meteorological term, you wouldn't understand). I can smell fall in the air! When allergies aren't stuffing up my nose. And my favorite holiday is coming up too! I don't know how much candy I can allow myself this year - down 10 pounds in the past few months (tried to check the time on my "Lose It!" iPhone app chart, and noticed that it's broken down into 27-day sections. Wha?! About 3 months), and now I'm kicking it into real gear. I have been slacking with that. Sure, I cut down the food, but I barely got my tail end in motion, which as far as I'm concerned is almost entirely what being healthy is about. So I started that today, with some very hearty motion. Keep me on it, I need motivationisms. I Wanna Be The Healthy Guy.

I wonder if anything exciting is going to happen in October? Seems like the month for it, eh? Best month of the year. Best holiday even. Be happy, everybody!
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Hey Gang!04:25 PM -- Fri September 18, 2009

Well, it's been a while, hasn't it? Here's the latest from the Ham front:

- Newsletter & Such: See it next month! It's another lazy month off on that in all the fuss. I do have several add-ons that should be going up (and a bunch of fan art and photos, I think), it's just all falling by the wayside right now.

- Loonyland Tactics: Has been getting worked on! Not this week, and I don't really remember last week, but at some point, work happened. Now you can select your guy and move him around, and his move points run out, and he has an icon for 'move'. You can also end your turn, which just starts it over, restoring his move points. Pretty exciting! I should share a new character shot (only 2 more Bunnies left, can you guess what they are?), I'm just uninspired to turn on the other PC to get the shot out of 3D Studio.

- Website: Aha! This is what's been knocking everything else out! It's really actually finally in a state where I feel comfortable saying "it's getting there". That's an achievement, right? My to-do list is shrinking, the fun factor is rising, and sometime before this year ends, you will meet the Hamumu Clubhouse, and you will cheer.

I have actually linked up what I'm working on with the live site data, so even though you can't tell yet, you all now have an Awesomeness rating at this moment, as well as a collection of 5 random monsters. Someday you will find out which 5 they are, and you will yearn to get more! And let me tell you, I went through a serious headache when I did connect things up... stuff that works in a test environment surprises you greatly when it goes live. I still have a bunch of features to add to the chat, and a few pages that need tricking out, but it's getting there! When it does release, it won't be "done" - a lot of things are just converted over to the new look without any new features or better content, so the website will continue to be an ongoing upgrade. There will also be new webgames to come (again, not at launch). I might set aside a week each month to focus on the site! It's SRS BSNS. No, I don't talk like that... It's serious business.
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Meet The Bunnies #3: Blind Spear02:26 PM -- Tue September 1, 2009

Blind Spear
I don't know why you would specifically choose to hire blind people as your spearfolk, but that seems to be what the Order Of The Snuggly Bunny is stuck with. Kudos to them for their open hiring policy. So here is the basic ranged attack unit for the Bunnies. However, she doesn't work like a normal ranged unit. She's actually very useful for defensive purposes and almost useless on the attack. Also, being blind, she has no line of sight whatsoever, and you will need other units to do the 'spotting' for her. I don't know about the name of this unit, it's still under consideration. Behold:
  • Vigilance - Each time an enemy steps within her firing range, she hits it with a spear. That's for each step, so to advance on a Blind Spear with a melee unit requires getting hit many times. Luckily the damage isn't super high, but it's notable. On the flipside, once you do get adjacent to them, they can't attack you, since you're not moving anymore. And if they move to force you to move again, well, look below.

  • Noisy Stride - Not so much an ability. This is a 'curse' that the Blind Spear inflicts on herself anytime she moves. It disables Vigilance for 1 turn, since she can't hear where the enemies are due to all the commotion. You'll want to position your Blind Spears and leave them there.

  • Roaring Spear - Hurls a spear at a target for triple normal damage, in exchange for doing normal damage to herself (shoulder strain), and of course the loud roaring means that the dreaded Noisy Stride will be applied as well.

19 commentsBack to top!
Ludum Dare 1511:13 AM -- Mon August 31, 2009

Well, I gave it a brief go this weekend for LD15 (Theme: Caverns). For me, it takes place over Friday night, all Saturday, and most of Sunday. I spent Friday night at the airport and out to dinner, Saturday afternoon giving blood and out to lunch, and most of the rest of the time playing WoW and watching TV/movies.

That's not to say I did nothing! In fact, prior to leaving on Friday, I whipped up a Keynote Address for LD15! The first in history (which I was forced to do by the evils of peer pressure). Enjoy:

Hopefully that really gives you a good idea of the great history behind Ludum Dare. The more key figures behind the contest also really beefed up the entry and voting systems, and even redid the look of the site. Everything has reached a level of class so vast that it cannot be comprehended by ordinary peasants.

As for actually doing an entry, I DID in fact work on one! I probably spent about two hours of total time working on it, but I wasn't really doing an entry exactly. I was messing around with and trying to learn to use the Unity system. It's amazing. You make an animated 3D model in Max and you can literally just drag & drop it into Unity and it works. I'm really blown away by what it can do, and not so blown away with the tutorial options available. There's really nothing about starting from scratch, just ton after ton of tutorials about "so your game is done, but you want to add lightmaps?" or "you want to implement [some complex shader trick] in your game?" NO, I just want to start up a basic game! So there's a curve to it. I actually had to dig into the reference manual just to see how to get input. Anyway, this was as far as I got, but I feel like I learned a lot at least:


You can move him forward and back with the left and right arrow keys, but can't move any other direction or jump, and the camera doesn't follow him. Also his pupils are inverted, which is an interesting issue (I think the normals are backwards for some reason, they weren't in Max). But he animates! Anyway, I will probably buy Unity. It's really incredible, and I could see making a game with it rather easily. But first I have a website and another game to finish.
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How To Make Popcorn03:53 PM -- Wed August 26, 2009

As a public service announcement, I sometimes like to post about stuff that I came across randomly and then had to spend a long time googling further details on. My theory is that by having this info in more places on the web, it's easier to stumble across it, and someone like me will have less work someday.

You know how movie theater popcorn is goooooooood? There's a secret, but it's not some far-out thing that requires special industrial items. Well, it sorta does, but this item is easy to obtain and very cheap. Buy Flavacol! It's an artificially butter-flavored salt. Don't buy the 50lb tub I just linked to. Go to a restaurant supply store and pick up a $1.50 carton (looks like a milk carton). That carton will last you a lifetime.

Now you ask, where do I find such a store? That's easier than you think too. I got mine at Smart & Final, which is a chain you can find all over the place. There are other such stores, but I'm afraid that is going to take some googling if you don't know of a local one. There is one somewhere reasonably near you, you just have to figure out where it is.

So Flavacol is very light on instructions, what do you do with it? Well, after more googling, I can tell you. Pop your popcorn however you like (obviously not premade microwave bags, though - Alton Brown does have a recipe for making your own microwave popcorn in a paper bag, look it up!), but sprinkle the flavacol on the corn before popping. It takes extremely little: for 1/2 cup of kernels, I find 1/4tsp to be a good amount. There are about 20 trillion of those in the carton, so your $1.50 is going to last.

What this won't get you is bright yellow, super salty, butter-tasting corn. It's actually a rather mild flavor, but it's very good. You can use more Flavacol next time if you want to push it up to the super salty movie theater style. That's extremely tasty, but beware: After further excessive googling, I can tell you that a teaspoon of Flavacool has more than your entire daily allowance of sodium in it (2750mg). That's all it has in it, so it's nice that there's no fat or anything, but it will squeeze your arteries to death.

I'm very happy with this because my popcorn is now much healthier - I used to melt butter onto it (YUM), but with Flavacol rocking, I don't need to, and I most likely put on more sodium worth of salt than I ever did in Flavacol (this stuff I actually measure!). However, if you don't want to be healthy, I'd also like to note that movie theaters use butter-flavored coconut oil to make their corn, another popcorn secret I have learned. So slather on the Flavacol and coconut oil, and then top it all off with artificial yellow oil goo (I love that stuff, I don't care that it's made of the screams of the iniquitous)!

There are Flavacol varieties too, it seems... BB for Better Buttery... one "with Saltwise" (hugely more expensive) which sounds like an answer to the sodium woes, and Premier, which gets rid of the artificial color. And don't forget to check out the pre-made popcorn packs which include the butter-flavored oil, and I think flavacol-sprinkled kernels. There's really a whole world of pro popcorn products, and you can find them online if you don't mind massive shipping charges and equally massive products (need a 35lb bag of coconut oil?). But plain old Flavacol from your local Smart & Final is small, cheap, and easy to get. Give it a chomp.
7 commentsBack to top!
Mikeyquest Updated03:28 PM -- Sun August 23, 2009

This is probably quite unnecessary, but I noticed a lot of people really latching onto MikeyQuest (let me remind you, it's not under construction, and quite likely never will be! It's just one of many millions of game ideas floating in my brain soup), and at least half of them seem to have a very wrong idea of what it is. So I thought I'd communicate it more clearly, especially because I keep thinking about it more.

MikeyQuest is not a user-editable game. I know those are good, and really spark lots of involvement, but that's very definitely not what this particular game is about. Suggestions that users could have their own worlds to edit and that sort of thing just don't make sense in the context. As far as players are concerned, it's a straightforward action-RPG game. If you think of it like that, you will understand it better.

So it's just an action-RPG. Say it's Loonyland 2 again, just with a different plot and characters (the gameplay would in fact surely be quite different, but that's irrelevant like an elephant). The only thing that's different is that when it first comes out, it's a very teeny tiny game. You can only level to about level 5 or something, and only play as one or two classes. But gradually over time, more and more content appears, and the maximum level increases. That's all there is to it from your perspective (so suggesting there should be a huge level cap doesn't help you, since there'd be nothing to do once you leveled higher than me).

It's only uniquely fun and exciting from my point of view! For me, I am gradually adding the new content as I play it, so it's always new and interesting for me. This does have repercussions for you as well. Besides the obvious fact that it means you can't level faster than me or finish any quests or kill any bosses before I do (and I will be rather slow, since making that content will take a while...), it also means that your suggestions and ideas could easily be incorporated as it moves along. So that's kind of fun.

Anyway, I hope that is much clearer. On another note, I invented a nice simple plot for it that makes it all make sense! Somewhat. Some guy somewhere has opened the Gates Of Oblivion, which is understandably something that is generally frowned upon. As a result, darkness has flooded over the world, eating everything. When the game begins, all that's left is one tiny village, where the Great Wizard is furiously chanting and whatnot to push the darkness back. He's the only thing holding it from completely engulfing the world. This explains why only that tiny bit of game exists initially. It's just darkness beyond. What's interesting is, rather than having the things I create just appear, it can be a 3-stage process:

The wizard asks you to do quests for him, or maybe there's just a generic thing - the more Light Crystals you bring him, the more power he has, something like that. Once you achieve the next level of that, a new section of darkness is pushed back (and of course, you can only reach each next level of Light Crystals/Wizard Quests once I have created the content that goes under that darkness).

But wait! This is bad darkness, not just night time. So once it is gone, the land is still corrupted and ruined. So phase 2 is to go to where the darkness has been removed and restore it by smashing dark crystals or killing monsters or something. As you do that, the land is cleansed bit by bit, until at last you see that new area as it was meant to be - a typical fantasy world, with people offering you quests, and ordinary non-dark monsters to slay.

So the third stage is usual RPG fare. "Now that the darkness has lifted, I can return to my home! Thanks! But our crops have all died, so can you get me 12 Zagnut Seeds to plant?", etc. I guess maybe their souls were in stasis in the darkness and now they come back to life once you fix it, because they couldn't all have been staying in the one remaining village.

I think that sounds very cool to me, because it adds extraneous 'arcade-style' gameplay to the game (i.e. not doing a specific quest, but just accomplishing something because it's the general thing you are supposed to do... if that makes sense). It's also cool in that it not only explains the world starting out tiny, but lets you personally unlock the extra world that appears, rather than just saying "wow, that tree wasn't there yesterday!" Maybe each time I finish an area, it could have a big notice "A new Light Crystal has grown!" and you have to go find it, and know that getting it will get you some new gameplay.

A very appealing game idea to me. Maybe I ought to stop slacking off on weekends and just mess around with that instead! Beh, sounds like work.
8 commentsBack to top!
Meet The Bunnies #2: Chaplain10:00 AM -- Thu August 20, 2009

Chaplain
The Chaplain is of course the religious arm of the Order Of The Snuggly Bunny. And like any fantasy religious guy, he's all about healing! This is probably the most complex Bunny unit to use, but also the most important when used right. It's the Zerg Queen of Loonyland. He can have the following abilites either inherently or through skill upgrades:
  • Smack - A weak attack, smacking somebody with the holy censer. That'll learn 'em.

  • Heal - Zap a nearby ally, healing him for a good amount. Really straightforward. Possibly can be upgraded to also remove one negative effect (Blindness, Poison, etc).

  • Martyr - Drop dead. There's an upside, though! The targeted nearby ally is healed to full health, and can't be harmed for a turn or two (duration possibly upgrades with skills).

  • Holy Light - Zaps an enemy within a couple of tiles, blinding him for several turns (so he provides no line of sight, but can still attack just fine if someone else is doing the looking for him). Airborne enemies that are blinded become grounded. This is key to the Bunnies, because they don't have much anti-air ability.
The Martyr ability is part of the overall unique feature of the Bunny faction. Order Knights don't seem to have it (yet anyway), but all the other units do. It's inflicting damage to yourself (death, in this case) to do more powerful things. I don't know how that will work out in the balance, but even if the other units can't have it, I think Martyr will still work nicely. Sacrificing an entire expensive unit to heal and protect another is always a fun and tricky decision to be made.

For other units, where they just take X damage in exchange for a more damaging attack, or some other buff, I worry that either the damage will be too low, so nobody will mind and the unit is then just too powerful, or the damage is too high, so nobody will ever use the ability since it's not worth the loss. Perhaps having a few Chaplains around with their Heal ability will make the difference. And someone under a Martyr shield could use abilities like that freely! So it does get interesting... wish this was all made so I could try it out.

I may also drop Smack, since it's pretty useless and just for fun, and replace it with Shield, which protects the targeted ally from the next hit they would take. Maybe that too could be used to protect them from self-damage. That makes it even more intriguing! Of course, that effect could be done just as well by just reversing the order you move the guys in: have the other guy use his self-pain attack, and then have the Chaplain Heal him (assuming the self-pain is equal to or lower than the heal amount, which seems likely).
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Two Fun Games To May-Be07:40 PM -- Mon August 17, 2009

Just sharing a couple game ideas I've been kicking around and can't seem to let go of. It's always fun to set those down here. They will probably never happen, but they're fun to think about.

Kid Mystic: Armies Of Evil

I have a certain fondness for the Kid Mystic universe. It is most definitely not Loonyland. It's basically a fairy tale land (there are even fairies!), with the kingdom of Tulipton, and the Monster Wilderness, and the completely stereotypical wizard outfit. I'd like to explore that world more and see what is out there.

But more importantly, I really enjoy blasting big groups of guys with AoE ("area of effect" - spells that hit multiple enemies at once) magic in WoW. The specific set of tools a Frost Mage gets for doing that is a lot of fun - you run and round guys up with a magic shield on you, then when it's about to break from them hitting you, you blast a frost nova to freeze the monsters all in place. Then you blink away and throw a blizzard down on their heads, which eventually breaks the frost nova, and then things get interesting (if they're not all dead from the two Blizzards you can drop before they reach you), with assorted tricks at hand.

So I thought, I want a game that's all about that! I was also inspired by Atari 2600 WoW, which it turns out is a really fun game, that does a great job of distilling down the 'point' of several different WoW classes, and giving you the fun of exploiting a small, focused and interlocking set of tools to deal with various encounters.

So, thus you have Kid Mystic: A.O.E. - Kid Mystic sets out of Tulipton on a dangerous trek through the Monster Wilderness (for some reason) and levels up spells in one of several sets (or mix and match, but probably not until higher level): Ice, Fire, or Thunder (did some thinking about Poison, too, but I don't know if there's enough tools there). The monsters come in vast numbers, and basically you run around and round them up and mow them down. Very fast paced, very fun. Sort of like the Crimsonland type games as well (perhaps Smash TV is more memorable?), in case the influence count was too low.

Each magic type has a different style: Ice is about controlling the enemies - freezing and slowing them, so they don't hit you as you gradually destroy them. Fire is about doing tons of damage at close range, so your life is very much at risk, but you can kill them quickly. Thunder is about moving quickly and escaping danger while you destroy.

MikeyQuest

The actual gameplay and content of this game, I have no idea about. Well, I have some ideas, but they're beside the point. The point is the game layout/style/scheme/some other word. MikeyQuest is like an MMORPG, but single-player (it's online, and downloads the maps and enemies as you go, that kind of thing. Probably auction house/trading stuff between players, and of course chat, but you're each playing in your own world). It definitely has leveling up, lots of leveling up.

So what's so special about it!? Well, I would release it with only about 5 levels of content. Just sort of the beginner area where you get your first things. And probably only one playable class. As you travel around and reach the edges of the content, you see a vast empty void of stars. The world just ends. But, here's the part I like, as *I* play it, I go along and create new quests, expand the terrain (handy in-game tools would let me actually throw down new terrain in my path as I traveled!), add monsters, etc. Whenever I leveled up, I'd sit down and think "Hmm, what new skills should this class have at this level?" And I make them! So when I gain a level, there'd be this big game-wide announcement "HOORAY! MIKEY HAS DINGED!" (that means 'gained a level'), and the level cap for all you not-Mikeys would go up by 1!

Eventually, I'd get bored with that class and roll up an alt (that means start a new character) of a new class, adding that in. And in playing it, I'd be like "I already did these quests, bleh", and I'd head off in a new direction, and lo, new quests and monsters would appear before me to meet my blade. So when I did that, you too would now have new starter content, and a new class to try, and so on. After a year or two of me playing like this, there'd be a huge detailed world, a game truly worth playing! Warning: I am a total altaholic, so the level cap would probably be 20 and there would be like 50 character classes. But there'd be a lot of stuff for them to do! Like one day I'd be sitting around going "I don't wanna go questing. Why can't I craft things out of wood?" and lo and behold, there would gradually become a Woodworking profession, that I would level up, and gradually add new recipes to!

The reason I invented this idea, and what I love about it, is that it fulfills my desire to level up and try out new things. Normally, when you make a game, it's just a boring grind playing the same bits over and over and growing to hate them, or at least not want to play them. By the time it's released, it's no fun. But I'm in business to make the games I want to play, so it's no fair I don't get to play them! WoW has shown me that I really don't care about 'lore' or the reasons behind the quests. If a guy tells me to kill 10 boars, I'll go do it, no questions asked. I'm good like that. The fun for me is then in employing my assorted abilities against said boars. So it wouldn't bother me that I'm never surprised by the storyline or the scenery, I'd get to enjoy what I always enjoy - leveling up, getting new skills (even if I have to invent them), theorycrafting on which ones should combine with others, and squishing monsters with them.

It sounds awfully fun to me, a perfect replacement for the money I waste on WoW every month. It would need very robust tools for making the content, though, or I'd spend all my time replaying things fixing bugs just like usual.
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Meet The Bunnies #1: Order Knight09:37 AM -- Fri August 14, 2009

I'm going to complete the entire Loonyland Tactics game with just one army, The Order Of The Snuggly Bunny. Once everything is working deliciously with them, I can gradually slip in the others. The game should be released and played by millions with just one army. The others will add spice!

So to that end, I've been working out exactly what this army contains. Let me take you, every so often, through the units of that army. I won't be giving out any numbers, because I'm not messing with numbers at all until I actually have these things live in game where the numbers might mean something. Today, we meet the backbone of the whole force. The cheapest unit, of which you will have many in every game.

Order Knight
This is your basic infantry unit. A man in a bunny suit, armed with a poleaxe. Cheap to buy, low-medium damage, weak armor, low-medium life, medium speed, medium vision. Just your basic soldier. He can eventually obtain 3 active abilities and one not-so-active, if you choose the appropriate skills when leveling your commander (Captain Capitan):
  • Slash: This ability does not require skills to obtain. It's just a basic melee attack. This being a rather standard turn-based game, attacking ends his movement.

  • Fury: This is a buff you gain each time you hit an enemy with Slash. You can stack it up to 5 times, and it never goes away. It either has no effect, or it gives you 1 Armor per charge (maybe a skill would add the Armor bonus, but it seems sad to spend a skill point to gain nothing!). So look below to see why you want it.

  • Fist Of Fury: You can only use this when you have at least 1 Fury. It uses up 1 Fury to quickly strike someone for 1/4 normal damage. The wonderfulness is that it does not end your movement to do so. If you have 5 Fury, you can wander around smacking 5 guys before ending with a Slash.

  • Furious Slashes: You can only use this with at least 1 Fury also. It uses up all your Fury to strike your target that many times for half damage each time, but it is armor-piercing.
And there is the first one! A nice straightforward attack unit, easily countered with ranged attacks (I think). I'm trying to stick in several interesting mechanics in each unit, so that I have to develop the code to manage such things, making it easier to make the future armies. If that makes actually playing too confusing, I can always trim them down to more simple features (hey, Advance Wars just has plain old attack!), and still have the ability to make the fancy features for specific units that need them.
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The Magic of Loonyland09:44 AM -- Wed August 12, 2009

I mentioned earlier that there's a religious system in Loonyland. So let's hear about it! You have already met 2/5 of the pantheon if you finished Loonyland 2. You see, there are 5 Titans that rule Loonyland - and by that, I actually mean 5 kinds of Titans, there are in fact hundreds or thousands of each. Each Titan has dominion over one aspect of the land (or not-land in 2 cases). They are the machinery that makes the world run. The people of Loonyland often follow one of these 5 Titans, worshipping them and bringing them offerings at temples that are set up in various appropriate places. In exchange for their obeisance, they gain magical power of the appropriate type. It will be clearer after you meet the Titans:

Ice Titans - Remember them? They are petty and cruel. That shouldn't speak ill of their followers, though. If you lived in the frozen north, you'd be quite nice to the Ice Titans too, if you wanted to keep living.

Sky Titans - Think hard to see if you've seen one of these! They control the skies - whether it rains or is sunny, the actual rising and setting of the sun, the winds, anything that goes on up there.

Sea Titans - These oddly live in the ocean, and I have yet to decide how they appear. Whale-like? Squid-like? Cthulhu? They control the tides and all that stuff. Despite being Sea Titans, they're also in charge of lakes and rivers. Water in general.

Stone Titans - These slow-moving, long-deliberating guys rule the mountains and deserts (sand is just very very small stones, you know). They are the most non-magical of the Titans - a Stone Priest (there are Priests of all 5 types, and they're not very priestlike - more like mages with magic of the appropriate sort) is a big warrior that smashes things with a stone hammer. Logically, these priests value toughness above all. There's plenty of magic powering that smashing, but it's all much more physical and, yes, earthy than the other Titans.

Green Titans - They are the Titans of the woods and trees. All plant life is their domain, but they of course live deep in forests.

So everything that goes on in the world (except for things animals do, which is up to them) is a negotiation between these Titans. Sky and Stone Titans argue over how high mountains can be, Sea Titans want to encroach on the other Titans' land (and woods and ice). Green Titans want to spread their forests out into the deserts. And of course, the nasty Ice Titans just want to cover the world in ice, but they're held in check by the other four.

The Titans have various personalities (individually, and general stereotypical ones for their kind), but their followers, as I mentioned above, don't necessarily fit with that. Someone who's flinging ice magic around isn't an evil person (of course, Baron Von Frostburn is), and a follower of the endlessly benevolent Sky Titans isn't necessarily your friend. It really has more to do with where you grew up, who you've turned to for protection, and of course as usual, who your parents worshipped. Then there could be someone actively seeking magical power - they could cynically make offerings to any Titans they wished. In general though, Titans are not going to bestow much favor on someone who is spreading their offerings around. The Titans know if you are being true to them!

That's where the Priests come in. They usually live at a temple devoted to their particular Titan, and they spend most of their time in some sort of worship to it. As a result, they have great power with that 'element'.

In general, nobody ever sees the Titans. It's not like they're having chats with them (hence why their personalities don't affect worship - people don't even know what they're like in the first place). They work behind the scenes, just managing the world. When your wedding gets rained out, you decry it as the Sky Titans messing with you (and most likely, wedding planners are making offerings in the hopes of preventing it), but you'll never know if it really was something out to get you, or just where the rain had to be at that time. The arrival of the Ice Titans in LL2 was completely abnormal, as was what happened in the ending. There are always rumors of seeing different Titans, but it's like the Loch Ness Monster - that log out in the lake is not a Sea Titan even though Billy Bob swears it is.

And if you wonder where fire fits in, it doesn't. Fire just happens.
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Daily Sketch #9: Doodley Doo03:39 PM -- Thu August 6, 2009

That's why it's called Morning Doodles, folks! All the O's are because I was having a really hard time drawing smooth lines and circles, so I just decided I'd practice making circles. It got rather addictive. And seriously, those are honest attempts at making perfect circles. Back pain is not conducive to precision drawing, that's for sure. But I'm always really sloppy with my lines and curves, I just don't have a steady hand.
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Yea, Verily02:36 PM -- Wed August 5, 2009

I'm having fun, having blocked out a couple hours 3 days a week for "Hamumu art". So not knowing what else to do, I've been making these Snuggly Bunny units! I won't be needing them for a very long time, but it's fun to do, and productive.

This is of course the Priest. He'll have a marginally more interesting name than that eventually (Order Priest? He may be more specific than that... Loonyland has a religious system we haven't discussed!). His holy censer is a lot like a mace with a hula hoop, so I hope he finds a slot in his move list for "Bonk".

What you can't see that I think is kind of cool is that like all Snuggly soldiers, he has a bunny hat. His, however, is a hood with the ears on top, so since the hood is pulled back, the ears are hanging down his back (you can kinda see a bit of them behind his arms). But, this being a 'board-game' where guys don't ever face away from you, you'll never see them! Oh well.
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Bunny Stats04:01 PM -- Tue August 4, 2009

This is tech stuff that many people won't care about, but I know I dig right into things like this when it's for a game I'm excited about (Diablo III...), so here you go:

I'm settling on the specific stats that units will have in LL Tactics. It's not actually final, and I'll probably find some I need to add later, but these are currently the stats:
  • Might: most physical skills base damage on this
  • Brains: most magical skills base damage/healing/etc on this
  • Guts: your max life
  • Feets: movement points per turn
  • Armor: reduces damage taken when hit
  • Eyes: tiles of vision
The only reason we have both Might and Brains (which are the exact same thing, but applicable to different types of skills) is simply so that I can have Commander talents that boost one or the other. You wouldn't want "Might Of The Hedgehog" to increase how much your healers heal for, would you? So other than that, Might and Brains are pretty straightforward. An Order Knight will have something like "Slash: hit the target for [Might] damage." (where [Might] is replaced by the actual stat value, dependent on your talents). Other skills might do "does [Might/4] damage to everyone in a radius", so it's based on Might, not necessarily the exact amount (maybe [Might x 2 + 7] sometimes!).

So why stats at all? Why not just say "Slash: does 5 damage." in the skill? First off, as I mentioned, your Commander has talents which affect the Might of all units (or specific ones), so it's nice that they can boost the damage of everything without reading like an encyclopedia ("Slash does +1 damage, Whirlwind does +2, Axe Bonk does +1..."). Secondly, a unit might buff its allies with "+2 Might to all adjacent units" or something. If instead that were "Adjacent units do +2 damage" it would unfairly boost weaker attacks (like that [Might/4] one) and have a minimal effect on big ones. Also fun here is that it can boost Might or Brains - makes sense for magical stuff to get magically enhanced by one guy, and warrior stuff to get cranked up by a different one. Without stats, that would again be a laundry list. I am also considering (maybe not at release...) having various items your Commander can get which boost the stats of your units. So stats are nice.

That's about all the stats I'm sure that I need. Some others might sneak in there. Conflating healing spells and damaging ones into one stat is iffy, but you don't need 500 different stats!

And yeah, Armor probably needs a Dumber name, but I'm not sure what.
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Boing Boing04:05 PM -- Mon August 3, 2009


It's a Bunny Rider! Well, work in progress, anyway. Note that when riding a bunny, the Order Knight can wear much heavier armor, since he doesn't have to walk. I know the bunny looks sickly, but green is the color used to specify "this changes color according to what team you are on", so it will actually only look sickly when on the green team. I'm not sure I actually want the bunny fur to change based on team, but it'll probably look nice, very pastel easter funtime. I'm also considering making units not change color at all, but sit on top of colored base pieces, to further emphasize the board game aspect. And that way the base pieces can be different shapes as well, so colorblind people aren't lost. Their life meters could be embedded in the base too.

I just got movement working! On my copy at home (not playable online yet), there is now an Order Knight you can click on to order around the map! It's so advanced that it's basically back at the point it was during Behind The Dumb #1. Pretty amazing.
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Daily!? Sketch #8: The Headless Dinosaurman03:02 PM -- Mon August 3, 2009

I'm back! I have a spot in my actual schedule for "morning doodles" now. It's 15 minutes long, so that's how long I had to make:

The headless dinosaurman! I was really running out of time by the time I got to the rider, so I was just whipping along with him. He's some sort of hippy in cargo pants. Then I was even more completely out of time when I got to his head, so I decided not to bother trying to make one and just threw a pumpkin on there, thus headless dinosaurman. Which makes you consider how silly it is that "horseman" means a guy who rides a horse.

Also, I don't like the striped strap on the dinosaur's neck, but that was really in the absolute last seconds, not even time to erase the stripes.
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New Hamumu All Over!06:24 PM -- Wed July 15, 2009

In more new Hamumu news, my office has become new!


I don't know if I've discussed this before - I think I did on Behind The Dumb - but a while ago, I moved my office out of the actual office and into the living room. When I lost my laptop, I no longer had a handy way to come out and spend the evening with the family and still play WoW work on stuff and help out customers. So I just moved the office out here to solve the issue.

What this picture shows is that today, I expanded my operation to make life more productive and better. I moved my old computer out here in an L with my new one (I practically AM in an office at this point), so I have no excuses! I can work on 3D Studio with great ease, as well as use my favorite and handiest audio-editing programs. So this whole place is becoming quite the command center. And the cats like it, too. They never had any room to be on my desk before I added the new section. I also added a table, which is what's in the corner of the L, occupied by Ollie.

In the grand tradition of keeping monitors very carefully supported in case of earthquake, the newly-arrived monitor is on a shoebox, labeled Anatomical Comfort, which is indeed what it provides, because putting the monitor down on table-level would be hard on the ol' neck. And the funky round alien next to that box is my amazing microphone, which doesn't work with Vista.

I gave Blender a shot at replacing 3DS, and I did learn how it works (basically), and can build a model in it reasonably, but getting remotely good at it would take a whole lot longer than moving this desk did, so I used the ol' noggin (directly above the ol' neck) and worked out this non-learning-based solution instead. Remember kids, never learn if you can avoid it.
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Monster Collection03:30 PM -- Mon July 6, 2009

Hamumu has a large collection of monsters from the large collection of games. So why not let you, the Dumb Folks, collect the collection of monsters from the collection?
The collection is just a fun thing to have. Every account gets a random set of 5 monsters. Some are rarer than others. Then, via a very simple process you will discover, you can gradually gain more of them. It's just a little thing to encourage interacting with your fellow Hamumoids. Then I can also use these little monster cards in the future for some other stuff, like a web-RPG like Kingdom of Loathing! That's not in the works, but I always like the idea.

Big thanks to the guys who are right now helping me by making these pictures (it's a tiresome job, I can tell you after doing a whopping two of them)! Two thumbs up to AtkinsSJ, Bunnybot5000, and SpaceManiac who are the ones who've actually already sent me the first batch they did. Don't let that pressure you other guys who signed up to do it, though - I sure didn't expect same-day results! It's quite amazing. Now how can I get you guys to write my games for me...
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Awesomeness!07:02 PM -- Thu June 18, 2009


This will be on your Dumb Page. I mean, come on. That could be the entire website and it would rule.

By the way, I am sending this over my fabulous new wireless internet! No more satellite for me! Actually, this has its flaws to be sure. I'm getting massive lag spikes (5-10 seconds each) at random, quite often, and every so often, a web page will fail to load (I even got kicked out of WoW once!). But between those problems, it's like a dream of a wispy cloud on a Summer's day. I've gone from 2500ms ping to 25ms. A hundredfold improvement is alright (okay, usually it's more like 100ms), when it's not spiking me in the face. I'm not yet positive this is actually better, but a lot of the time, it sure feels nice.
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Hamchat03:42 PM -- Wed June 17, 2009

Like I said yesterday, I am sick of the chat kicking people out! I think one of the major causes of the demise of our chat is that people can't lurk in it for long without being unceremoniously dumped out. Incidentally, it's not supposed to do that, but their tech support could offer no help that fixed it. But that's okay, because Hamchat fixes that and a lot more!


Hamchat is the glue that holds the entire new site together. It's a small chat window, which lives at the bottom of every page of the site! You don't log into it, you're always in it if you're logged on. Guests can see it, but not chat themselves. So first off, there's chat - a permanently functioning chatroom that won't kick you out no matter how lazy you are. Second off, it's always there - wanna chat, no matter where you are? Scroll down! Thirdly, everybody's in it, so there's never a shortage of chatters (well, maybe late at night there is).

Fourthistically, and this is where it becomes glue, it's not just chat! The Hamchat is like the in-game chat in your favorite online game (okay, I'm thinking of WoW). When your guildie gets an achievement, the WoW chat says "[Zandero] has achieved [The Golden Amazingness]!". Guess what happens at Hamumu when someone earns a trophy? Trophies are just part of that, though. There will be many other events chronicled going on. New member signups, maybe posts you've chosen to subscribe to (just thought of that, how intriguing! Maybe tough to code), webgame-related things, and things you don't know about yet. Hamumu Clubhouse is an MMO.
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I Surrender!11:03 AM -- Tue June 16, 2009

Okay, okay! The outcry is simply too much. Clearly, Hamumu Clubhouse was a terrible name idea. So I've listened to your suggestions, and there was one in particular that really stood out for me. I know exactly what I want to do with the site now (clearly, I was just nuts before, and I apologize). Behold, the actual new Hamumu logo:


Yes! That was the best idea ever, and thank you very much to Kerma for coming up with it! So now we have a new mascot, Penny the Pen! I know some people are going to really miss Yerfdog, but you can still see him in Supreme With Cheese, and maybe he'll even show up in some future games. I'm not just dropping the guy! But Penny is the new face of Hamumu. She's sassy, she's a pen, and she appeals to women! We've also got a new color scheme, because the all-blue was getting really old.

In addition to this new look (please remember: this is just about the name and look, we're not changing what we're doing here, people), I've also been really fed up with how the chat constantly kicks people out, so I've been developing my own new chat for the site. Here's a sneak preview of the part of it where you click on which words you want to use:


I know some people are absolutely going to moan and complain that they can no longer just type in what they want to say, but Hamumu is a safe place on the web. With the specific list of words, you won't be accidentally (or should I say "inadvertently"?) sharing personal information which could leave you in danger from internet predators.

And here's the thing, folks. I've been working on this a while, and testing it out, and I know it seems clunky to have to click on each word you want instead of just typing, but the truth is, after just a few weeks messing with it, I can talk faster in it than I can typing! Think about it: each click gets you a whole word, as opposed to typing 4-10 characters or so to get a word. Once you learn where each word is, you're cranking stuff out at light speed.

And I can see your other objection coming - "what if I want to say something and it doesn't have the words for it?" Don't worry about it! You can see the list of words right above, and if you can come up with something you want to say that can't be expressed with those words... well, I doubt it's Hamumu-appropriate. I may end up adding another 5 words or so before launch, but in all my testing, I sure haven't come up with any more that I need!

Until next time, french fry Kremlin the morose nucleotides!
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Yerfbucks!?08:40 PM -- Mon June 15, 2009

Ahh, that sound you hear blasting out of the last entry's comments and the forum is in fact the exact choking I described. My only response to it is please re-read the large notice I attached to the previous post. Okay, my second reply is that about 2/3 of the complaints actually reinforce what a good idea this actually is, though you don't know it yet!

Here's today's extra-controversial tidbit (but can it beat Friday's?) - I'm not positive about this yet, but I believe that I will be making it no longer possible to buy games with Yerfbucks. You will get lots of advance warning if this decision is made, so you can spend 'em while you got 'em. However, you might not want to spend them all, because they will have a ton of uses. You're just losing the ability to buy games with them.

Okay, Mike, now you're just toying with us. But no! There's a very powerful logic behind this. I want Yerfbucks to be all over the place. Imagine, if you will, a hypothetical RPG. In this RPG, you can go around and fight monsters. Now, there are two ways this could work with Yerfbucks being the currency in this game, and also usable to buy games:

1. Monsters killed drop a few Yerfbucks, say 2-5. So in a day, you can rake in 200 or 300 Yerfbucks. You can take one of my games for free every week, as a prize for... playing one of my games? I go broke and die in the gutter.

2. Monsters have about a 1% chance to drop a single Yerfbuck when killed. It's not interesting or worthwhile as a reward, but at least I'm still selling a game occasionally (until someone figures out the ultimate exploit). You die of boredom, possibly in the gutter.

Now, on the flipside, what if Yerfbucks can't be used to buy games? Well now, I (sorta) don't care how many you get! I can make monsters drop a couple Yerfbucks at low levels, and hundreds at high levels. And here's where it gets clever - Yerfbucks are the standard Hamumu currency, not just something unique to that game. So you take those Yerfbucks you got killing monsters, and you go spend them to upgrade your racing car in Super Hammy Kart 5000! The Unified Gaming Theory! It's beautiful! Imagine if in Supreme, you got Yerfbucks instead of coins (that won't happen, it's too tough to update that way, but think of it like that with regard to new games). You can take advantage of your awesomeness at one game to offset your incompetence at another!

Of course, you can also use them to buy Avatar Bits, Custom Titles, and a variety of new things in the new site that don't exist at the moment.

That's only a theory right now. Another way to do it could be to really crank the exchange rate down (much like the US$), so it's more like 100YB to the cent, but that just moves the goalposts, it doesn't set me free to pick amounts for pure gaming purposes.

I think this idea works better, with these games so tied into the site as they will be, to have a universal currency, rather than to make each game unique and disconnected. Certainly some things and some games will be, for balance reasons or other reasons (kinda lame if you just start a brand new game and buy everything right off, so there are many design considerations to that), but the more that can be tied into one Hamumuey whole, the better. And really, if you like a game, you pay for it. Seems like a good deal for both of us! Is anybody really crushed at the thought of paying me for my work?

Please commence wailing and gnashing teeth.
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Hamumu.... Clubhouse?!?!03:56 PM -- Fri June 12, 2009

I'm going to get blog-happy by giving you tidbits every weekday until I run out of tidbits, showing you what's going to be going on with this site.

FIRST, A NOTICE: A lot is changing here! But what is not changing at all is what Hamumu is about. I'm not going to be making different games, I'm not making it all kiddie and stupid. I'm just streamlining what is here, making it more fun and usable, and (here's the part some of you will choke on) focusing the 'message'. Just making what I want and saying "Here it is!" doesn't pull people in. You guys who read this like it, but getting you here was a challenge! So I had to pick my target and focus the site to aim at that target, like a magnifying glass on an ant. What that doesn't mean is that this is no longer a site for you. It's all about you. It just presents itself to the rest of the world in a more specific way. I'm focusing the outward appearance to draw in new people of a certain type, I'm not changing the guts. Until next time, dear reader - Courage.


This is the new logo! Yes, the very name of the site is changing! After all, people buy games here, sure, but the real core of the site is the clubhouse. The forum. You guys hang out here, and it's your clubhouse! We're going to do things to improve that club experience and give you more to do! Stay tuned. Oh, and of course, the wagging tail is coming back. Could that be the most requested thing in Hamumu history?
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Hello Kitty Island Adventure04:14 PM -- Thu June 11, 2009

Sometimes I encounter something I want to know about, and it takes some googling, and then I find it. Sometimes it is not easy to google (this actually was, though). So in an effort to make it easier to google things that interest me, let me post about it here, so when you google for it, you will find it!

In this case, that thing is changing the fonts in WoW. I saw a youtube video with different fonts, and I got intrigued. It turns out that it is trivially easy to put in any font you have! And oh so fun. Behold:


Now it really is Hello Kitty Island Adventure!

If you too want to make WoW adorable, it's super easy, no risk, and doesn't involve overwriting or deleting anything. Do this:
  • Create a folder inside your WoW folder, called "Fonts"
  • Copy the fonts you want into it (the .TTF files which you can find in your C:\Windows\Fonts folder normally, or can download from many free font sites on the web). You need four fonts. You can choose fonts for the main UI, normal numbers (I think this means life meters and such), 'huge' numbers (the ones that pop up when you hurt things), and quest log/mail text. I just used four copies of the same font.
  • Rename the four fonts you copied in as follows:
    • Main UI: FRIZQT__.ttf (that's two underscores at the end)
    • Numbers: ARIALN.ttf
    • Big Numbers: skurri.ttf
    • Mail/Quest: MORPHEUS.ttf
  • You're done! When you start WoW, it will be as adorable as you like.

For those of you who don't care about WoW, or about making it adorable, I will talk about Hamumu. The new website is coming along well, but there's a lot to do. I am quite slow about the newsletter, I know, and Behind The Dumb hasn't been around in weeks. I'll try to get on those, but the real priority is the website (and I am also putting a lot of time into the game, I'm not letting that drop for the website). I want to really talk about what's going on here and why it's happening, but that is going to have to wait a bit. Catch you later with more on that!
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Your Input, Please!09:06 AM -- Thu May 28, 2009

First, let me say, Behind The Dumb is very slow right now! I'm spending a lot of time on the site update stuff (not covered on the show), and the game is suffering. I haven't actually filmed anything yet, and it should've come out last week! I think what I want to do is officially make it biweekly (which I'll probably be late for this week too...). You'll hear more about the site update in the future, and why interesting things are happening behind the scenes here.

But here's the input I seek! I have two interesting Behind The Dumb show ideas, but I need your help for both. Please email me these things:

1. Questions and comments. Yeah, the usual stuff I put in the email segment, but I'm looking for big questions (about anything really, though perhaps the game would be a good topic) that I can springboard into a discussion from. I want to make an entire show that is made of emails, with each email leading into something interesting instead of just a simple answer.

2. Suggestions of stuff you want to see on the show. For example, Atkins has already said he wants to see code explained through interpretive dance, which is a perfectly logical feature. What do you want to see? I'd like to do an all-request show, and it could be quite amusing if your suggestions are worthwhile.

I know I won't be able to use a large percentage of what gets asked/suggested, so feel free to send both things, and more than one of each. Send more later, send anytime. Send many emails, pack many things in one email, whatever. I want lots of options!
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The Good, The Bad, And... That's It10:33 AM -- Thu May 21, 2009

For handy marketing and development purposes, I've created the two following forum threads:

Why do you like Hamumu?

What don't you like about Hamumu?

Your input is greatly appreciated in both! If you are shy, you can send me an email (you can even use the Contact Form without putting in your email to be anonymous - just don't do it when logged in, or it's a lot less anonymous!) instead of posting. But please please send your information. It's for your own good!

The first question will be very helpful both in knowing how to market the site so I can bring you more new friends to play with/abuse, and in knowing what the key things to keep/expand are. The second question will tell me what the key issues are that need improvement around here.

Which reminds me that a major overhaul is coming. Probably not soon, only because these things take a long long time to finish. But it's underway! It won't be like the last one - we're keeping most of the underlying technology intact. I'll just be adding more interactivity, integrating everything better, making it much easier to navigate (somehow!?), improving the looks, making it look more appealing to the n00Bz, and fixing whatever you complain about in that second thread! Well, if I agree.
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Behind The Dumb - Episode 8: Functionality11:46 AM -- Fri May 15, 2009


Episode 8 of Behind The Dumb brings you a look into actual development of an actual game! Specifically, the one the series is about.

Show Notes: (Watch it first!)
  • Mikhail Hommelchev was going to make a return appearance to discuss some programming, but I found actually trying to speak with his accent was problematic at best. For a little while, I was Japanese.
  • Dual-monitor tip: my original setup lead me into multiple Blue Screens of Death. I discovered since then that this was because I had both monitors plugged into the same video card (it had 2 video outs). What's working for me now, with no crashes or problems since, is that I re-enabled my computer's onboard video card, and I have one monitor plugged into each card. Probably much easier on the computer too!
  • Got ideas, however outlandish, of what you'd like to see on the show? I wouldn't object to hearing them via any of the many vehicles for commentary that this website provides you! I worry about just continuing to show that same shot of me at my desk, blabbing on about programming. It would be nice to spice things up.
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Pay Up, Pal!08:39 PM -- Tue May 12, 2009

I am pretty sure I used that headline before. But never to mean that

Paypal is finally integrated into the site!

Go on, you! Buy tons of games, and pay for them with Paypal! You always could, but now you can do it without emailing me.
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Hamumu.Fan.Blog09:13 AM -- Mon May 11, 2009

I just had this idea, and I thought I'd spin it by the community and see if it's something you'd use. It's the Hamumu Fan Blog. It's exactly like this journal you are reading right here, differences and rules being:
  • Anyone with a Dumb Account can post an entry
  • All entries are emailed to me first for approval
  • Posts must be related to Hamumu
  • Posts have to be of some significance (like short - or long - articles about something). If you have something less meaningful (or spammy) to say, we've got a forum for that
It's nothing you can't do on the forum, but it kind of puts a spotlight on it if you want to post something really noteworthy (like a guide to making tiles, or the story of how you introduced Hamumu to your school). I don't know if that's worth the effort or not. Does it just take away from the forum? Does it add a fun new outlet? Do you have ideas of something you'd want to post there? Whatcha think!?
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Daily Sketch #7: The Devil Is Sleepy02:07 PM -- Tue May 5, 2009


The Devil Is Sleepy

This one comes from a line in the episode of Angel we watched tonight. And indeed, it seems that the devil is sleepy. And is the word "Daily" getting sillier or sadder as time goes on?
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Behind The Dumb - Episode 7: The Sandwiching01:45 PM -- Sat May 2, 2009


Episode 7 of Behind The Dumb! Finally you will learn what kind of sandwich I had!

Next week we return with a normal sort of episode. For a sneak preview of fun and joy, check out the current state of Loonyland Tactics! That's the cool thing about Flash, I'm able to easily give you something to play even though there's really nothing to play yet.
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Daily? Sketch #6: Ninjalope01:40 PM -- Wed April 29, 2009


Ninjalope

Someone in IRC suggested the theme of Ninjalope. Yet again, it's a creature with no legs. This time I got distracted and went off to do other things, so he will have to just find a wheelchair or something. It's no coincidence that these guys lack legs... I find legs to be the hardest part, and always the part I do last. I should probably be doing lots of legs.
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Daily!?!? Sketch #5: Something With Fire Inside09:57 AM -- Tue April 28, 2009


Something With Fire Inside

Sol gave me this theme, and this was the first thing I thought of. I know it looks like this clockwork robot is trying to crush something, but that's just another little thing I had sketched on the paper first (it's some sort of weird spaceship, upside down). I also know that he has no legs, but this is as far as I got. His left arm is really stupid. I think it was going to be some kind of gun or something, but it just kind of sputtered out. The whole thing's more than a little weird... but it has fire inside!
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Behind The Dumb Episode 607:12 PM -- Sun April 26, 2009


Episode 6 of Behind The Dumb is here! This one is a whole different kind of thing as it follows step-by-step my work during a 48-hour contest.

Show Notes (Watch first!):

- It's a two-parter! Way too much to fit in one episode.

- The uploading experience was an experience, as I ran out of allowed bandwidth on my internet connection, so I got by with a little help from my friend.

- If you are particularly interested, watch it twice, and pay close attention to the timelapse in the corner of the screen the second time. It's undoubtedly more entertaining than I am! I like the part where I'm drawing the old man, anyway.

- That's all I have to tell you about it, it's quite self-explanatory.
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Leeloo Dallas Multipersonality11:42 AM -- Wed April 22, 2009

This system is going well! I'm not really getting much of what I have scheduled actually done, but I'm getting stuff done! All the little things I always ignore and let slide. Paypal is almost set up at long long last. I put up fan art and photos that have been sitting. I tested an LL2 addon. I purchased some ADVERTISING. Me! It was very half-hearted, but I am learning how it works, maybe. I've cleaned about 1/3 of my inbox of things that have accumulated over the past year for no reason. I've installed a new video card and monitor to make WoW look better (that doesn't count, you say?). I've done dishes and walked dogs (the latter actually not scheduled and in fact dramatically cutting into progress on all things that are - it's a fence training issue, hopefully finished this week). I've contacted press type people about various things Hamumu (a little teeny bit).

I see victory in hand!! Now if only I could define victory.
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Behind The Dumb - Episode 5: Revenge Of Episode 404:21 PM -- Mon April 20, 2009


Episode 5, enjoy! It's got something for everybody. And if you've missed any previous episodes, fix that!.

Show Notes (Watch first!):

- I forgot to credit the two cats you see in this show (both hidden in the background... and a third you can catch very quickly during an outtake). So thanks Zazzy and Ollie (and Huzzah) for your assistance.

- The dog in the ending is Wiggles, our new dog that we are stuck with. Work this week is slowed down by her, because she has a habit of jumping the fence (it's how she got here!), which means all the dogs are imprisoned 24/7 until we finish training her to respect it (kennelling one doesn't work - they bark and whine to be put together). How does that slow me down? Lots of dog walks, many times a day.

- It's never explained, and probably not too obvious, so here it is: The Legacy Team is a 'group' of people who look at our older games and see about updating them - whether that be actual updates (patches and expansions), or testing and releasing addons. I'm excited about the opportunity of having a set time in the schedule to just look back and see about updating things.

- This is officially the longest Behind The Dumb yet! Go me! I can't make them much longer, in part because Youtube only allows 10 minute long clips. But also because I'm really pushing close to the limit of how big of a file I can afford to upload 4 times a month! Satellite comes with some tight bandwidth limits, I tells ya. Not to mention how long these uploads take. A few hours at the moment.

- Sol Hunt literally ROFLed watching the artist raw footage. But then, it's a lot funnier when A> it's full of tons of mistakes rather than one 'good' take, and B> it's your husband. There's also something about seeing the exact same thing done over and over that makes you catch nuances and find more humor in them (plus there's the "repeated so many times that it's not funny, and then it's hilarious" concept). She actually watched a good ten minutes of just that to help me find the one to use. To my credit, there was an Inigo Montoya portion. Sometimes I am very sad that the take I have to use in every case really isn't the funniest... screw ups and weird looks are a lot funnier, but they don't make for a very functional show.
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LD14 Is Over!05:54 PM -- Sun April 19, 2009

You want to play Short Fuse 2: The Escape? Go right ahead! It's not a particularly good game, and it was a massive struggle to get it made, but I learned stuff, and it's playable, so we call that a win all around. Wanna see how it was made? Stay tuned for the next next episode of Behind The Dumb. Not the one coming up, but the one after that. The one coming up should be out by the middle of this week, then the next one maybe around the weekend or beginning of next week.
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Daily Sketch #4: Tummy Ache09:56 PM -- Thu April 16, 2009


Tummy Ache

The theme given unto me was Tummy Ache, so I drew one! He really ought to be hunched more thoroughly, and something should be done with the eyes, but there you go anyway. It's like he can't bear the pain! Whoo!

Feel free to put a theme suggestion if you post a comment, it's always good to be suggested at.

P.S. - 14 bonus points if you can get the reference!
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Daily? Sketch #3: Cold10:06 PM -- Wed April 15, 2009


Cold

The theme was provided by Sol Hunt, because that's how it is around here today. Murderously so. Pretty much just a random sketch of icy stuff. I'm much happier with some of the later bits than where I started, but I'm not saying which is which (and since we don't speak Inuit, I can't actually specify one part or another in a picture like this with words anyway). Anyway, I think I learned a little doing this, so that's nice. And I do know that you don't get those weird claw things in the real world, this is fictional ice.
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Daily!? Sketch #2: Applez06:45 PM -- Tue April 14, 2009


It's a applez tree!

Leaves are hard, so you get a Dr. Seuss tree. I love drawing tree trunks though, just lots of lines that kinda go places. I specifically avoided making the ground grass, because that's a crutch I use to make the roots easier to draw. Hard to make roots stick down into bare dirt. I really rushed the end of this (the leaves, of course), because I was really gonna stick to that 15min limit. Good thing too, because I don't know how to draw the leaves slowly. Or well.
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"Daily" Sketch #1: Bird10:17 AM -- Mon April 13, 2009

I'm trying out this daily sketch thing. Today's theme was "Bird", so in an effort to spread my wings a bit (ahem), I decided to try something that wasn't a stubby little cartoon bird, and actually filled the paper and had some perspective or some other artistic term. It's not my best work, to be sure:


Death Canary


On the plus side, adjusting the bright and contrast (once I found a way to not make the Gimp crash when I did so) makes it look like some kind of old movie footage or something and enhances the evil of Death Canary. Wings are really complicated!
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Behind The Dumb - Episode 4 At Last!07:48 PM -- Sat April 11, 2009


It's here! Finally! A more normal episode ensues next week.

Show Notes (Watch first!):

- Not much to say! It was a long period of not being able to do any work due to an endless stream of other things in the way, ranging from visitors to trips to taxes to illness to utter system failure. So what you get is some insight into the life of an indie! A little insight, anyway.

- Not much of a cliffhanger, I guess, since the episode actually got released... but you can find out how it all works out next week, at least!

- Please be aware that one little bit of work did occur in these weeks, if you missed it... I began to explore Flash programming by making The Hamumu Word Search. Mostly just copied out of a book, but I learned a lot!
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Things Change06:57 PM -- Thu April 9, 2009

It's been a lazy day today... not a lot of work I can do when I can't access my work. If you haven't seen my laments elsewhere, I shall just be brief and say: my laptop has died. For most people that's an inconvenience, but my laptop was my whole business, not a side thing I used for traveling. It seems that it's the motherboard that's dead, and in theory, the hard drive should be fine. So I bought a thingie that I can put the hard drive into to use it as an external drive on a new computer I also bought (it's been an expensive week!). But it turns out the enclosure was for ATA drives, and my drive is a SATA drive. So I got to use Amazon's One-Day Shipping for the first time ever when ordering one that works with SATA. Hopefully it'll be here tomorrow, if their claims hold true.

So when that finally shows up, I'll be busily trying to rebuild my life/business. But you know, I'll never get it back just how I like it. Half the programs I won't be able to get installed and working, some of the data I won't be able to wring out of there without the installed program that created it, and who knows what other surprises. But, I'm taking the long view on that. Five years from now, my entire computing experience will be totally different than it is now (I'm not predicting holographic transmissions or anything, just that I'm going to be 'always' using a completely different set of programs than I use now). It's always changing. You just adapt, and enjoy the clean new computer that runs nicely! I won't install everything I used to have, a lot of things will just be new and different. That's how we roll!

It does have a pretty weak video card, though - that's what you get when you grab something off the shelf at Best Buy as an emergency purchase. So I think I'm gonna buy a new video card, and a new monitor since this one flickers and snarfles at random (ironically, it's a Gateway monitor from a computer I had maaaaany years ago, and now it is once again serving a Gateway! I'm sure it's glad to see family again as it sits on its deathbed). But we'll spread those purchases out a bit, perhaps. This has been enough for a while!

Oh, and I bought an iPod Touch - for business purposes mind you. Not just a giant waste of money. I hope. It's cute though. I think when a block of aluminum 1/4" thick and hardly bigger than a credit card is playing you a video it's inhaling from the air, you are truly in the realm of technology indistinguishable from magic.

But for now, until I feel very rich again, I am laptopless. I will greatly miss Library Club, and Living Room Club. I guess I could go to the library and surf on my ipod, but that's... limitied. I might try getting HP to repair my laptop, but I'm pretty sure it's long past warranty, and from what I heard, it's a repair that would literally cost more than the new computer. Caution: do not buy an HP dv-series laptop (dv9000, etc). The guy at the computer repair place had no less than 3 of them in store at that moment (not counting mine!), all with burned out motherboards. And those clearly weren't the first three he'd seen.
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Whither The Dumb?06:33 PM -- Sat March 28, 2009

Let me just say, life has rudely intruded. I have literally had not one day fully available to work on the show/game in the past two weeks. I snuck in the word search during snippets of time while 'entertaining' a houseguest (I'm not really very entertaining, as you see). It's definitely coming sometime next week (the show, not the game!), unless more surprises lie in wait. This is actually Spring Break right now, and normally I take that kind of time off, since I can spend time with my wife. But I haven't had time to do that either! Oh, routine, how I miss ye.
13 commentsBack to top!
Stop Cheating!09:25 AM -- Mon March 23, 2009

Don't cheat. Not ever, at anything. I suppose that's obvious, but apparently not obvious enough, judging by what I've been dealing with here at Hamumu lately. Let me explain some of the many many downsides of cheating. No wait, let me list the upsides:

1. You get to be in the lead without having the necessary skill or luck.

Now downsides:

1. Shortly after you get that lead, it's stripped from you, along with whatever legitimate gains you had in the first place, because you get caught. In other words, the very reason you did it is gone, so you gained absolutely nothing, and actually ended up losing stuff.

2. You're embarrassed and feel horrible.

3. All the other players are annoyed that you messed up the game for them.

4. People stop playing the game, feeling that they have no chance, and so the game becomes less fun for you as it loses players.

5. You get punished in addition to the loss of gains. Most likely, you get kicked out of the game you cheated in, so you can't even play it legitimately anymore.

6. The person running the game stops trusting you, and looks at you in a bad light from then on. There's no recovering from the stigma of "cheater". And you won't be getting the benefit of the doubt again!

7. Now here's something you probably never even considered... I just spent an hour this morning, that I intended to spend messing around with my flash word search game, modifying my website and hacking various databases to undo the latest cheating, punish the cheater, and prevent future outbreaks of same (I could've spent easily another 40 hours if I were really trying to robustly lock it down from future cheating, which is what I would have to do if it were happening a lot). Short version: Cheating takes time away from game development!

If we lived in a world where we knew nobody would ever cheat at anything... games would take about half as long to develop (forget DRM and piracy protections too! That's also cheating, so in our perfect world, no problem!), "demos" would be full versions that say "Hey, pay me $20 when you're ready to!", and every game would have online score systems and there would be 10x as many online games. It's cheat prevention that makes online gaming tough (well, it's one of the major challenges anyway - definitely one of the biggest I'm facing in designing this turn-based game, where lag is not an issue), and cheating has literally destroyed more than one online game completely.

Here's your takeaway from this: Cheating won't benefit you in the short or long term. You will get caught, and when you do, the penalties will be severe enough to completely outweigh any potential gain you might have had. Cheating also hurts the company whose game you cheated on, making it harder for them to make games, and making them take time out of it to battle you. That hurts you, in case you didn't notice! There is no positive here, only pain and misery spread to all around.

And hey, I get that there's a thrill from 'beating the system'. You're just going to have to live without that thrill, because getting it will, shortly after, deprive you of all the other thrills the game has to offer. And replace the first thrill with shame and guilt.

Man, just do a little cost-benefit analysis... you really need 10YB (that's equal to TEN CENTS. A DIME!) so badly that you want to cheat and risk losing all your Yerfbucks, and the ability to play the game, and possibly your ability to even be a part of the Hamumu community, on the slim chance that you'll get away with your cheating? Odds are extremely high that you'll be caught, so even a large potential upside (cheating at $1000/hand poker) would not be a smart choice (5% chance of getting away with $100,000 versus 95% chance of being beaten to death by bouncers... hmmm). And you're doing it for 10 cents? Math:

2% chance of 10 cent gain < 98% chance of being banned from the game and losing all yerfbucks

You make the call.
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Behind The Dumb: Episode NONE07:54 AM -- Thu March 19, 2009

There won't be a BTD this week... but I am filming stuff for a juicy episode next week! Monday and Tuesday I was on a trip, and Friday I'm off again until Saturday, and we have a houseguest from then until... Tuesday or Wednesday I think. So between these two weeks, I have MAYBE almost 5 days to work on stuff. And really, I can tell you from yesterday's experience that coming back after a break, not a lot gets done at first either!

But I got my flash game book, and I think I am going to make the Word Search game that's in it (it basically takes you through step by step 12 different games). Good practice, and something sorta fun to have on the site. I could just dive in and reference it as I try to make LLTT, but this'll be fun and I'll be slightly more skilled when I actually do start on the real deal.
8 commentsBack to top!
Behind The Dumb Episode 308:14 AM -- Sat March 14, 2009


Show Notes (watch the show first!):
  • The first segment, talking about using Flash for the first time, I don't think it hits the point hard enough. I'm going to not just be making a technically complex game, unlike any I've ever done... I'm gonna be writing it in a new language! But the upside is that when I'm finally done, in however many years it takes, I'll be a master of flash! With some effort, I may become Grandmaster Flash. Either way, I'll be able to make games that run on every platform, in your browser, and roxor any undergarments you may be wearing.

  • "When Changes Attack" is probably very unclear, because I'm trying to drill down on a really complex issue that I spent about 2 weeks muddling over in my head every day. Basically, the problem is that in a turn-based game, where people can be in multiple games at once and games can last weeks, you can't just say "everybody off, I need to make changes". If I have to change something (or if a player levels up, thus improving his units), then suddenly, the player who already took his turn has already seen things happen with the old values, whereas his opponent logs on to watch things play out with the new values. They now have two totally different game states, and the game is broken (maybe in one, a guy's soldier died because he took 6 damage, but to the other player, it wasn't enough damage to kill him). So to avoid that, I'm going to have each new game make a copy of all the relevant units and abilities and player skill trees before the game begins. Then, when that game looks up "how much damage does a knight do?", it looks at its unchanging copy instead of at the possibly-changing original value. Maybe that's more clear. Maybe it's not. I told you, it's a complicated issue! (And I know, some people would solve this by including how much damage an attack does in the record of the attack, but I felt this was a much cleaner solution this way because of all the things that can potentially change, not just damage).

  • The Blair Witch moment is, for some reason, Sol Hunt's favorite moment in the entire series (and also, yay, she gives Episode 3 the coveted "Best one yet!" award, which is faint praise, but praise enough).

  • I also had an email handy from Moltanem2000 which I had to cut out for time. This episode is still a full minute longer than the last two! I was going to cut more, but the boss said it was much more engaging than the previous ones even though it was longer, so it was worth it. And I didn't know what to cut.

  • I'm gonna do more detail on the Snuggly Bunny units in this journal in the upcoming week. Not much detail, since it's only very loosely designed anyway, but some!

  • Another cliffhanger! Will you ever know the truth!? Yes, in episode 4!
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Stationary Blog01:41 PM -- Wed March 11, 2009

Between Twitter and Behind The Dumb, I struggle to find a place for blogging... but here's something too long for Twitter and too inane to squeeze into Behind The Dumb (imagine that)!

I'm reading the new Stephen King short story collection Just After Sunset, and there's a story in there called Stationary Bike. It's about a guy who learns his cholesterol is too high, so he gets a stationary bike and rides every day. Obviously, that gets weird and I would be a spoiltron if I told you how (a pretty dumb story, to be honest). But what interests me is what he did with his bike. I immediately latched onto this idea. He gets a road map and marks the road from one place to another, and each day as he bikes, he marks off the distance he went, creating a virtual bike trip of sorts.

Okay, maybe that's only nifty to me, but I've always had this fantasy of walking or riding a bike right up the entire California coast. It's not something I'll ever do, and I know that, but the idea of it is very compelling. We don't have a stationary bike, but we do have one of those elliptical thingies (sort of equivalent to cross-country skiing, I guess). I'm checking out Google Maps and seeing about building an incentive map. It'd be fun to know where I had gotten to. It's sort of like Wii Fit - a little something to give you a goal, and push you onward a little bit.

And might I add, it's really hard to get Google Maps to take the route you want. I want to go up the coast, not just along freeways! There was one road it just really didn't like, and the points I set would make it head miles up the road, then backtrack and go around before heading miles back down the road again to get to my next point. And then if you mess around with your points too much, it forgets what all the points mean, and completely freaks out. But it's hard to complain... it truly is an utterly mind-boggling piece of software, especially for free!
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Behind The Dumb Episode 2!05:47 PM -- Sun March 8, 2009


This weekend has been a nightmare... I finished editing on Friday afternoon, and then spent the next two days trying to get it uploaded! So, here it finally is. I couldn't get it on Youtube at all, which is maddening, since I really want it there. I will try again in the future for that. For now, enjoy and comment!
21 commentsBack to top!
Behind The Dumb, Paginated11:03 AM -- Tue March 3, 2009

For your convenience and because I thought it would be better to newsletter about, you can now visit the


page by clicking the very words you are reading right now. The page collects all the episodes and links to their Journal comment threads. Nothing mindblowing, but a handy reference point.
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Behind The Dumb Episode 1!04:04 PM -- Sat February 28, 2009



(and notice I finally learned how to make it use the high-quality version!) Please don't mind the odd double moment after the credits... that's just weird. It sure wasn't that way in the editing program. I'm learning... each week will be better! And more ridiculous instead of so ruthlessly informative.
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No Pumpkins!03:16 PM -- Tue February 24, 2009



What do you think of that? It's not being produced, it's being considered. This is a screenshot from one of those t-shirt sites, using my own image, obviously. I thought that hand-drawn (not terribly well) look was the most appropriate - yes, it is intentional! I'm not just a bad artist, I'm a bad artist with class. Would you buy this? Is it the wrong shade of green? Should the pumpkin be bigger and stick out around the NO sign? Should it be a 3D pumpkin from the game? Should it be a pixelated pixel pumpkin? Should there be some text somewhere? Should the artwork be moved up? Moved down? Bigger? Smaller? I don't think bigger is actually possible.

I kind of like it as is, although I wonder if people will interpret it as an anti-Halloween message. Quel traveste'!
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And Vimeo!12:16 PM -- Mon February 23, 2009

You make the call! After all the intense waiting, I think this is the winner... it's even in widescreen when embedded!



Lame... you can't view the high definition version unless you go to the Vimeo site itself. Much lower quality here embedded. How annoying. No good solutions anywhere. I might have to investigate self-hosting methods, which is pretty easy, as I recall... if you don't mind the bandwidth cost!
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Viddler On The Roof11:05 AM -- Mon February 23, 2009

Here's a Viddler version of the show... much higher quality, it seems like. The original video is 1280x720, so the youtube quality was a disappointment! I've also put it up on Vimeo, but they seem to have completely exploded the second after I did. They're back up now, but now my video says it has 2,130 minutes until it's done processing. So we'll check that out later... I think I'm liking Viddler best at this point. It's still annoying how both of these sites show videos in widescreen format, yet they both only provide square embedded players (note letterboxing below!). If you go to either Youtube or Viddler, you can see the video in full widescreen. It looks much sharper on Viddler.

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Behind The Dumb: Loonyland Tactics... Coming Soon!04:09 PM -- Sun February 22, 2009


I'm gonna give you all a show! Watch me crash and burn as I try to write a game! It's fun to make the video, so why not. Of course, it just means even more of a workload than just trying to make the game, but it's educational (sorta) and fun!
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Costume Party...03:21 PM -- Fri February 13, 2009


That's pretty much all there is to say about that! Happy Valentine's Day! You need a Dumb Account to play, but otherwise, you can play all 1060some levels right now, and keep on cranking until Monday! I'll be very impressed if you finish them all by then. Of course, then there will be hundreds more by the time another month has passed, so you'll have to buy the game to catch up!

In other news, I am working on something shocking and surprising that you will, with luck, hear about next weekend.
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I'm A Twit06:24 PM -- Thu February 12, 2009

Well, I'm trying something new. I don't know if it will stick or not. I'm on Twitter! I am of course "Hamumu" on there, so look me up. Oh here, a link: http://twitter.com/hamumu. I still have a bit of a mental block as to what all exactly Twitter is about and for, but some people seem pretty nuts about it, so I will see. If you are a twit too, you can add me or whatever it is you do. Kids today and their new-fangled websites.
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But...08:41 AM -- Tue February 10, 2009

It's always very pretty the next day!

And the dogs love it (they hate it when it's actually coming down, though).

But it was really cold.

That's a full-grown woman's hand. That ice is a solid inch thick! It took great violence to hew it forth from the wheelbarrow.

We're snowed in, of course. You might scoff if you live on the east coast, but I'm not driving our dirt road with no chains in this stuff.
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In related news...11:23 AM -- Mon February 9, 2009

"A $2 billion allocation intended to push universal broadband service into rural areas of the United States has been cut from President Obama's economic stimulus package."

COME ON!!! It's blizzarding on my satellite dish!
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Snow Day11:17 AM -- Mon February 9, 2009

It's another one of those fine blizzard days, I will probably not have much internet access! I didn't have any this morning, just visiting now, and the blizzard is kicking up a notch, so I think I will probably not be long for this virtual world... sorry if I don't get to your emails before I lose it!
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Dumb Packed01:09 PM -- Thu February 5, 2009

Looks like the Dumb Pack is just about there. I don't doubt more issues will appear, but that's why it's nice that it's so easy to update! I've put up the trophies and awards for it on the Dumb Pages. So it's good. I'll just need to release the next patch which fixes the issues people have noticed lately (holding off until tomorrow to see what else pops up), and update the game info page so it doesn't try to warn you against buying it anymore! And of course do the stupid newsletter I have been procrastinating (but besides procrastination, it is appropriate for it to be delayed until the game is out for real, right? I want to announce it!).

Then that's it! I'm moving on. I am moving on to Loonyland Tactics. I have a great idea about the development of this game, but I'm going to have to do some testing first to make sure it's feasible and wise, so I will probably delay the start of development for a week or so first while I work on those other things. Wouldn't it be nice if I did some Costume Party marketing in the meantime?

I've also been thinking about and planning for this year's PAX! It's a tad premature, but Phil Hassey and I have been talking about sharing a booth, so I got to tinkering in my brain with what I would be doing in my booth. I'll definitely have game CDs available, and it occurred to me that not only do I want to sell T-shirts there, but it's the ideal opportunity to go ahead and get a full-size T-shirt run produced! Sure, they'll be sitting around the house taking up space needlessly for now as the orders barely trickle in, but since I'll need to have a bunch handy for the show anyway, why not get them now? Then I can have shirts up on the site all nice and normal and fancy. I'm trying to go for ones with appeal beyond just Hamumu, and the two that have really caught my brain have been the No-Pumpkins shirt (I have no idea why that hadn't occurred to me before it was mentioned on the forum!), and a classier version of the "I Am Dumb" shirt, with a warning sign style to it. Like you're letting people know in advance, so they can be careful. So come on out to PAX this year (it'll be in Seattle at the end of August, I believe), meet us, buy some CDs and T-shirts, and check out what we are up to!

Maybe I'll arrange a secret code phrase so true Hamumians can get a sneak peek at whatever I am working on then, while the lesser mortals just get to play the existing games. The secret code will probably be "Hey, I'm from the forums!"

Oh, and speaking of Phil, he's hosting this month's Mini-LD, which is this weekend! Unfortunately, so is our Groundhog's Day party (featuring Rock Band!), so I don't know how much participating in Mini-LD I will be doing.
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Will the debate ever end!?02:03 PM -- Fri January 30, 2009

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Dumb Pack Beta Is Here!01:36 PM -- Thu January 29, 2009

Costume Party Dumb Pack Pre-release Beta!
Go get it. I've already fixed a bunch of things, so it ain't perfect (it's a beta!). Maybe it's actually an alpha... betas are feature-complete, and this is missing 5 tiles and a lot of sounds. Anyway, it's available and as wondrous as you ever dared dream (minus 5 tiles).

Since release, so far, I've fixed Yerfdog's inhale effects (inhaled guys didn't trigger switches they got pulled over, but they do now), added a display of what he's inhaled, Happy Stick's clinging (he remained airborne if you clung to a colored block that vanished), made the remaining tutorials, and fixed an issue with the E-Crates! Those fixes will appear in the next patch in a day or two, hopefully along with lots more new stuff. I'm currently debating exactly what to do with the remaining 5 tiles. I feel like Squashes should be in there somewhere, but there's already Pumpkins, and I'm not even sure what the Squashes should be able to do.
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B.B.B.B.M.M.09:52 AM -- Tue January 27, 2009

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Dumb Packin'01:19 PM -- Mon January 26, 2009

I don't want to spoil too much of the fun, so I'll skip sharing too many details and tricks, and just say that I completely redid how wires worked today, and they now look sorta better in a way, although there is one thing I bet people will complain about, and I'll leave that for you to discover (and complain about!). Mainly though, they function better. They used to use bullets for the sparks, and it was very easy to completely overload the bullet limit by filling wires with sparks. Now there is no limit on sparks, except that multiple sparks that share a space (if they are heading in the same direction) become one, so, effectively I guess there is a limit of the number of tiles onscreen times four. Anyway, it doesn't slow things down anymore, it's great.

When electricity gets to the end of a wire, it shoots out bullets as 'sparks'. They're only harmful to the player. I should probably add a Blaster device that does the same but harmful to enemies. That way you could benefit. I've also added electrifiable floors (usable as an alternate type of wire, as well), pushable blocks that conduct electricity, and special wires that make sparks multiply. Oh, and the batteries I was talking about. There are a whole lot of potential tricks involving all these devices, so enjoy.

In other news, I've decided the best way to get this tested, best deal for you and for me, is the same deal we had with Loonyland 2! This week, I'm going to get pre-orders set up, so you can buy the Dumb Pack in advance and try it out. I get my testing, you get to play early. Everybody wins. I guess I need to get to work on some sound effects and music pretty soon... still a few tiles to go, too.

The real question is, which music is most appropriate for each of these characters? Yerfdog's never had a song, unless you'd like to hear the "doo-doo-doot-di-dit-doot HAMUMU!" song repeated endlessly. And Bouapha's got tons of songs. I don't know which is fitting. Happy Stick Ninja is new... but there's the secret music from Dr. Lunatic, which would fit since that was where happy stick was born. Then again, he's a ninja. Maybe he should have the Ninja Academy rockin' tune. And no, still don't know quite what background image would be good either. Maybe green hills and sunshine, to go with the Cliffside tiles.
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Sneak Peek: Costume Party Dumb Pack10:08 AM -- Fri January 23, 2009



New stuff! Only three new things, two of which are kind of old. Yes, after all the desperate demands, we now have sideways spikes. The third new thing is very interesting, and I'm mainly posting a sneak peek so I can get lots of ideas for them.

They're Wires. They go on the overlay layer, and automatically connect up, like roads in Simcity (I was actually inspired in the first place watching my wife play Zoo Tycoon and lay out paths). If you have one wired up to a pressure plate or switch (you can see both in this pic), then stepping on the plate/switch will send a spark down the wire. You can also wire them to Targets, and they'll spark when you shoot the Target. You can see two sparks on the upper wire in this picture, if you look closely. So what do the sparks do?
  • Detonate Blast Bricks (see left)
  • Light or unlight Fireplaces (see upper right)
  • Open doors (see lower right)
  • Notice the upper Kid is standing on a Switch... but that Switch isn't down! How is that possible!? Sparks pop Switches back up! That's why there's a loop in the wire.
So far, that's all sparks can do. But doesn't it seem like there should be more? I want to have a light bulb you can light up, but that's tricky to decide just what tiles it would create (also, since Wires go in the overlay layer, the wire would prevent light from happening in its space!).

So I'm just asking for ideas. Either existing things that should react when sparked in some way, or new things that the sparks could be used with. One idea I really like is a Battery. Each time a spark gets to it, it goes inside, and once the battery is full, it empties and... something!? I am not sure. A simple idea is that when full it fires a spark upward, so you could have something where you need to get 8 sparks to go into a battery in order to get a door open (because the battery then sends one spark to the door). Want to need 64 sparks instead? Stack two batteries on top of each other! Each time the bottom one fills, it will fire one spark into the upper one. 512 Sparks? 3 Batteries.

Another idea I sorta like is if a wire runs into water (both being in the Overlay layer, you can't actually string wire through water), it could shoot out Blast Brick shots when a spark hits the water. Maybe it's better to just have a Blaster that fires a shot each time a spark hits it. Maybe dead-end wires should always shoot out a little blast of Lasers each time a spark gets there, to simulate sparking electricity, and to be dangerous. I think I will do that one at least right now!

P.S. Dumb Pack Status: 15/25 tiles.
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Spam Spam Spam Spam07:55 AM -- Fri January 23, 2009

It has happened! I hit the big time! Someone bothered to make a bot to spam my journal comments! So now I implemented a 'captcha'. Try posting a comment and you'll see it. It's mighty tricky! I hope you can figure it out.

In other news, I got Rock Band 2 and Guitar Hero World Tour after Christmas. Yay! I got them on the Wii, which meant a whole new set of instruments. I was not happy with that, but it means I can now download songs and if I had an internet, I could do the various internet options. It won't connect to that on my satellite, but thankfully it will connect to the music store. I downloaded a Disturbed song (not Still Alive yet - the Wii has a limited selection, they're gradually adding the songs in).

Guitar Hero is a pale imitation of Rock Band. It's really kinda sad. The thing that kills me the most about it is that, apparently in an effort to be "rock n' roll!!!!", the fonts in it are horrible and unreadable. When singing, I have to squint and lean right into the tv to try to understand. When it says what song you're doing, it's like a game in itself trying to guess what they say. It's not just the fonts, though. Like all the different types of notes you can have look almost identical. Where in Rock Band you get these glowing white notes for energy that you can't miss, in Guitar Hero, you just get normal notes that are star shaped. They stand out, but not that much. There are a pile of other note types that are also very slightly different.

Rock Band 2 arrived later, so we had Guitar Heroed for a few days first, and it was such a breath of fresh air! Such nice clean fonts, such fun touring madness and earning of fans! Guitar Hero does have some superiority - a way better intro movie (for whatever that's worth), the music studio feature (but Rock Band has a very cool drum training program that really helps!), and better/more character customization. Oh, and you can do cool stuff on the GH guitar. Guitar Hero drums, by the way, are terrible. Expect to be returning parts or whole drum kits if you buy some (I am currently waiting on a replacement cymbal and microphone... luckily, Rock Band only uses one cymbal, so I am still rocking on my chosen platform!).

Rock Band 2 is far and away the better game, and I suspect the drums on it are way better, probably because they're not velocity sensitive. I had weeks of going back and forth adjusting the sensitivity on these drums and dealing with the broken cymbal. On the other hand, Guitar Hero drums have one plus: a nice, solid, well-built foot pedal. But even that has a serious downside - it's not locked into the drum kit, so when you are kicking madly away, it starts to slowly crawl away from you. It has velcro under it which is supposed to help it stay in place on the carpet, and let me tell you, it does nothing.

I endorse Rock Band 2. Play it. It has Master Exploder in it (so does Guitar Hero, actually). My band is The Founding Muthas, featuring Abe Linkin and Mary Todd (I know Abe Lincoln wasn't one of the founding fathers, thank you). Originally it also had Martha W. and Benny Frank in it, but they were both kind of weird looking (Martha W. extremely), so last night they got replaced with B. Rock and Shelly O. I always get a kick out of Abe, he looks awesome. What Abe Lincoln would be if he was in Jimmy Eat World.
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Sneak Peek: Costume Party Dumb Pack05:38 PM -- Tue January 20, 2009



Things coming together quickly now! Here's a little Dr. Lunatic themed scene for you. Pumpkins are very simple enemies, they just constantly head forward (turning if they hit a wall), walking right off ledges. They take only one hit, and are worth no points! The one that appears to be flying is actually just falling off of the Candle, which one can of course stand on like any ordinary candle.

Now why would an enemy be worth no points? Because of the Pumpkin Patch (half-hidden behind a Pumpkin)! These generate a Pumpkin every 2 seconds (alternating left and right). They'll stop generating when there are 10 Pumpkins of theirs around. As soon as you smash some, though, they start right up again to get it back up to 10. It takes 10 hits to destroy a Pumpkin Patch, and you get 200 points for it, so it's good stuff.

Of course, where there are Pumpkins, you need a Pumpkin Gate. It works just like a Bat Gate, but thankfully Pumpkins are much easier to beat without getting hit. It always bothered me how the only Gate available was for creatures that are such an incredible nuisance. It's also fun that you can be annoyed by Pumpkin Patches while trying to get one of these open.

And where there's Bouapha, you absolutely need Candles! They are worth 10 points each, unless you get them all - the last one is worth 500 points. However, like Keys and Hearts, they can be destroyed by enemies and spikes. If even one is destroyed, you can't get the bonus. So that could be used for some fun levels (and nicely, you can still pass the level without them, they are only worth points). As an added bonus, just for fun, Candles are destroyed if they hit water (can't burn in water!).

I'm at kind of a loss for what else to include that is truly based on our other games... Stockboy surely has several good choices (if tricky to implement...), but other than that, the games don't lend themselves that well to being put in this game. I thought a Moon Invader would be kind of cool, or a Killer Kiwi. Hooray for obscurity! I do have a few other things I'd like to get in, though. Not all particularly Dumb Pack style, but this is Costume Party Dumb Pack - if adding something is going to make Costume Party better and add more potential puzzles, that matters a whole lot more than shoehorning in things from other games.
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Sneak Peek: Costume Party Dumb Pack06:44 PM -- Thu January 15, 2009



The two costumes I've got all nice and finished, minus some polishing that they are sure to need! First let's recall Yerfdog. In the upper right is a lovely shot of his mighty inhale. It makes the same puffs as the North Wind does. You can't tell, but the Laser Tree is further left than it was when he started. Actually, notice the bullet? That came from the tree. His breath also moves bullets (but he can't inhale them, they just hurt him if they get to him). His breath works through walls, which could have puzzle purposes. Not that he can pull guys right through walls, but he can make guys on the other side of a wall move.

In the lower left is an inset shot of Yerfdog with his mouth full. He looks kind of fuzzy. That's a result of something I'm considering - it's a smooth rotation he goes through while bouncing around. It looks kind of nice except that, as you can see, it makes his pixels frizz out a little.

So Yerfdog can inhale enemies and spit them out! They're not weapons when he spits them out. His job is purely to get things from one place to another. That makes it much more of a puzzle tool than if he had the ability to kill things with it. If he had that, he'd just suck up a crate, spit it at someone, inhale again, spit again, until the victim was dead, then move on to the next. Without that offensive ability, he has to plan. What does he want moved, and where should he put it so that it won't hurt him? He can only jump 1 tile while carrying stuff, so it limits him a lot. His normal jump is huge and very floaty. But it can be controlled - a light tap will make a small hop instead.

The other hero you see is none other than the Happy Stick Ninja! As you can see, he has 3 main abilities. At the bottom, you see him in stealth mode, lurking like the Vampire does. No real difference from the Vampire except that he hides much faster, and he has no attack, so he has to hide! That always bothered me with the Vampire. His attack was so effective that only Scream Queens really ever need to be hidden from, and you can even kill them in the right circumstances. Oh, also he has to push down to hide (if not in the shadows, it just makes him duck, which doesn't dodge anything, it's just for looks).

Further up, he's standing. He can stand. Further up still, he's doing a wall-cling. From there he can hop across and back and forth to move up that pipe he's in. Pretty standard ninja ability, implemented in a very user-friendly way. I find that wall-jumps tend to be one of the harder to execute abilities in most games. They're always quirky in some way and you can slip with little mistakes very easily. So in this game, I made it as simple as I could: the fire button is "Grab". If you are holding it when you hit a wall, you hang on to the wall. While on the wall, you can tap up or away to leap off. If you release Grab, or push down, he'll drop down instead. All very simple, and won't lead to mistakes and slips.

And at the very top is something few ninjas can do (but few are so lightweight and 2-dimensional!): a ceiling grab! Like a wall grab, you hold Grab when you hit the ceiling. One tweak though: you also have to be holding up. That's because I ran into issues where you'd inadvertently grab the ceiling a lot, and it's a problem, because once you are up there, the only thing you can do is drop down.

Happy Stick Ninja has no attacks. His purpose is very simple and raw: he provides the joy of fast-paced running and jumping. He's very easy to control, moves very quickly, jumps fairly high (almost but not quite 3 blocks), and can stick to things all over the place. He should prove fun to play, and be used to make really solid platforming challenges. Oh, and of course he can pass through grates. I am considering letting him climb on grates like they were ladders, but that may be uncalled for.
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Sneak Peek: Costume Party Dumb Pack10:54 AM -- Tue January 13, 2009



What's to see... the new rounder-headed Bouapha (yeesh, the complaints!), the Yerfdog costume, Shroom, Cliffside, Color Tickers, and the new 'fake bricks'. The fake bricks aren't just a Dumb Pack feature. I got really tired of people cheating by editing their graphics files, and then making levels that are impossible for non-cheaters to win, or at least incredibly annoying. So now, even though it doesn't look nearly as good, we all get partially transparent fake bricks. If you look closely, you can always spot what's behind fake bricks now. I think it's really dumb, and it ruins a lot of nice things (such as having invisible 'machinery' in a level that controls your platforms appearing and disappearing), but don't blame me. Blame the people who cheat and the people who think "challenge" is synonymous with "trial and error". I've also made No Costume Zones deadly if they are on grates now.

Ranting aside, you know about Bouapha already. The Shroom I have explained before. Cliffside is just a new terrain, equivalent to bricks, except unsmashable (so Witches can zap it). It automatically applies grass on top as needed.

Then of course Yerfdog! He's not fully implemented yet, but my plan for him is that he's light and floaty, like the ghost, but can't actually bounce in the air. He just has a regular (but very high) jump. The unique feature of his jump is that, if it works right, he'll be able to control his jump height by holding the up arrow longer. But his important ability is, as people suggested in the forums, the ability to inhale enemies (and crates) and then spit them out later. That should prove a lot of fun. Sneak up behind a Scream Queen and inhale her, then you are safe to move through before depositing her somewhere else. He will probably be impaired in some way while carrying a monster - unable to jump at all, perhaps? Maybe just a shorter jump.

The last new thing was also suggested on the forum (sorry, I haven't been keeping track of who suggested what! Take credit in the comments!), the Color Ticker. Three colors available, as you can see. When anyone steps in front of one of these, all Tickers of that color begin ticking, and it acts as a switch. After 8 seconds, it switches things back and stops ticking. You can restart the time by touching it again (or another of the same color). So this should be really handy for timed challenges. Can you hop across the spike pit before you lose your platforms? You can do the same thing with monsters moving on switches, but it's more elegant to have the player able to control when the time starts. Of course, you could also have a monster controlling that, couldn't you? Also, it looks cool because a little hand sweeps around the clock as it counts down.
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Flood05:24 PM -- Sun January 11, 2009

This weekend was a Mini-LD48 contest with an interesting theme. Each contestant was to make a game that had a single level, and was completely monochrome (you pick any one color and then can only use shades of that color). You got to pick from a pile of secondary themes (pretty much every theme that had ever been chosen for an LD in the past) for your entry. That didn't constrain me enough, so SpaceManiac told me to use "Flood" as my theme. Thusly limited, I could create!

Well, sort of. I didn't take the whole thing very seriously and didn't actually code anything ever even draw a pixel of art. But I did come up with a semi-working game! It's a card game, and you can give it a shot yourself. We played it a couple times to try to work it out, and I think it's actually just a tweak or two from being good. It's not really fun for humans to play, but you can. It would be better solitaire, since the Flood's strategy is easy to automate (but it's still too much thinking and doing for an 'opponent' in a solitaire game). It really would work best played against a computer (where I could also change the specific cards available to make it more challenging), but go ahead and give it a try to see what you think, and where you think it could be improved most easily:

One player is Player, the other is Flood. Each player has a full deck of cards, but Flood has all cards lower than 5 removed from the deck. Both shuffle separately. To start, Flood lays out a row of 8 cards across. Any that are lower than 10 (Aces are high) need to be discarded and redrawn until they are 10 or higher. Reshuffle the remaining cards, including any discarded. This row of high cards is The River.

The Player's set-up is a lot simpler: just draw 3 cards from your own deck.

Each card in The River is representing the middle of a column of cards 7 tall, so there are 3 empty spots above and below each card. Imagine, if you will, that there is a house in that 3rd empty spot. The Flood's goal is to destroy the house by rising its water to that point. The Player's goal is to save as many houses as possible by blocking them off with sandbags.

The Player goes first, choosing any card from her hand to lay down in any of the empty spaces. This is a Sandbag. A Sandbag blocks the Flood from playing any card there that is lower in value than the Sandbag. Player should play cards sideways just to differentiate her card from the Flood's (if the decks look the same). Then draw a replacement card.

The Flood then draws a card and plays it off of the River, extending any column up or down by one card. It can only play a card if it is equal to or lower than the value of the card it's being played off of. It can play in empty spaces, or on top of a Sandbag if its card is equal or higher than the Sandbag. The flood's robo-strategy is simple: play the card drawn off of the lowest card that it can be played off of, preferring to extend longer columns over shorter ones. If there's no valid place to play a card, it is discarded.

The game is over when the Flood is out of cards or every column is either completely flooded (all 3 spaces in that direction have Flood cards) or unbeatably Sandbagged. The player then receives 62 points for each house that is saved (the contest said your game should award 0-1000 points, this makes a max of 992). There's no winning or losing, just scoring higher or lower than your previous attempts.

There is only one special trick to make things interesting (it probably needs more, and there was another, but it made it too easy for the Player): if the Player can get 3 Sandbags in a row horizontally that are the same value (and none of them are flooded over yet), those 3 are unfloodable, regardless of value.

All in all, this is a game you tend to win with most of the houses unflooded. You pretty much inevitably lose one or two, but it's very easy to keep more than that from going away. It's extremely luck based. I don't think it makes a very good card game, but probably kind of a fun quick diversion when on the computer. And of course on the computer, I would get to tweak what cards each side had available until it was reasonably challenging.
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Happy New Year!09:55 AM -- Tue January 6, 2009

I have been away for a while! Not actually away, most of the time, but away from working. I had a lovely winter break, thanks for asking. Except when my back exploded. I'm still recovering - in fact, I'm wearing an ice pack right now. But it can be dealt with while I enjoy the comforts of sitting around playing WoW and watching movies and getting presents. I also took a short trip to Texas for a family Christmas.

So, when the New Year happens, people make resolutions and such. I don't. But I do try to come out of the cocoon of slothful winterdom and emerge as a productive butterfly of functionality. A lot of times I'll set goals, but not this year. This year is more exploratory. I'm working on setting up a schedule to pursue many different creative venues. I even got a book on how to compose music! Who wouldn't want Loonyland 3 to be a musical?? I also got painting supplies for Christmas (I foolishly put on my list "Painting supplies (don't know what kind or anything, it's your job to make me learn to paint!)"), so I need to do that. I was very inspired by seeing Gabe from Penny Arcade try out painting. Of course, he started out being an amazing artist. But it might be a fun thing to try.

Another venue that I'm always trying to dip back into is board games. Every Christmas it comes up again because I play some board games again (sometimes my own, though not this year) with people, and my gears start cranking on the possibilities of rulesets and how they intertwine. The limiting factor with these is of course manufacturing. Unlike a video game, you can't just put it out there yourself. You need someone with skills to produce a physical manifestation, and they want to make a lot at once, for a lot of money. A lot of games sitting around the house gathering dust...

So all that stuff should be fun and really expand the old cranium (not physically, one hopes). I also have a ton of post-holiday house cleanup to do, including making the office much better. I want to set it up as a really good, comfortable studio for all these pursuits, instead of a pile of junk with a computer sitting on top. One of the reasons I wanted a video camera was so I could shoot Making-Of videos! I better have a non-horrible office if I do that. I also need a tripod.

In the same-old, same-old vein, I'll be working on The Dumb Pack and Loonyland Tactics. Did I mention at some point that there are now Shrooms in Dumb Pack? They work as suggested on the forum - they are walking trampolines, and if you jump on them, they spew poison to either side, which hurts enemies (and you) other than Shrooms. You can also kill the Shrooms, but then how will you bounce? Making those was the closest I came to doing work during my break.

Now I need to make a newsletter! Something I have been dreading and postponing since the 1st. I forgot to do the interview, haven't done anything productive in the past month, and there's only one Winter Wackiness world. So don't expect it to be very interesting.
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Christmas Tradition09:20 AM -- Thu December 25, 2008

It's tradition for me to wake up on Christmas morning with my spine shattered into a million pieces. We are keeping tradition! I can't spend much time on the computer, and history shows that this is going to get a lot worse to the point where I am stuck in bed for the rest of the day. Whee. Don't expect Winter Wackiness too soon!
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Tactical Thoughts09:05 AM -- Fri December 19, 2008

Still no code whatsoever (or graphics or sound) in Tactics. I can feel it bubbling up, though... someday quite soon, I am going to hammer out a prototype in a couple of hours and have something! Of some sort.

There's a fundamental key part of the game I haven't quite nailed down. It's the overall format of the battle. For example, in Land Of Legends, that's "start from your base and go capture other towns (takes multiple turns standing on them to get them), from which you can build more guys of that town's race, until you capture your enemy's base by the same method." Long and convoluted, but there you go. I haven't played Advance Wars in a while, and I need to do that today. My copy has a dead battery, so I get to start from Tutorial 1 when I try it. I really need to get a more recent incarnation of that game... it's research! But I think Advance Wars isn't far removed: "start from your base and go capture factories (by having infantry stand on them for a few turns) from which you build guys of your own type, until you capture your enemy's base by the same method."

One thing for sure in my game is that you won't be able to build enemy units by capturing their base. There may well be neutral units or special units you can obtain on different maps, but on the whole, you'll be commanding your own guys. That's important to me. Each army has a unique 'hook' that makes it synergize in a certain way, and I don't want you flailing around with an odd assortment (of guys you don't have skills enhancing) just because the base that makes them is closer to your enemy.

I kind of would like different armies to have different methods of expanding, but I think that would require very specifically tuned maps to work. For example, if Eyeball Trees had to infect Woods spaces to build new units, they'd be incredible in a heavily wooded map, and have just one unit in a desert map. If someone who normally played the Desert Dudes (not actual name, no name yet) made a map, they might not even realize trees were needed for the Eyeball Trees, or maybe they would realize and would leave them out out of spite! So I think everybody has to be based around the same resource. And I think we can safely assume that resource is money. I'm not interested in the RTS style of having several resources and having to collect them all in various proportions. I think.

One thing I think is important is having multiple points of interest to take all around the map. Otherwise it's just a question of the shortest path between your base and the enemy's. Are those points of interest more potential bases, gold mines, or 'Power Crystals' or what? I think bases might be the way to go. I hate making everything just like other games, but it definitely amps up the complexity of the underlying strategy if capturing something means a new location to launch your assault from.

I am pretty sure I don't want capturing to work as it does in those games, however. Standing on the base for several turns. That bothers me somehow. Attacking the base for X amount of damage might be an idea. Then that would make the final capture entail destroying the enemy base, which is kind of nice to me. But the nice thing about a capturing mechanism is that it's something different from the rest of the gameplay. Here's an interesting off-hand thought I just had: what if a unit could visit your home base (only? Or any base you own?) and pick up a Flag. Then he could carry that flag to a neutral or enemy base and drop it to claim the base. While carrying the flag, he would move half speed and be unable to use any abilities (that includes attacking). Perhaps dropping the flag on the spot if killed. That would be interesting, because you could see who was a flag carrier and focus on stopping them. I like that concept. It could be tougher to take their home base from them, either requiring multiple flag drops, or blasting away some gates before you can drop a flag.

So many other whirling thoughts... I want information to be important. Fog of war. Units with big sight range that are horribly weak would be very important to see incoming foes. Some guys can hide, invisible until they attack or are bumped into. Some guys with automatic attacks if someone walks next to them (combined with stealth=ambush!). So you can be attacked on your own turn, in that way. Kind of non-traditional things, that couldn't be done in a non-computer game for technical reasons.

People have discussed the leveling-up idea. Here's my thinking on it right now: skill trees, sort of like WoW's talent trees. Not nearly enough points to buy everything, of course. Hard decisions to make all the way along, so in the end, you have built a certain type of character. And more importantly, depending on where you invested points, you've unlocked certain new units and powers, so that you have a different army in the end than someone else who plays the same character you do. Hard to balance, for sure! But fun. Of course you gain levels playing single player or multiplayer, so you can build up your abilities (both your actual skill and your character's skills) against the computer before you face deadly humans. I saw somebody express concern that if you leveled up your archers, that's all you'd use. But this is a strategy game. If you only used archers, no matter how good they are, your enemy would come in with Gargoyles that take half damage from arrows and wipe them out in melee. It always takes a mix of units, and your skill choices will determine what mix is available to you, and how you weight your mix. If a single unit is dominating with certain skills, then that's time to do some adjusting. I fully intend for this to be a live and changing affair, which I will constantly tweak until it's ruthlessly fair.

Cooperative multiplayer sounds fun to me. Like a raid in WoW, you and a few friends take on the Black Beast Of Grakkazorg, and have to all work together to slay it (unlike a raid, each of you has an entire army at your disposal). Also of course competitive multiplayer, hopefully with up to 4 players in a battle. And single player, against the computer. Only, I'm not good at writing AI, and I don't even like fighting against smart AI anyway. So the computer wouldn't use the same armies as you. It would have mindless hordes that rush at your bases, and you have to hack them back. I think those kinds of challenges are quite fun. Not every TBS needs to be the classic head-to-head chess match.

One thing I have considered but most likely won't do is have giant units. Huge things that take up 2x2 tiles instead of the normal single tile. I think that would really add to the drama of a battle (and be ideal for 'raid bosses' like above). Each army could have one such thing at their disposal, and home bases could be 2x2 themselves. The problem is the technical issues. How do you deal with something that occupies 4 spaces at once? It's tricky and annoying and a lot of special cases. If it turns out to not muck up the code too much, I might go for it, but it's probably more added complexity than I want if I want to be done in a reasonable timeframe.

I mentioned a 'hook' for each army. Let me give you a fun example I was throwing together the other day. This is loosely based on reviews I read years back of Dynasty Tactics games. The Onion Ring has Bruisers and Thugs (among other things). Thugs are thieves, of course. Their abilities include a pickpocketing type attack, the ability to hide (turning invisible until someone moves adjacent to them or they move or act), and Sneak Attack, which is a passive ability that instantly attacks any enemy who moves adjacent to them. They can only Sneak Attack once per turn, so if someone happens to take a path that moves next to them twice, they won't hit them twice. That obviously is meant to combine with Hide, but that's not its only purpose. Bruisers are the huge guys with clubs. They have a Smash attack, which does a little damage and inflicts Weakened Armor on the enemy for 1 turn. Weakened Armor reduces or removes the enemy's armor (depending on balance), making them take more damage from all hits, and it also makes all attacks that hit them knock them back one space. It all sounds fun and exciting, but not truly so until you know that Weakened Armor is applied before the Smash does its damage. So a Smash will always knock back one space. If a Thug is waiting next to that space, he will hit the victim... and knock them back again. If he was to the side, instead of facing the Bruiser, the enemy is knocked into a third space, where another Thug could be lying in wait. It'd be theoretically possible to chain someone right across the map (unless they die first)! Now that's just fun. It's tricky to get the situation set up just right for more than a couple of hits total, but certainly not impossible. I think I need to give Onions another unit that works with this combo stuff somehow, but not quite sure what. Would be nice to have someone else who can start combos, so Bruisers won't be annihilated on sight.

So that's how one army can have a unique hook that makes them fun to play. Nobody else has that combo trick. Eyeball Trees have an interesting thing where they can only make Seedlings that are very weak, but can plant themselves into mighty immobile Trees of various types. A very unique play style in their own right. They will probably have one or two really high-end slow-moving trees too. Some other army might have a high stealth component in some way. Maybe one will have a lot to do with healing - sure you can hurt them, but you better finish them off, because they'll all heal each other on their turn (and/or regenerate)! Another could be about wearing you down with poison over time. Maybe one has several units that get stronger as they take damage. Or vice versa, very scary guys that lose their scariness the more they are beaten on. Just scattered thoughts. Only the Onion Ring and Eyeball Trees are well-defined at this point. Well, Bonkula's army of the undead has several solid units designed, but they don't really have a specific gameplay theme to them. Which I think is okay. It's just fine to have 'standard' armies which are just fun because of the unique abilities of their units individually (Vampires can turn into Bats, making them much weaker, but very fast moving, flying, and able to see great distances. So you can swoop in a bunch over the mountains, then change back for an assault!).

That's a big old brain-dump for you. I'm not working hard at this time, and not feeling guilty about it. It's the holidays, peoples. But I think I am going to make the Shroom idea from the Costume Party thread today. I drew it yesterday.
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Snowed In!06:48 PM -- Wed December 17, 2008

Just gonna post fast while I can! We are pretty seriously snowed in today, and it's looking like tomorrow too. Kind of exciting in a boring sit-around-and-watch-Buffy way. The bad side is that our satellite dish functions poorly in blizzard conditions and when covered with snow and ice. So I have been offline most of the day. Beating it with a broom seems to solve the problem when it's not getting immediately re-snowed. So just a notice that I may not be available for large portions of today or tomorrow.

And also, I will be bored!
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Fun Dots04:21 PM -- Mon December 15, 2008

People have been yammering on lately about this polygon Mona Lisa, which indeed looks rather cool. So I gave a shot to a variation of it on my own today just for fun. Mine is a whole different (and much simpler) concept. It generates pointilist art by randomly placing dots on a canvas, and then comparing it to a piece of art you've provided it. If the dot made the canvas closer to the artwork, it keeps it, otherwise it tosses it out. The end result is like this:


Well, I say end result, but you can let it run much longer than that. It gets fairly accurate given a long enough time, but the dots are pretty big, so it can only do so much. I made a different version first, which was cooler in a way, but took about 1/4 second per brush stroke, so I never even let it run long enough to find out if it was actually trying to generate the right picture or not. It looked like this:



Pretty nifty. If you want to try the faster pointilist one yourself, you can download it. It's tiny. Instructions are in the readme, and you will need paint program knowledge to get any particular use out of it (and unzipping skills to run it in the first place).
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Christmas Shopping11:23 AM -- Sun December 14, 2008

This weekend was the not-very-official Ludum Dare Christmas Album creation time. Of course, we had 48 hours to create a song for the Christmas Album. As of this writing, there are two songs submitted. Phil Hassey's Joy To The World Sort Of, and my own Christmas Shopping. Unfortunately, my official singer had a sore throat and couldn't perform, which really ruins Christmas Shopping. It's a classic Christmas carol with moving lyrics and a strong message of the season. Since my singer wasn't available, I ask that you provide your own singing! It's easy enough to sing. Skip the first bit of music, which is just for atmosphere, then begin singing with the chorus at the faster little tidbit right after it (sorry for my advanced musical terminology, I hope you are following me). Repeat the chorus each time that fast bit comes up! The lyrics:
(chorus)
Christmas Shopping
Pain in the rear
Planning to go
Early next year

(verses)
We're Christmas shopping
Parked in the far lot
Time for some walking
In the cold

Santa's at the mall
Not at the north pole
You want a football
You get coal

Shoppers are fighting
Tempers are rising
Everyone's buying
Wal-mart crap

Went Christmas shopping
Bought stuff on a lark
Now we are stopping
Where'd we park?

Remember to go singing this around your neighborhood every year! And clap at the clapping parts!
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Sneak Peek: Costume Party Dumb Pack12:27 PM -- Thu December 11, 2008

Feeling decidedly unproductive over the past week or two, I decided to get decidedly decisive! I threw down the gauntlet onto the keyboard and mashed out some new code and graphics for something I knew I could progress on, since I am still bumbling about mentally on the Tactics game:



Who is that standing mightily amidst the wreckage of bricks most foul (you could almost call it putrid debris...)? I thought he would end up a lame character with no unique hook, but while he doesn't bring any new major game mechanics, he certainly does fill a niche of his own. He has standard running and jumping skills, and his one ability is to toss hammers in any direction. The hammers fly straight, and ricochet off of walls. As you can see by the wreckage, they also smash bricks. So he is the only character who can smash bricks at long distance, and that can hit things (including bricks) that are in unreachable places, thanks to the ricochet. Yep, he's the bank shot character. You need one of those!
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Tactics!10:10 AM -- Tue December 9, 2008

I found my document!! Long ago I made my idea for an Advance Wars/Land Of Legends style game, and dug through my entire ideas folder, reading every single file just in case "Space Trader" was somehow the one, searching and searching... but now finally I have found it! It wasn't in the ideas folder, it was in an actual development folder called "wargame" where I was apparently developing it, though I don't think I got terribly far.

So hooray for that! It's not at all the game I thought it was, which makes for an interesting thought. It's more unique and original, but I question how well it would work in a 'play-by-email' type format, because the turns are very very short. Let me tell you about it.

Rather than each player moving all their units each turn, every unit begins the game with 0 Energy. Then they all gain 1 Energy, over and over, until someone has full Energy (different unit types have different max energy). Several units will hit that at the same time, so it's just random which of them goes first. Obviously, a unit with lower maximum Energy is a 'faster' unit because it can act sooner. So, if it's your unit that gets to move, it's your turn. You give it one action: move a space, or use an ability (every unit has an Attack, Defense, and Support ability). Either of those things will cost some amount of Energy. That one teeny action is your whole turn, then the next guy to reach full energy moves (if it's one of yours, you are still playing for the moment!), and so it goes on and on. Obviously, different actions have different Energy costs, so flinging a fireball means your next action will come later than just stepping onto some grass.

It's a pretty cool system, I think, but to play that multiplayer, you'd really have to do it the old-fashioned way: two people at the same time quickly alternating moves, your usual client-server online game.

There's also this whole Hero character concept in there, who can buy any of the abilities of any of his troops, but I would drop that. I really don't like hero characters in strategy games. I think of Warcraft 3, and how (for me anyway) it just came down to surrounding your heroes with a few other units and storming everything, instead of building a well-balanced army. Once you have heroes, the game just becomes about them (Warlords Battlecry series comes to mind too, exact same issue. Fun though!). Instead, whatever format the game plays out in, I want you to have a character you play who is a strategist. He isn't on the battlefield, he just commands the units, and of course you level him up for various bonuses like "All your Archers do +1 damage" as opposed to personal upgrades. And like in Advance Wars, your strategist would have some supermove(s?) he could trigger under certain conditions to help win.

I have to admit, I am not far along in this process! Still just bouncing so many ideas around. Maybe I should make some new costumes while I consider the possibilities.
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Two Roads08:33 PM -- Mon December 8, 2008


Another fine Ludum Dare adventure has come and gone, and I present to you one of Hamumu's more unique creations, Two Roads: An Interactive Poem. It won't take you long, and you won't have a hard time winning it after a couple of tries, but it will enlighten you and make you popular.

In other news, there are no other news! I am recuperating from having Ludumed all that I Dared to all weekend. It's freezing here though. We may have to light our furnace soon.
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Towlr!09:49 AM -- Thu December 4, 2008

You already know about Babby Of Towlr, but now there's a whole website dedicated to the phenomenon and majesty of TOWLR! Visit it and be befuddled! All 4 of the Towlr have been ported to Flash for your immediate "enjoyment". Maybe it's just me, but I really get a kick out of these things. I would totally buy The Towlr Prestige Collection if it existed (that's 124 Towlr in one pack, and it keeps a running score for them all! Also, you have to find them all within one huge Metatowlr).
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Lucky LD13!11:59 AM -- Mon December 1, 2008

Hey, this weekend Ludum Dare celebrates my birthday the way they do every year, with a 48-hour contest! Join in or just enjoy the resulting games. The first round of theme voting is on now. Don't miss it!
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The Next Phase11:18 AM -- Sun November 30, 2008

Well, the Winter Pack is done! I have everything set up so you can purchase it and play it, I just haven't put it up on the website yet. And as I sit here writing this, I find myself wondering why not... No reason it can't be up there for people to early-bird buy, right? I'll put it up once I finish writing this. Then I will of course announce it tomorrow in the newsletter.

If you're wondering where I have been for quite some time, the answer is vacation! I've been at home, but with the wife off work for a week for Thanksgiving, we just hung out and didn't do much. We watched a whole lot of Buffy. In fact, we got through the first three seasons, and now we are in season 4 (interspersed with Angel season 1). We had to watch that stuff since Netflix couldn't keep up with our sitting in front of the TV all day. I moved my laptop into the living room for this entire week. WoW+TV. That's relaxation!

So that was vacation and the end of the development of Winter Pack, all in one. Next up, two more Costume Party expansions of indeterminate content. Feel free to post ideas on the forum for what kind of new and interesting tiles and monsters you might like to see! I've got the costumes covered, I think. And what else is next? Well, I plan to develop those expansions on the side for fun, while I work on a real project!

Disregarding my earlier ideas, I have now struck on the perfect small-scale super-cool project that will upset everyone whose name is a cut of meat. A turn-based strategy game! Like I mentioned Happy Pony Wars before, but I am thinking perhaps that it will be Loonyland Tactics instead, with you going around trying to conquer the various lands of Loonyland (and using an army that came from one of them). What will be cool about this idea is that it has the same business as Costume Party - you can make battlefields on which to fight, or single-player scenarios people can try - but it also has another online element: multiplayer battles! A whole new world to consider there, but it'll be done in 'play-by-email' type format. Not that email is actually involved, but you log in, make your moves, and whenever your opponent logs in and makes her move, you'll be able to move again. So not a direct head-to-head at the moment, but rather a leisurely game, like playing chess with some old guy in Russia by mail. Of course, if you are both online at the same time, you can just wait a few minutes and get your foe's move right then.

Still very much in basic design for that, but definitely planning to rip off Land Of Legends, and make sure there's some leveling up involved, and items to collect. I have some cool ideas for the Eyeball Tree army... and there should be a Happy Pony army too. Definitely going to take some designing before I do any real work. I spent hours looking around for my copy of Land Of Legends, and the design I wrote long ago for a rip-off of it, all to no avail. And I know there were some vital key ideas in there! Very annoying.
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What's Next?05:26 PM -- Tue November 18, 2008

Excellent question! I spent a lot of today pondering my options on that. I've had one particular idea marinating in the juices of my brain for quite a while, and only today did I realize that it's really much too big and complex to be done quickly (that's usually something I have trouble detecting...). Today I was bumbling around imagining what a cut-down version would be like, but I just am not sure. It's all very confusing.

Idea #1: Questies! (exclamation mark required) This is the one that is too big. It's an RPG that is loosely based on Costume Party, stylistically. The rough idea is that of course you make your own quests/dungeons/adventures (not 3 separate things, just covering all my bases), and players go adventure in them. It plays like WoW in the sense that you click on different skills to use them, but like Costume Party in the sense that you hop from place to place on platforms in a side view (easy platforming, unlike Costume Party, no tricks or traps). The leveling is a cool system I came up with looong ago (I just checked - the files that first discussed it are from 1999!) and have always wanted to use. And another key component, from that idea, is that you create many characters and build a town with them and they work together. Literally in fact - you have a team of 3 guys adventuring at a time. One you control, and the other two function automatically, doing their backup thing depending on what class they are.

Idea #2 - MMOTD. It's a tower defense game. Build your towers, and await the invasion. What is interesting about it, besides the fact that the attacks don't follow a path and you need to defend all sides (and can buy scout towers to get advance warning of where attacks will come from), and can have soldiers that run out and attack as well as towers, is that attacks come at midnight each (actual) night. You then get to watch a playback of the events whenever you log in. If you miss a day of play, you'll have been attacked twice since your last visit, and you could eventually lose. There could also be a pause option - no attacks, but no income or experience either. It's one of those games where you build up your city, getting some money each (real life) day to work with, but what you are building is your TD defenses. Then of course for the fun of it, you can capture monsters and unleash them on other peoples' towns (probably need a PVP on/off option) when they get attacked that night. When you lose, you can start over in a new town, but your character (a military strategist who advised the late king of your previous town) has learned more powerful buildings and such from the experience he gained in the first town. When you are strong enough, you can elect to start your new town in a more dangerous area. Every area gets tougher each night, so you will die eventually, but your character will continue to grow (oh, and also he steals some of the king's money when he leaves, so you start each new town with some money left from your last town). I've had this idea rattling around my noggin for a couple of years as well, but not nearly as long as the other.

So those are two rather big ideas I've been mulling. I should probably try something truly small and simple instead, not overreach. Space Invaders!
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The Big Fancy08:23 AM -- Fri November 14, 2008

Hey, I got the forum updated yesterday, and it's chock-full of new and exciting features! They're somewhat hidden really, but you'll stumble across them as you go. It's turned into kind of a mini-Facebook, where you can leave messages to people on their profile pages, and make friends and see giant blown-up versions of avatars which I quite like. For example, here's my page. Then you can 'social groups', which don't really mean much, but you can place messages in them too! Here's The Hamumians, a group nobody should not be in. Maybe I need to figure out how to work game-related info into one of those tabs on your profile page, so we don't have separate Dumb Pages... sounds hard.

In other news, don't miss your chance (if you own the Creator's Pass) to win a free and early copy of The Winter Pack! The contest is here. It's pretty confusing, but the gist is that to win, you must invent a contest for other people to win. If you make the contest idea I like best, you win! Then I'll run your contest, and two other people will win that, for a total of 3 winners. Perfectly logical, I assure you.

Chimneys, Fireplaces, Gas Mains, Baby Penguins, and Igloos are all now in the Winter Pack. You'll have to find out what those are all for when it comes out! I've also got a new background in, but I haven't yet found a place to fit a "change background" button. I am implementing a really simple easter egg related to that, though, you'll just have to find it. There are 4 slots left in the Winter tab in the editor, so I'm going to try implementing "North Wind" today, and if it's cool (as north wind tends to be), I'll fill those 4 slots with 4 directions of wind. Simply, spaces that blow anything on them in the given direction. That'll be in the Light layer, I imagine. Being a bit tired of invisible things, I'll try adding some little particles that get blown around to make them visible.
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Sneak Peek: Winter Pack03:02 PM -- Tue November 11, 2008



More new Winter stuff! Candy Canes, of course. They're equivalent to Candy Corn, but the difference is that they aren't affected by gravity or block enemies (they work like Jawbreakers). They're also worth 75pts instead of 50, because I felt like it.

Snowballs! They roll forward, crushing all in their path relentlessly. But there's a twist! You can hop on top of them for a ride if you are careful. Of course, since they're rolling, they are constantly throwing you forward as you ride, so you really have to keep hopping the whole time if you want to avoid ending up crushed. It's also fun when other objects are on top of them. I had candy corn and crates getting flung all over the place.

Pine Trees! Like the Laser Tree, but with no decorations or laser. They're just an ordinary obstacle, unless you smash them with anything that would be capable of smashing a crumbly brick or blast brick (falling on them doesn't count). That blows all their needles off, and they become Dead Pines. Those are equivalent to grates. So you can have a setup where you need Frank to smash the needles off, then one of the shooting guys to shoot through it and trigger something on the other side.

And of course, the Moose Hunter! It fires constantly like a Deadly Tree, but it aims at you, with great accuracy. Of course, the bullets are quite slow, so it's not too bad. And you can kill it, unlike a Deadly Tree.
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How I spent my weekend04:40 PM -- Mon November 10, 2008

This weekend was Mini-LD#5, hosted by none other than moi truly! The theme was "Cover", in the sense of "make a cover of any previous LD entry that wasn't made by you". A cover, of course, is a remake, but in this case, sequel or thing-inspired-by was perfectly fine too. But the main idea was to take the original idea and implement it using your own unique style. So I did that! The game I covered was Towlr, by PoV. Because of the nature of Towlr, I couldn't actually duplicate the gameplay in any way. The whole magic of Towlr is that you don't know what to do! So I had to invent my own puzzle, and I did. Good luck solving BABBY OF TOWLR! It will hurt you in ways you didn't know you could be hurt. And if you are epileptic, you better just skip it. It is hard on the visual cortex.

I've also implemented Coelecanths in Costume Party. When you see them, you'll probably think they're piranhas (which is also what the game calls them internally), but to make them wintry, they're coelecanths. That's not really too wintry either, but I recall reading that the first time somebody caught one, they put it on ice and then it leaped up and bit them later even though it had been on ice for minutes or hours. So it would be quite happy in a winter wonderland. And vicious. They're basically underwater Screamers. I'm having a hard time coming up with good and unique winter enemies. For example, a Polar Bear is perfectly appropriate, but what would it to differentiate its behavior? More importantly, what good enemies would shoot?
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Sneak Peek: Winter Pack02:12 PM -- Fri November 7, 2008


And the costumes are done! I might need to tweak the Penguin a little, but he's pretty fun.

The Snowman Costume - In the lower right image, you see that he throws snowballs. In the main image, you can see what his snowballs do. I just love the ice-cube-on-a-string effect of the frozen spiders! If you look closely, you can see that the lower block is a frozen frog. Guys stay frozen for 8 seconds, so it is possible to use them as a ladder to get places, but it's never too easy!

The Snowman's other feature is directly above the snowball picture. He can melt on command (aka "duck"), rendering him immune to bullets until he unmelts. Originally I had it just make his hit area smaller accordingly, but it turns out that Deadly Trees fire their shots at a really low altitude, and I decided it just made sense (not from a logic perspective) to make you simply unhittable when melted. Well, by bullets - enemies will still hit you with direct contact. If you jump straight from a melt (push down-up), you go 3 blocks high instead of 2.

The last bonus the Snowman has is that he doesn't slip on ice. That's very nice, although it prevents him from doing long jumps like everyone else can on ice.

The Penguin Costume - Out of the water, the penguin is slow (Kid speed). His jump is so short it doesn't even reach up an entire block. But don't fear, this isn't Santa all over again - he can air jump twice (or "flap his wings" as one might call it), for a total jump height equal to Frank's (two blocks). This isn't just an annoying way of jumping, though! It also gives him a unique capability. When airborne, he moves fast, so he can leap across really wide gaps that not even the Vampire could cross, since the Vampire always descends as he glides.

But of course, the real power of the Penguin is in water. In the water, he never stops moving, zipping along at high speed leaving a lovely trail of bubbles. He also doesn't need oxygen for some reason (gills). You can hit the button to Torpedo Dash and smash into enemies. It also smashes Crumbly Bricks and Blast Bricks, and even pushes crates. You can move any direction in the water, and he spins around smoothly. It's fun to control, but if there are spikes around, you could be in grave danger. The most fun thing is to Torpedo Dash out of the water for effect. You can go about 10 blocks up doing that, and you still have 3 wing flaps available once you get up there, to settle yourself onto something. You really need large water spaces to accomodate the Penguin's zippy movement, so that could be interesting.

All in all, these guys are fun! Unfortunately, I now need to invent some badguys, and having made a Penguin costume, I'm really questioning the idea of having Pengulons as badguys.
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Sneak Peek: Winter Pack09:40 AM -- Thu November 6, 2008



Man, when was the last time I did a sneak peek!? It feels so odd. Here are the elements I've created so far for the Winter Pack. From left to right, that is:
  • Laser Tree - shoots DEADLY LASER BEAMS from its star. It's the vertical equivalent of the Deadly Tree. There is no downward-shooting version, and I am not so sure one is necessary! Although there could be Missile Toe...
  • Ice - Slippery, of course! It's possible to build up an unlimited amount of speed on ice (provided you have walls to bounce off of), and then when you jump, you go flying incredible distances.
  • Icicles - When shot, they fall down, and work as crates (crushing those beneath them, working as platforms). As you can also see, they float in water! That gives you a handy way across. Interestingly, Icicles are perfectly content to hang in midair like bricks do, until they get shot. It makes for some unique platforming situations.
  • Santa costume - Just like the other costumes!
  • Water - Hop in. Everything moves slower in water, and gravity is greatly reduced. It feels really 'right' to me. You also get a breath meter, which runs out scarily fast!
  • Bubbles - Luckily, there are bubbles, which can restore your breath. Not the floating ones, though. You have to stand on the bubble source to get breath back.
  • Gifts - Push down when you are Santa to set these on the ground. You have a limit of 10 of them active at once, and they can't be overlapping.
  • Santa! - There he is, at last. It was tricky getting to where I am in this shot. As I've mentioned before, Santa drops gifts, and then presses the action button to detonate them all. You can stand near edges to drop your gifts on guys down below too. And of course, blowing up the gifts under you (as I am about to do in the picture) rockets you skyward. These two gifts are enough to get me almost up to the ledge in front of me. Santa can jump, but he only goes up 3 pixels. Even underwater, it's not enough to get up a block! Jumping right before you detonate can give you a tiny extra boost, though. If you line up a bunch of gifts and explode with you in the middle, you can go about half the screen in height!
That's the Winter Pack so far! I am going to make the Snowman today, who will throw snowballs that freeze enemies temporarily, making them useful stepladders. Or at least I'm going to try that. I thought that made more sense with freezing breath, but snowballs will be a lot more useful (and with the arcing effect, you can hit things below you!). I am considering the idea of letting him freeze the water too, but that's a pretty big issue technically, and I am not sure it's worth the complexity (plus, one little snowball freezing up an entire lake?).
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Game-A-Week And Beyond12:01 PM -- Wed November 5, 2008

There have been a lot of questions (and freak-outs) about what Game-A-Week is. That actually hasn't been solidly defined, but in various thoughts and discussions over the past few days, I think we now have an official consensus on exactly what it would be.

First though, let me say that in the process of taking a shower this morning, I decided officially that I'm not doing Game-A-Week just yet. I want to do a few more 1-2-3 month games first (with the same web-power that Costume Party has). Maybe 2010 will be the year of Game-A-Week, or I'll start in mid-2009. One of the main considerations is that, as I've said, I really need to work on marketing. Doing Game-A-Week will be a very full time job. No time for marketing then. So I want to do some of that first.

Well, it was just a random shower thought. I guess official is a strong word for that. But it's what I'm thinking. I absolutely for sure want to do it. I don't want to be one of those guys. You know, the ones that die never having made a game a week? That would be a travesty. But seriously, it is one of those things - I don't want to miss out on the crazy experience that it would be, and never know what it would've been like.

So what is Game-A-Week officially? The name gives most of it away. Game-A-Week is a 3-month process (we call that "a season" of Game-A-Week - there could be many seasons). For 3 months, I create one game every week. During the process, I blog about it, and when I'm done, I post up a youtube video or such to show it off. Even if the game isn't really functional at the end of the week, it's done, and I move on. Of course, it better be good, because I will be trying to sell it! You can buy a Game-A-Week season, presumably for $19.95. You choose when to buy - if you have faith in me, buy it the first day I start, and you can play each game as it comes out. If you are cynical and cruel and have no soul, buy it after the whole season is done. You are buying a fabulous pack of twelve awesome games.

Other notes about the process:
  • A forum thread would be created for ideas (I see there is one already!). I would dip in there and do one of those each week! Assuming there would always be at least one worth doing...
  • Some have suggested 'banking' 2 or 3 games before I start, but no. I am not a wimp! The challenge is to make a game each week, and I will make a game each week!
  • Many have suggested 'game a month' or some equivalent instead. To me, that's a terrible idea, and I won't do it. If you give me a month to make something, I'm going to come up with something massive that should take two years (Yes, Happyponygate was supposed to be quick and simple...). Give me a week, and I know it has to be quick. Game-A-Month would be an enormous flop, a string of failures. A month feels long to me, while a week feels short. That's just me recognizing my own psychology.
  • The original idea was to do this for a year, but cutting it to a 'season' is really nice. Less risk (which bothers me!), a cheaper product (as opposed to the $52 Year-O-Games, which would probably sell less, not to mention take a year to make), freedom to take a break after those 3 months and do something else for a while... or continue and do a second season right away! And it still manages to rip off Jonathan Coulton, who sells his Song-A-Week songs on 4 separate season discs.

That's about it. But like I said, I think I want to do some Monthies first (or Bimonthlies). I want to perfect and simplify this connectivity stuff to the point where it's a no-brainer to make all these 1-week games be connected to the community too. It feels like cheating to do that, but I've got a lot of larger (still small) ideas I really want to do. Who wouldn't like Happyponygate Wars (a la Advance Wars)? Or an Ichabod Steamshovel adventure in search of a myth? Or a mini-RPG like Costume Party, but where the levels you make are all stuck together in one big world (like the Maze Of Ludicrosity, in fact)? There are so many possibilities...
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And VOTE!07:25 AM -- Tue November 4, 2008

Today's the big day! Whatever you are voting for, or voting against, if you can legally vote today, then

VOTE!

If you don't, then everything is your fault. Everything. Except good things.
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The Winter Pack07:14 AM -- Tue November 4, 2008

I hope to have many expansions for Costume Party. I built in room for no less than nine expansions! I have plans for 3 of them fairly firm in my mind, but it all depends on how well the game sells and how much people get into it. This first expansion will happen regardless - it's half done now, and it'll be done before anybody gets a chance to get bored of the game!

Each expansion will offer three new costumes, ten awards (three for each new costume, and one that is unrelated to the costumes), ten tiles to be unlocked via the awards, and an unknown number of tiles and monsters. The total number of tiles in an expansion would be 25 or less, because that's how many tiles fit on one tab in the editor. So 3 costumes, 10 bonus tiles, and up to 12 non-bonus tiles/monsters.

Of course, it's the costumes that define the game the most. And since this is the Winter Pack, you don't even need to flick your eyes downward to guess the first costume:
He's fun and unique. For many years, I've been fascinated with rocket-jumping in FPS games. There's just something about the ability to use explosive force to propel yourself that intrigues me. I've considered a game about a kid who has the odd supernatural ability of immunity to explosions (but not to spikes, monsters, etc) who goes around planting different kinds of bombs (time bombs, triggered bombs, proximity bombs) and using them in different ways to get through a level and kill monsters. Still like it, might do it someday. I also like PuffBomb, a game from an earlier Ludum Dare which used timebombs to blow up hamsters, sending them flying into a goal (a concept subsequently stolen by various flash games). So anyway, Santa can drop Gifts anywhere he likes. Then when you hit the button, all the Gifts onscreen explode at once. He's immune to them (they're very lethal to monsters), but they can bounce him skyward. It's a good thing, because as you can see by his girth, he's not much of a jumper. His jump carries him about 3 pixels upward. He can't even get up a single tile, but with well-placed bombs, he can be blasted higher than anyone else can jump!

In addition to Santa, there will be a Baby Seal, I think (with machine gun in flipper?). I've already implemented water, which is pretty cool, and so I want some kind of aquatic creature. Water is really awkward for the regular characters (and you run out of breath very fast!), so I want one character that totally rocks it instead. Baby Seal was the best I could come up with fitting the theme. And of course the third is a Snowman. That one is obvious. I have several different ideas for what abilities a Snowman would have, and haven't really picked what is best and most unique. My favorite character is the Witch, because she really changes the entire game. Do you have ideas for someone else (or ways a Snowman could work) who could change it completely?

Other tiles that are in so far are the water tiles, bubbles (for getting air when underwater), and ice (hooray for obnoxious video game ice! But this isn't just annoying, it also allows you to leap absolutely incredible distances). Also planned are pine trees, candy canes (some as candy corn, just a new look), and a couple of other ideas I've forgotten. Oh, wind tiles that blow anything on them to the left or right (and maybe 2 more for up and down, if I have room). Feel free to suggest your own tile and monster ideas. The only monster I have planned for sure is the Pengulon, which flies in a diagonal pattern, endlessly bouncing off of things. There should probably be a Yeti. I've considered having that be the costume instead of the Snowman, but Snowman is very iconic.

My main thing is to keep adding stuff that really adds new elements to the gameplay. I don't want a whole lot of wasted tiles. I like to have a few that are just for show (like the Candy Canes), but I really think levels should be built around "I need this effect here, so that means this tile/monster". I want the expansion to open up new ways to build, not just put a new coat of paint on the same old levels.

This expansion will of course be released in December. I think the next one I want to do is the Hamumu Pack - Bouapha, Yerfdog, and Happy Stick Man. I could just see Yerfdog carefully drifting his way through a field of spikes...
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Hamumu 2009+08:22 AM -- Mon November 3, 2008

So the Dr. Lunatic engine is retired now. That puts me in the position of having to create something new from scratch. I did that with Costume Party. These are my goals going forward:
  • No game over 6 months in total development time, with the average more like 2 or 3 (I know that will change someday, but for now...)

  • Community!! Like Costume Party, I want every game to be tied directly into the Hamumu community and feature extensive user creations. Every game should be a platform for your creativity in some way. Hopefully in many ways.

  • Trying different business models. Costume Party is unique in that it is truly a free game. You just pay money for an added element - you can still play every level for free. We'll see how that goes! Maybe it's the way I'll go, or maybe I'll try some others (I'm intrigued by the whole "buy in-game items" kind of thing, but it seems like that would require a pretty massive game to justify). As long as I can keep funding my lavish yakisoba-instead-of-ramen-sometimes lifestyle, I'd love to be giving away more free.

  • Community input. Like with Happyponygate, only less doomed. Except in the necessary case of surprises (I do love to make surprises), I'd like to get fan input on everything. I don't want to be forced to obey the fans, as I am in this line of work entirely because I want to make what I want to make, but it's fun to steal listen to your ideas.

  • Tons of time spent on marketing and getting Hamumu known and out there. I still don't know anything about doing this, but I guess I'd better learn.
I also want to someday develop a toolchain for making 3D games. Truecolor doesn't work well for games like Dr. Lunatic, due to massive video memory requirements. It'll be a lot more possible in 3D, but that's a really big task I'm going to not think about at the moment. I fully intend to finish the Adventures Of Bouapha and Loonyland series, but I probably won't do another game in either series (except maybe a weird offshoot or two) until I find a great system for making 3D games in a simple way.

A Game A Week? I'm still thinking about that. Seems like January 1st would be the ideal time to start it, so that gives me two months to consider it. I can't express just how fun the idea sounds to me, but yes, it's very scary.

But until that happens or doesn't, let me tell you what I will be doing: Expansions! I've already got the first Costume Party expansion about half done. And in keeping with my formerly expressed Community Input goal, let me avoid keeping it a secret. It's the Winter Pack. But it'll have to stay sort of a secret until tomorrow, when I give you a bunch of details on what is in it!
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Why Happyponygate Is Canceled07:26 AM -- Sun November 2, 2008

Sorry folks. And I really mean it... I am very sorry that I am canceling this game. But canceled it is. There are several reasons why this is necessary, and I'm just going to lay them out there:

- Way too ambitious. This was a game that completely overreached. Not a first for me! But this was just going too far. If I'm going to make an online game, I need to start simpler. To complete this project would've taken 2 years, IF I actually worked really hard nonstop from the beginning. Given my usual work ethic and other necessary tasks, we'd be looking at more like 3 or 4 years (and don't forget to calculate in the engineer's fudge: multiply by 3 and move it up one order of magnitude, for a total of 9 decades). Just too big. Bigger than Supreme in every way except for number of levels, and of course I didn't make all those levels!

- Money. I can't make games that take 2 or 3 years. Much more important than the direct income is the notion of being 'off the radar' for years at a time. That costs me in terms of publicity, since people forget I exist, and in terms of actual fans, since people get bored with no new game and wander off, forgetting to return and keep track. And of course there is the direct income - a game that takes me 2 years to make doesn't make me 12x as much money as a 2 month game! Not even 2x as much, most of the time.

- Technology. The Dr. Lunatic 'engine' is incredibly outdated at this point. It was behind the times when I was first using it in the late 90's, and it's completely archaic now. What does that matter? Well, two problems. The lesser problem is that it's not updated for current operating systems and uses a resolution that some video cards actually don't even support anymore! Or at least for a while there was one NVidia driver that didn't. The greater problem is that it looks like crap. I really like the characters and style I made in Loonyland 2, but they came out looking blocky, rough-edged, and discolored because of the limited resolution and palette and lack of blending. To put it bluntly: I can't release another 256 color game again. Ever. This isn't the kind of thing that was costing me the actual hardcore fans - you guys have liked the stuff I made all along, you'd be happy with more of it! But new people coming by and seeing that stuff are immediately turned off. They just won't give the game a chance if it looks so old and crummy. Unfortunately, presentation is necessary to pull in new people.

- Hard! It got unwieldy and ugly to the point where I was not enjoying working on it anymore. And when I reach that state, I have a real problem. A real problem that usually results in "just one more quick WoW session". It's not a matter of saying "I don't like this anymore" and throwing it aside, but a recognition that because I don't like doing it anymore, I won't be able to force myself to get it done. It's just going to get slower and more unproductive until it eventually fails at some point. Recognizing that early and quitting is a trick I'm still trying to learn, but this is better than some of my past attempts! Some people will see this as a cop-out, but it's not. I've learned through decades and dozens of failures to spot when things just aren't viable anymore. There comes a point when I know a project can't ever reach completion, and I have to drop it. I'm getting better at spotting that sooner, I hope.

I really liked Happyponygate. The storyline is a load of fun, the gameplay that I had was great (I never did get cars remotely enjoyable, but running and gunning was extremely fun), and it really worked online, chatting and all! Well, not necessarily online - it worked over a loopback connecting my computer to itself. But in theory it would've worked online. And before you ask, no, I can't let you play what I did get done, because it requires the server program to run and a connection to a MySQL database and all kinds of things. Just not something shareable without the server having been setup (and I can't set up the server - only early versions were ever compiled on Linux, and so I shudder to think at all the new incompatibilities that crept in during the year or so I developed it on windows).

I also loved how it was made out of the ideas of forum people! And that's a large part of what I'm really sorry about. I feel like I owe the winners a chance to have their stuff in the game, but then, I still owe Hammered the presence of the Hammer Family in Super Happy Go Go Ninja Time too! I'm going to try to figure out a way to get those things into other games in the future to fulfill that. You did get Yerfbucks out of it though, it's not so bad. And we all had fun coming up with the ideas (that's my favorite part of the job!).

In the end, I realized that the only thing keeping me from saying it was done and throwing it away was the guilt and abuse I would take from the Hamumu fans for doing so. That's no reason to keep pushing myself on an impossible task. I have to just take the abuse and go on! I need to keep the company going, keep income coming in, keep Hamumu in the 'news' such as it is, and keep myself busy on work that interests me. It's as simple as that.

So I am again very sorry for the loss of something that was highly anticipated, but I can assure you, it was never going to happen. The only result if I kept working on it would've been to waste time on a dead end rather than moving on to greener pastures. Both you and I are far better served by new games coming out instead!

And tomorrow, I'll discuss what interesting work I could be doing.
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Best Halloween Ever Surprises11:11 AM -- Sat November 1, 2008

I have finally tallied up and dished out the points and trophies for BHE2008. For your edification, here's the thread where almost everybody posted links to their surprises: BHE Surprises!

I was going to go through and talk about them all, but then I realized how that would be way too much work when I have serious stuff that needs doing! So let me just say big thanks to Sillyman, Mr. Onion, Revolution, Kerma, Hammered, Crabwarrior, Hyperme, TyTBone, Cheeselord, Qwertybub3, Spiderpumpkin, Redbone, Knittel, Moltanem2000, SpaceManiac, Coolguy, and Blackduck for helping to make this the Best Halloween Ever! You see why it would've taken a while?

This morning there was a nice post-Halloween surprise for me in that the auto-updater was badly broken! I awoke to having to spend an hour hacking PHP and even doing some manual changes in the database to get everybody properly awarded for TAG, DumbWords, and Costume Party! But it always feels good when you know you've fixed something, so maybe I should break it more often.

Speaking of broken, there are a bunch of little issues I need to work out with the online connecting in Costume Party. Unfortunately, some of them are quite a mystery to me. You'd think if everybody was connecting to the same server, they'd be communicating in the same way, but such is not life. There's an amazing variety of different responses, depending on the victim's computer, apparently. And it seems my code doesn't handle all of them just yet. Still working on that.
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Best Halloween Ever!06:57 PM -- Fri October 31, 2008

Here it is! There have been tons of surprises this year, I think lots more than last year! Here's a link where a lot of them are listed, but you might have to explore around the forum to find yet more: BHE Surprises. More are still to come as far as I know!

We've only had a few entries posted in the Costume Party Contest! I know of at least one more that should be there, don't know why it hasn't been posted. But hey, if you want to win 995 Yerfbucks, get in there! There's still time if you are a pro costume-builder.

And of course, I should inform you that Costume Party, the game, is here! Now you know the secret behind the 995 Yerfbuck prize in the costume contest... it's exactly enough to buy a Creator's Pass for Costume Party! There are also a ton of new avatar bits from that game, and a bunch of new trophies you can earn related to it as well!

If that weren't enough, Halloween Horror 9 is here, with 5 exciting Supreme worlds, and we also have two other Supreme Add-Ons, LOST Island and Cheeseworld. Gotta catch 'em all!

I'll have more news about the BHE2008 tomorrow, once it's officially closed. Then I'll have to tally up all the winners and figure out how many Yerfbucks they get, and set up the voting for the Costume Contest. It's a busy time of year, and I have to go eat some Pumpkin Roll.
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It's A Bad Sign...06:27 PM -- Tue October 28, 2008

...when my journal page is no longer in my browser history! Just a couple more days and the excitement begins! Believe me when I tell you there is a lot of stuff to come on Halloween! This post is not very interesting or helpful (look at the previous post if you need reminders of what you should be getting ready! Come on man, you could win 995 YB just for dressing up silly!), it's just here to hopefully catch a few people who were going to forget about the festivities. So let me tell you this:

Come visit Hamumu on Halloween! Visit it many times throughout the day, because more exciting stuff will be appearing all the time (courtesy of your fellow Hamumians - the surprises I have in store will all be more-or-less simultaneous). Hang out on the forum, and come into our brand new Chat Room (not much more interesting looking than the old one, but this one doesn't break!) to talk with your fellow spooks and ghouls. I know you have other things planned for Halloween too, I'm just asking you to pop in a few times during the day and see what is happening! It will be well worth it.

I'll also be back into regular blogging once Halloween is over, beginning with some big bombshells. I'm gonna get to work composing those right now, in fact. See ya.
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Boo! Halloween Events!06:19 PM -- Mon October 13, 2008

Man, what a great month this always is. It's getting spooky outside (obnoxiously cold too... I miss open windows and being sweaty hot way back last week), with a massive windstorm all day whipping across the land and howling like a wolfman in need of candy corn. There's a Costume Party in the works, and make sure you're getting ready for it yourself, because the prize is no less than 995 Yerfbucks!. The Great Pumpkin is stalking the land with horrific cheer and terrifyingly delightful gifts for anyone who chats with him. It's a whole lot of Halloween Horror... Why, you could almost say that it's the Best Halloween Ever!

Yes, I don't have a lot to tell you this month. I've been working extremely hard. So hard, in fact, that I'm considering a sort of semi-vacation for November (hmm, conveniently the month of Nanowrimo!). The site upgrades (no, there's nothing visible) were absolutely necessary to get certain things working. Too bad they also broke the site in various ways for a few days. It's kind of lame to be doing so much stuff and not having anything I can blog about, but I guess that's the nature of sekricy. Sorry! I would enjoy telling you as much as you would enjoy hearing! But then that would ruin the enjoyment for both of us on Halloween!
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Site Failure!07:20 PM -- Sun October 12, 2008

We've been through some serious ups and downs in the past few days with the site upgrades that seemed like downgrades. But I think they're over... not holding any of my breath, though. I think even the nightly update will actually function now! Sorry for the massive upheavals. See you tomorrow!
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Ninja Kitty!10:18 AM -- Mon October 6, 2008



But wait, that's not what I mean! What I'm actually referring to is Ninja Kitty Vs. The Nukebots, a very simple and intense action shooter. It's mouse controlled, left click only. Enjoy! And make some levels, it's not hard to do.

(The Youtube video is just a great coincidence, something Sol found on Youtube while I was working on the game, not in relation to it)
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Best Halloween Ever!08:35 AM -- Sat October 4, 2008

Begins! Events this month:

Best Halloween Ever contest

Costume Party contest

The Great Pumpkin visits

Halloween Horror 9

Can you believe HH has been around 9 years? Some of the people working on HH worlds weren't alive when the first one came out! Maybe not, but some people who have made worlds fit that description. Next year will be the tenth anniversary!

This weekend, however, is yet another Mini-LD contest! The theme this time is quite interesting. It's to make a game that reads in BMP files as levels, and works with ones given certain colors. It's up to you to decide what each color on the map means. I have a fun take on that that I am working on right now! I hope I can have it done in time, because it feels like a fun idea.
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Blah, Hamumu, Etc.06:31 PM -- Tue September 23, 2008

Well, I've now blogged about something Hamumu related! Bye!



I kid. For you very small but very very vocal group of people who constantly demand screens of the game, you're out of luck. I've worked on nothing but internal giblets for weeks now. It's all about how the game connects to the server and the way they communicate. So, nothing to see, but I am making rapid progress in some areas, zero progress in others. It doesn't make for interesting journaling, but a lot of stuff is coming together and I can assure you that this next month will be full of good things to hear about.

I wish I could tell you more exciting things... so I will! Halloween's coming soon, and that's my favorite holiday! I've got some plans perhaps, and maybe the more astute readers have an idea of what some of those plans are. And there's always the delightfulness of Halloween Horror!

Also, on an unrelated note that will cause groans with the majority of the readership, I'd like to announce that The Hamumu Clan has officially formed in WoW! We've got 3 Hamumians on board besides myself. Let me take this opportunity to re-advertise so you can get in on it: it's a Horde guild on Caelestrasz server (Oceanic). Anybody in the guild can invite you in, so find one of us when you are on! Since that's impossible to do, PM me when you are on, and I'll go on to invite you. It's a guild dedicated to just hanging out and gaining levels, no big whoops like raids or PvP (you're welcome to do it, and welcome to invite the guildies along, but nothing is planned or organized). Maybe we should try to arrange an official get-together in it this weekend or something, a time when we can all come on and do some team whomping. I've never been in a group bigger than 3 before, it would be a revelation.

I know it's been pretty blah around these journal pages for the last month, but things are coming that will blow your mind to smithereens. Stay tuned! I might be blogging less for the next week or so, just because of that. There's not much I can tell you with the kinds of stuff I'm working on, and I don't want to keep saying "Just wait!" So if I have something exciting to say like I saw a lizard in the yard, I'll be back, but otherwise, this is Jamul de Hamumu, signing off.

Stay classy, San Diego.
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Bit o' Help, Everybody?12:48 PM -- Mon September 22, 2008

Hey, if you are a WoW subscriber, you could do something super handy to help me out! Log in to the Crazystreet server (it's in the Oceanic server set, and is actually named something like Caelstratz, but I don't know exactly what. You'll recognize it), with an undead character. If you don't have one, make one! Then come sign my guild charter! PM or email me to let me know when you can do this, so I can be online to provide it. I got 7 signatures so far, so I just need 3 more, and really only 2 if my friend that I always play with would ever log on! Note: If you are on a free trial, you can't sign guild charters, unfortunately. And if you're wondering, the reason I say you need to be undead is that my guildmaster is hanging out in the undead starting area. You could be something else, you'd just have to take a long trip (you do have to be on the Horde side, of course!).

And, most of all, if you would like to stick around on that server, you are welcome to stay in the guild once it forms. You can also delete the character you made as soon as it's formed too, if you want (or just quit the guild if you want to keep it). All up to you! The guild's called The Hamumu Clan, which is about time I had one with a name like that. My highest level character on that server is only 13, so we're taking it from the bottom and working our way up. Join the fun!

I recognize that this was entirely a WoW post, but I figured this would be a good way to get the signatures I need. I hate the signature-gathering, it's awful. I could totally see this would be what it's like to try to collect petition signatures in real life. All you can do is nag people, and it's no fun for you or them! But I met some cool people who sound like they'll stay in the clan, so it's good. Another activity it is similar to is pulling teeth. Your own.

So I will blog on something more related to Hamumudom tomorrow, but for now, if you can help me out, please do! And besides, it'd be cool to get The Hamumu Clan really going! Of course, on that note, don't forget I've also got a much more advanced Alliance guild already on the Ravencrest (US) server, which actually includes a grand total of one forumer besides myself! You are welcome to join that too.
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Big Halloween Election!03:22 PM -- Sat September 20, 2008

Halloween Horror 9 is gearing up. We've had the chance to submit names, now it's a matter of voting for your favorites. So click that link and do so! There's an absurd number of choices for your perusing pleasure. You have until October 1st to get votes in, then it will be building time!

Speaking of that, I learned whole new worlds of things you can do in MySQL the other day. I've been working exclusively on stuff connecting the game to the server, and it is mighty technical, and sort of fun. I'm definitely learning a lot. It's not terribly flashy, but it's getting things done.
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Bacon Helps Everything!10:26 AM -- Thu September 18, 2008

At PAX, somebody was going around handing out free samples of Bacon Salt. It is, as the name implies, salt that tastes like bacon (and it's vegan, low-sodium, and kosher!). Their theory was that everything tastes better with bacon. I finally managed to use some the other day, putting it on my corn on the cob. It didn't make it taste better. It was okay. I would've been much happier with normal salt.

And therein lies the problem with Bacon Salt. Try, just try, to think of something that you would like to put bacon on, that you also want salt on. Hmm, maybe scrambled eggs... I don't think so though. I don't want them to taste like bacon, I want bacon to interact with them in a physical way, with crispy deliciousness. Can't put Bacon Salt on a burger (we have fake bacon for that!), because you don't want a salted burger. Not on a salad either. I just can't think of a time when I want an overall flavor of bacon, along with salt, spread over my food. In every case, bacon or bacon bits is a greatly superior choice.

So whilst I admire the humorous notion of creating a substance that makes everything taste like bacon, I am fairly well convinced that there is no actual useful niche for such a product in my life. Perhaps your life differs. Discuss.

Still... I might have to try scrambled eggs.
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Bashing Happily, Everyday07:16 PM -- Mon September 15, 2008

I don't have anything I can report to you at this juncture as far as work getting done, but I wanted to post just to assuage any potential concerns. I know sometimes things get a wee touch lazy around here, but that is not the case at the moment! Much is occurring, progress is being made, gameplay is coming together, and whatever. Nothing tangible I can describe, but progress, rest assured.

I have also started many millions of new characters in WoW. I erased all of my horde guys (and cleverly sold off their goods and worked with my friend to transfer the money over to my allies!), and now on Ravencrest I have a full complement of 9 characters, one of every class. The tenth slot is, of course, holding out for my upcoming death knight. I also have every race (both genders of each, once the death knight - female gnome, of course - joins), and every profession (multiple times). Now my friend and I have started to create hordies on a different server (Caelstratz or something like that, in the Oceanic set). I've only got one so far, but it seems inevitable that one day there will be 10 over there too.

And one last WoW note: if you do play WoW and are on Ravencrest, or wish to be (start fresh, I just started a bunch of new ones!), look for Hamumu (at last, I have one with that name!), Decapitatrix, Flambe, or Necrognomico online and whisper them to join our guild! Let's Hamumu it up. The guild is lamely named BR00D (those are zeroes... sigh), because it was one that some guy just gave to me at some point. I didn't mind not having to collect signatures!
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Been Here Exercising09:28 AM -- Sat September 13, 2008

A Wii Fit report:

It's good! I'm not saying it's fun, because it only kind of is. It does a good job of giving you incentive to work out, and once I got enough stuff unlocked, it actually gave me a pretty good workout. It's funny, but once you accumulate 30 minutes of exercise on it, it makes a tinkly noise and the pig dances (there's a pig that counts up your minutes, why not?) for about 2 seconds. That tiny little nothing is enough to make it so that I always do my full 30 minutes no matter what. I can imagine there's something even more spectacular (assuming such a thing is possible) at 60 minutes, but I have no intention of ever finding out.

Other than having a lot of assorted back problems, I've always felt like I am in functional shape. Not good shape - very flabby, need work. But I feel like I can bend to pick things up, don't have to grunt getting out of a chair, run around as needed, and all that. Perfectly healthy and fine. Doing Wii Fit Yoga proved I was completely wrong. The exercises in the yoga section are all (at least up until the end few) extremely easy to actually do. They basically say "stand in this slightly awkward position for 20 seconds". But doing that, I'd feel like shards of glass were jabbing into my shoulders, and my arms would go numb. That is happening less and less, and things are getting better. I'm gaining little bits of flexibility I never knew I was missing. Sitting at a computer for 20 years will do that. So I am really glad to be working those kinks out again after so long.

I've tried various exercise tidbits throughout my decades of otherwise slothlike computer usage, and never has it been like this. I've even done serious stuff like six months of kickboxing, and a year or so of a full-fledged gym membership (where I actually went!). And those things would lower my weight (a teeny bit) and build some little muscles and all that, but running around and doing muscle-building is not the same as doing serious intensive stretching. As someone who has pretty severe back problems, I issue this as a challenge to you: get moving around! Not just aerobics, not just weight lifting, but get to stretching out your muscles. My hamstrings have for years been wound up tighter than a rubber-band airplane set for a transatlantic flight (I worked a long time coming up with that metaphor, so don't mock it), and I just ignore it because it doesn't limit me... but it's bad for the back! I thought I was getting in shape when I was doing the gym, and I was losing fat and gaining muscle, but there's a whole other side to things you just don't think about usually. And if you do too good of a job building up muscle, you're just making the flexibility problem even worse.

And Wii Fit will show it to you! Enjoy the pain.
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Bedazzling Halloween Eponyms05:25 PM -- Tue September 9, 2008

Hey, if you hadn't heard, Halloween Horror 9 is coming up. So suggest names for it! That's about all I have to say today. Halloween Horror is a grand Hamumu tradition, so you ought to participate and feel the Dumbness flow through you.
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Building Hitsuji Editor03:39 PM -- Mon September 8, 2008

Or not! This weekend (as the first weekend of every month, since a couple months ago) was a Mini-LD contest at Ludum Dare. That means a 48-hour development contest, but without all the theme-picking rigamarole. It's hosted by a single person who picks the theme themselves and can tweak the rules all around. In this case, the rules were bent entirely out of whack with the theme of "Tool". No, we didn't have to make a tool-themed game. Rather, we had to create a tool that would help us make games in the future. I thought about it and ended up working on two different things, but neither for very long:

First was SheepEdit. Remember in Hitsuji, how the sheep animated smoothly, because he was made of a series of separate images that rotated around? A lot like South Park or Monty Python really. I was planning to make a more powerful and easier-to-use version of the editor I made way back then, allowing me to make these kinds of characters in the future for some crazy sidescrolling action. Pretty cool idea, lots of math involved (well, lots by my standards).

Second was Pixeltron, a paint program for making low-res retro sprites. But once you drew them, it would've let you apply various filters and effects to them, getting nifty modern-retro looks, like having your sprite surrounded with a glow or neon piping. That could've made Moon Invaders 2 pretty cool!

But I just did a little bit on each before giving up entirely. These Mini-LDs just don't put on the pressure that a full-sized LD does (perhaps due to the amazing and fabulous prizes that regular LDs offer?), and I have yet to actually complete one. They've all had very interesting themes, though.
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PAX Day 312:00 PM -- Thu September 4, 2008

Day 3 began with a return to Creperie Voila. Our escape from the concerts the night before allowed us to get the jump on the crowd... and unfortunately on the crepologists themselves. The place wasn't even open when we got there, so we sat around waiting for it to open, then stood in a line of about 4 people and got some more awesome crepes! Yay for crepes!

(Spot the yerfhat here!) Then it was time to stand in line for Family Feud, PAX Edition. It sounded kind of amusing, but mainly we went because it was in the theater where they were holding the second Penny Arcade Q&A panel, so we had to go to be sure we'd get into that. It was probably not necessary, but we didn't have anything else to do at the time, so we hung out. They handed out pipe cleaners to build things from. I made a pig you can see in the monthly Newsletter.

The game was rather entertaining. They had surveyed PAX-goers and the questions were based on how they had answered.

When it ended, we stayed in our seats and enjoyed the the second Q&A panel! Sol exercised unimaginable courage and fortitude, getting in line to ask a question herself. Unfortunately, she wanted to ask them to sign the Yerfhat, and before she got up, someone else asked about signing and they were very clearly not going to do it. Apparently, they had had a signing table at some point on Saturday, and we never knew it. It was not in the schedule! So we lost out there. But eventually, about 2 people from the very end, she got to ask her question! She said some stuff about how their comic helps her to communicate with her gamer husband, and then went up and gave Gabe & Tycho each a copy of our CD. I'm sure they weren't interested at all, but whatever, it was cool to give them out to influential people even if those influential people will never speak of them to anyone. It just takes one getting hooked though... if JoCo doesn't blog for a week and then comes back with "Oh, sorry guys, I was totally caught up playing Supreme With Cheese!", then we get rich! Right after Sol asked her question, the Bad Horse chorus went up and Bad Horse'd the Penny Arcade guys. I saw the video of that on Youtube, but sadly Sol was already out of sight when they started filming.

Next, we sought out Wil Wheaton again. This was our last chance to get him on the Yerfhat! Crushingly bad news... we showed up and an Enforcer told us the line was cut off because he had to leave. We wandered off into the expo hall for one last visit before the show wound down. Nothing terribly exciting inside, but we did manage to dispose of the last of our CDs. Also, it was a lot emptier. Many people had left before Sunday, I think, because there was actually room to walk in the expo hall on this day.

We came out of the expo hall set on getting lunch and moving on with our day, when the Enforcer who had stopped us from getting in line came running up to us. He said "I've been going around trying to find the people I turned away! Wil has decided to keep the line going for another hour!" So there it is! And how totally cool of that Enforcer. We ended up being about 3 people away from still managing to get cut off anyway, but we were in. We were out of CDs, which of course meant that people suddenly were desperately interested in Hamumu. We talked to about 6 different people while standing in that line who had all kinds of interesting questions, but we had no CDs to give. One of them did type the address into his blackberry for future reference, at least. Then we got up there, told Wil he was awesome (his writing that is - we own all his books, and know not to torture him with Star Trek), and got him to sign the Yerfhat. We of course had reserved one final CD, which went to him. He did a truly amazing job of looking like he was excited about it.

So that was kind of the big finish. The denouement goes like this: we had lunch at the hotel restaurant again, then returned for the final Omegathon round (we missed the Jenga round which was earlier in the day), which is sort of the show's finale. It was packed. The game turned out to be Vs. Excitebike, a Japanese-only release of Excitebike with special features for competitive play. It was pretty fun to watch, and then Gabe & Tycho played a round of it themselves. The show concluded with them thanking everybody and saying we were awesome, and that was that!

We went back to the hotel and had dessert for dinner, went to bed, and flew home the next day.

What I left out of this report were the details of our day-to-day wandering from place to place. Everywhere we went, we got looked at funny, our picture taken, and so many times people came up and told us our hats were cool. It was great. Every time they did, we gave them a CD. We kept the CD distribution to a really personal level like that, rather than running around flinging them at everyone, and it made things a lot cooler, and I hope it made people a lot more likely to actually try out the disc instead of throwing it away. Haven't noticed any suspicious new sales yet, but we'll see.

All good things must end, and frankly, I was ready for this one to. I loved it, totally. Had no idea it could've been that much fun. But I was exhausted physically and mentally, and it probably wouldn't have stayed fun for more than about another day. Three days of this a year, I wholeheartedly approve of. And I can't wait for next year! Look for the Hamumu booth then, because I'm thinking it's got a solid chance of happening! You all need to come out and see it. We're talking about holding a 48-hour contest during the show, so people can come up and watch games get made. A little like Mongolian BBQ, with less cabbage.
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Pax Day 205:59 PM -- Wed September 3, 2008

Day 2, we woke up at a reasonable hour very tired from our late night of revelry. Hats back on again, and we headed out for breakfast.

La Creperie Voila (insert various french punctuation marks) is a tiny little crepe stand outside the convention hall. They've got crepes with all kinds of things in them. You could literally eat every meal there and be healthy. But I went for the good stuff - both times we ate there I had a strawberry, vanilla custard, and whipped cream crepe. They are not cheap, but they are awesome. There was a big line of course, because it was right there at the convention. We were awake a little earlier than most geeks, but not enough. We still stood out in the bitter wind for about 45 minutes. I say it was worth it.

Saturday began at 10am, so we had a big day ahead of us! We started out, once properly creped, with the Advertising & PR panel. We somehow managed to miss the beginning of it while eating our crepes, but it was in the Walrus Theater, which is the one 'theater' that is actually just a corner of a big room, so you can walk right up and stand there. I wish the others had been like that! We hung about and listened. Didn't learn much as they talked about how they spend their $5 million advertising their products... not a lot of discussion of things that I might be able to actually do.

Then finally, we got to see a round of the Omegathon for the first time! The Omegathon is a big game tournament, where the contestants are picked randomly via a variety of methods, and they don't know what they are competing in until a couple of weeks before the show. There are 6 rounds, each competing in a different game, and the final one is a mystery even to the contestants right up until it happens (well, I think they got an hour or two notice... they seemed to know the controls). Obviously people are eliminated from the roster with each round until only two remain for the final showdown. I really like the concept, because with its completely random set of games (this year, Jenga, Peggle, Rock Band, and Geometry Wars were among the games featured), it's much more laid back. You don't have hardcore Halo nuts just Haloing away, you have people flailing around with stuff they have no idea how to do, and nobody is good at every game. The prizes make it quite serious though - $5,000 and a trip to Tokyo to go to the Tokyo Game Show!

Anyway, round 1 of the Omegathon was no spectators allowed because it took place in the BYOC room - a place where people could bring their own computers to set up. So for security reasons, they didn't have spectators. That round was Peggle.

Round 2 was Boom Blox. We could've seen it, we just missed it.

This was round 3, and it was Geometry Wars. We saw it! It was fun enough, I suppose. I'd never actually seen Geometry Wars in action before, and by the final round (it went for 4 rounds with 3 players in each, since there were 12 remaining Omeganauts by this round), we in the crowd understood the game well enough to do a lot of "Oooh!" and "Awwww!" when there were great escapes and unfortunate deaths.

Lunch break! We ate at the restaurant in our hotel, which was actually very good, and of course very expensive. There was a big wait, but we sat in the bar instead, which had open tables. No wait for us!

(This is one of those things you're supposed to stick your face through and take a picture... we stuck Yerfdog through instead, and it amuses me) We went back to the same theater then to see the Mega64 panel, followed by a screening of a Mega64 episode. All I really have to say about them is that it was fairly funny, and they're really really juvenile, and their episodes are really funny when they are just blatant live-action enactments of video games (complete with being yelled at by bystanders or cops), and a lot less entertaining when they have plot to them.

BUT! Something amazing and spectacular happened during this screening! We were just watching the episode when someone tapped me on the shoulder. It was Darkaruki, who is a new member of the forums, and the brother of Blackduck, who was also there! He handed me a Loonyland 2 Collector's Edition CD and a pen, and sign I did. Rather poorly, sorry about that. It was unexpected. So that was exciting, right? To have a fan come up and want something signed? But wait, that's not the crazy part.

When I signed the disc, this kid sitting in front of me turned around and watched, and his eyes got really wide. We had given him one of our Freebie/Demo CDs earlier, and I guess he didn't think too much of it... until he saw somebody wanted my signature. Suddenly, he slides over, turns around, and starts quizzing me. You could just see he was absolutely starstruck. He didn't know why he was supposed to be in awe of me, but if somebody else wanted a signature, then by gum, I must be somebody interesting! I had to control myself to avoid laughing out loud at the absurdity of the situation.

Then we headed downstairs and met Blackduck, Darkaruki, and their mom properly (hard to do while people are trying to watch a movie), and took that picture with them. We also managed to give a CD to the older lady who was doing convention security. She was intrigued, and said that she wasn't allowed to take things, but she'd slip it in her jacket anyway. I hope I didn't just get her in trouble by writing this.

Our next move was a mad dash back to Bandland in hopes of catching Wil Wheaton (I left out an earlier Wheaton Failure, too. We went by his booth many times to no avail), but he was not there. He did have a schedule posted this time though, so we knew we had to come back tomorrow. So we hit the exhibit hall for a few minutes and ran into Phil again, who invited us to dinner. We wandered for countless hours trying to find a place to eat. Did you know that Seattle closes at like 6pm? Everything was closed! On a Saturday!

We eventually found a nice little place down in the Pike Street Market, which had good food like all the other places we tried on this trip. Food went well every time!

We hit the expo hall again, and checked out the Pax 10 there. Those are 10 indie games that got chosen as special to be voted on at the show. We looked at all of them, and played a couple. We placed our votes for Chronotron, which is downright clever. Several of the games were gravity/magnet themed and frankly not that interesting. I still don't get why people think Strange Attractors is good.

Our last event for the night was similar to our previous last event: concerts! We got no wristbands this time, and stood in line for a while, but it was no problem getting in. We went to our favorite corner again and set up our foodless picnic.

The pre-show for this evening's concerts was actually Round 4 of the Omegathon! Logically enough, it was Rock Band. It must've been pretty cool for the contestants, because it was like truly being a rock star as 5,000 people were jumping up and down cheering as they 'performed'. They broke the eight remaining contestants into two bands of four for this event. I'm curious how they did that, since it seems kind of unfair to lose because your teammates (who were previously your opponents) weren't any good. But anyway, one team outscored the other (just barely!), and four contestants remained. Oh, also, the Penny Arcade people performed a Rock Band number before this, all playing on Expert, very impressive.

Then the first act that actually produced their own music was Anamanaguchi. Just didn't like them. They'd start every song with a little videogamey chiptune melody, then after a couple of seconds, completely bury it under a wall of thrash noise. Not for me.

Next up was The Darkest Of The Hillside Thickets. They are a Lovecraft-themed band, which would've been funny if the lyrics were hearable (remember, the sound at all the shows was very bad. It occurs to me today, though, that that may have also related to our location. It probably sounded a lot better in the middle near the stage). Their outfits were definitely entertaining, with two guys with goat legs and horns, one with tentacles all over, one with a Cthulhu head, and one... well, he just kinda was covered with light strings and cords and things. Did Lovecraft ever write about robots?

We actually left shortly into the Thickets set. We were far beyond tired after two very very full days of being 'on' all the time and walking around. I was sad because I really wanted to see MC Frontalot, who was up next (The Minibosses would've followed him as well, but mainly I've been intrigued by Frontalot for some time), but I was happier just to sleep. And I swear the second night concerts were even louder than the first. Or maybe it's just that I was yet one more day older. I am too old.
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PAX Day 109:41 PM -- Tue September 2, 2008

(Wait, some day 0 first)

We arrived very late on Thursday night, to discover that the Sheraton, big fancy hotel that it is, lacks a shuttle service from the airport. Not classy. We eventually managed to get a cab shared with another couple heading to PAX! It was crazy going into that hotel. All these people who work there, all prim and proper in their suits, and every patron there was clearly a PAX geek. It was just overrun with people in shorts and black t-shirts adorned with random slogans. It was surreal. But we slept, and awoke the next morning to PAX Day 1.

Day 1 didn't begin until 3pm, so this was our one day where we actually had some time to do something else. On the other hand, we had a scheduled event of our own. We were to meet Mark of Laughing Dragon for lunch. We also found Phil of Galcon fame and added him to the roster.

But first, we had to have breakfast! We ventured a few blocks down to reach the Pike Street Market, which is where they throw fish. We saw them throw a fish, and it was exactly as exciting as it sounds. We grabbed some pastries and peaches there, and took them back to the room for a relaxing breakfast. Of course, Sol had to tune into the Law & Order marathon while we did. We saw a few more of those as we waited for lunch time.

And off to lunch! We ate at a Greek and/or Italian place and chatted about the tribulations of trying to get people to buy games. It was good. That was the last of Mark because he lives near Seattle, but was not a PAX attendee for some perverse reason. Phil, on the other hand, we got to hang with several more times through our three days as he assisted the Brawndo people at their booth and did whatever other ridiculous things he does around PAX.

Then we donned our yerfhats for the first time, and headed out into the wilds of the convention. We had little idea of what to expect, but we proceeded bravely nonetheless. The first step was to stand in line for the opening of the show. People who lined up early got wristbands for the night's concert (a wristband means you get in first, while non-wristbanders have to take their chances and line up for the concert itself). We of course had our lunch date, so no chance of lining up early. We got there about half an hour before opening time, got way in the back of a long long line, got our swag bag, and after a little while, wandered off into the show. And yes, there's a wizard in this picture (A Black Mage for those in the know. We saw a better one with light-up eyes later, though).

Our first stop was intended to be the exhibit halls, but we got sidetracked because Bandland preceded them. Bandland was a short, wide hallway with the various bands that were going to perform were available for signing stuff and selling stuff. Wil Wheaton was also in that location. We quickly hopped into the Jonathan Coulton line, which was actually really short at that point (and was never again remotely short the rest of the weekend, lucky us!). We got up to him in no time, and gave him a copy of Free Dumb Games! Lucky him! Without a doubt, he rushed home and began playing. We also asked him to sign my Yerfhat. He wanted to know why Yerfdog was the mascot of Hamumu, and that made me realize there is no reason. He's just a character I drew that I thought was really befitting of the Hamumu style. I think he works as an icon for Hamumu - seeing him, you hopefully get what we're all about right there. We did not take a picture with Jonathan Coulton, sorry (but wait for day 3 for celebrity madness! Or day 2 for surprising celebrity that you didn't think was celebrity).

Then we did actually enter the exhibit halls. We have no pictures of those, so here's a word-picture:

darkness, we're sardines
games i can't play due to lines
seems pretty pointless

That gives you the idea. But seriously, sardines. That hall was not big enough for what all was in it!

So, we got nothing out of that, then proceeded on to our first panel: Video Games, Politics & Policy. It was rather dry, but I wouldn't say uninteresting. Not really relevant to my life in general. We ducked out after half an hour, not out of disappointment, but rather because we had something very important to do!

The first Penny Arcade Q&A Panel! Yep, this is actually the best picture I have of it. You can also see the blurry Tycho-traveling-through-a-wormhole picture in the previous day's post. That one's cool, actually, but only by chance. This panel was great. We got there late and only caught about the last half of it, but it consisted of people going up to the microphone and asking whatever question (though "who would win in a fight" was expressly forbidden), then being gently ridiculed by Gabe & Tycho. It was very funny throughout.

Next up was a dinner break. We walked halfway back down to the market, in order to avoid the insane crowds of PAX visitors. Everything near the convention was utterly swamped the entire weekend. But we found a little Thai place that was busy, but no waiting or anything, and sat down and had a really good meal. It pays to be adventurous.

We came back to the expo at night with two options in mind: there was the screening and Q&A for The Guild (created by and starring Dr. Horrible's Felicia Day), and there were the Friday night concerts. We opted for the screening, only to discover that we were too late. We stood in line for about 30 seconds before someone came back to tell us the line was being dispersed because they had just closed the doors. The unwritten rule we found with PAX was: be at everything half an hour early. That first day, we were always at everything 'on time', which meant 'too late'. So, defeated, we figured why not try the concerts after all?

We won! There was an Enforcer (those who don the black to become volunteer security at PAX) standing outside the room, giving away dozens of wristbands as we walked up. So we hopped right on in. As you might expect of a concert, it was all standing and jumping up and down, but we found a section over to one side where people were laid out on the floor like it was a concert on the green, only the green was concrete. So we joined them, set up our little foodless picnic, and enjoyed.

First up were the One-Ups, conveniently. They do covers of video game songs, but with real instruments (and lots of them - I recall violin, saxophone, piano, guitar, drums, and possibly a tambourine). It was kinda fun, because they'd start up the song, then after about ten seconds, play footage of the game in question. So you had a moment there to try to guess. I guessed none, but many of them were things I had never played anyway.

The second band was Freezepop. They're not so much related to video games as in them - their music is in lots of Harmonix games, and I think some others. It's very 80s synth-pop. They were okay, had a couple songs that were really good, others that weren't so special. I would also like to point out, with regard to all the acts on both nights, that the sound was really bad. I think the sound crew was not good (secondary evidence: most of the bands yelled for changes to their settings more than once, like "could you turn up this guitar?"), which also impacted some of the panels that were in that main hall too. Anyway, all the bands were too loud so that their sound was really distorted (okay, it's too loud, so therefore I am in fact too old, I totally acknowledge it... but it's not like the music was too evil for me, I wanted to hear it clearly is all! Wow, speaking of me being old, at one point I accidentally called them "The Freezepops", a real 'internets' moment).

And last but opposite of least, was the musical act we came to PAX for! Jonathan Coulton performed live, and thanks to being on an acoustic guitar, he was not loud and distorted and was just awesome. He rick-rolled the audience at one point, which went over very well (and we heard about 1/3 of the Rick Astley song as he refused to relent), and for Still Alive, he brought out Felicia Day to perform with him! That's what is pictured, and besides being a really bad picture to begin with, it's also a picture of a video monitor. A direct picture of the stars from where we were sitting would've made them 3 pixels tall. He came out for two encores, one of which was of course Re: Your Brains, with the entire audience acting as zombies. One of the cooler things he did was to play Flickr, which is a song that just describes a random series of pictures he found on Flickr, while showing the pictures it describes on screen. It was cool to see them at last and see how they differed from the mental image. When he was going to play Mandelbrot Set, he yelled out "So who likes math?" and got an overwhelming cheer that was just... yikes.

So, that was our first day of PAX. We got out of that concert at around 1:30AM, which is infinitely past our usual bedtime, stumbled off to bed with our ears ringing, and woke up bright and early for Day 2. Tiredness was a major theme of the whole convention, in fact. Stay tuned to see how *I* am a rock star myself!
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PAX Day 008:20 PM -- Mon September 1, 2008

It's going to take quite some length to recount all the intricacies of PAX, so prepare for it over multiple days. Right now, I'm just going to give you the basics of how PAX works (it's pretty awesome!), and tomorrow I'll cover Day 1, then 2, then 3.

There are, to my mind, five main elements to PAX:

The Exhibits
This is your standard expo-type area, where different vendors have booths set up and give out swag and want you to check out their products. You could go in there whenever and just see what was around. There was also a spot in front of the exhibit hall where the performing bands would sign things, and Wil Wheaton too, despite him not being a band.
The Panels
There were a whole bunch of different panels, talks, and events scheduled at certain times, and you could go to those. You mostly didn't have to wait in line for these, you just show up a little bit before they start and have a seat. These ranged from technical talks about advertising and politics (as they apply to games), to fun stuff like watching people compete in Jenga.
The Big Events
These are really the same as the panels, but they are monster events in the main theater, and you definitely do need to line up for them in advance. These include the Penny Arcade Q&As, and a couple other big things, like the Family Feud game which was quite entertaining.
Tournaments
There were game tournaments of many different popular things. We completely ignored this element, although one time we saw a massive line that stretched all the way through the building, probably 500 people, and were afraid it was for whatever panel we were going to. It turned out to be for the Smash Brothers Brawl tournament, which is just weird to me. These people were missing the entire day (or more?) of PAX just to play a little Brawl! I suppose there were probably prizes involved. But crazy.
Concerts
On Friday and Saturday night, there were a series of concerts by geeky bands. You definitely needed to do serious lining up for these if you didn't have a wristband. I almost lumped them into The Big Events, but I couldn't do it. They are separate.

We had made up a chart of the things we wanted to attend (which always overlapped other things we wanted), and had it mapped out to where there was literally a half hour of free time on Friday, another half hour on Saturday, and one hour on Sunday. The rest was booked solid. As you will see, we were not remotely able to stick to this schedule, and in fact went to very few things at all. We just didn't count on needing to be at things half an hour early, and some things just having huge lines and all of that. Next year, we will be a lot less ambitious in our planning.

Whenever we did have to line up, it was pretty nice. The lines were about 10 feet wide, roped off, so there was lots of room to sit down, or sometimes lay down, and just hang out. And there were always interesting things to look at. One constant throughout the weekend is that about 80% of the attendees have Nintendo DSes, and so there is tons of Pictochat going (a built-in chatting/drawing program on the DS, which connects wirelessly to all nearby DSes). It couldn't handle the huge numbers of people, though, and it would lag and have all kinds of weird problems. But it was fun to see. And by the way - PAX is not remotely family-friendly. It's extremely friendly, I should point out, extremely, but about as vulgar as a drunken sailor who hammered his thumb on accident. Pictochat was the epitome of that vulgarity, and that's about all the details I'll give on that. I enjoy vulgarity, so it was fun. Anyway, I was talking about lines, and we'd often have to be in line for an hour or more for various things, but it was not bad. It still felt pretty fun even then.

And by the way, you all lose the betting pool. Except for important occasions like not blocking people behind us at panels (and sleeping), the hats stayed on the whole weekend!
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PAX Over08:47 PM -- Sun August 31, 2008

Actual discussion of how it went down to come soon. For now, it was pretty awesome! Also, I am a rock star.
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Busy Week07:22 PM -- Tue August 26, 2008

Well, it's all about preparing for the monolithic event that is PAX! I have finally developed the free games disc. Check out the menu it pops up when you put it in:


Let your eyes adjust to that mess! It really struck me that I have made a whole lot of games. And quite a variety too. Of course, two of those I didn't make, but it's still a lot. I go for quantity, not quality. It also makes me want to be full of yet more variety. I need to make more games that are really different from my existing ones. I don't know why, I just think that would be cool.

I'm working on the face of the CD right now, printed a sample but it has some issues I need to fix, then tomorrow I can produce, produce, produce. And that's my last day. Thursday is travel day! Gulp.
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Square Planet04:42 PM -- Sat August 23, 2008

Today in IRC, people were discussing what a game might be like if you ran around a small square planet (Mario Galaxy in 2D was the concept, I think). So I whipped up a thing to try it out.
Click in the window, then use left & right to move left and right, and up to jump. It's very wacky and very buggy, it's about an hour's work in a language I am very unfamiliar with. But it was a great exercise in learning flash! I picked up a bunch of new tricks. Interesting things to note include that you can fly and orbit the planet (in a wacky looping sort of orbit) very easily, and that the view rotating doesn't always work right (sometimes the planet gets scared), and that's generally it's very buggy. But it's interesting to check out. Enjoy some square gravity.
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Ow my knees!09:59 PM -- Fri August 22, 2008

Wii Fit arrived today! We tried it out just for 10 minutes each, and my knees are shot. I so need knee exercise. Wow. I'm really looking forward to the changing of my life that wii fit is required to provide. I might be wobbly tomorrow, though.
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Laid Back Gaming05:49 PM -- Thu August 21, 2008

WoW is a really laid-back game (most of the time). It doesn't demand a lot of mental effort, so I sit back on cruise control, clawing elementals in the face, and think about other things. I used to do the same thing while walking laps in elementary school. That was a much healthier way to get my think on.

So today, when I should've been working on Happyponygate, I played some WoW, clawed some elementals (which refuse to drop a dew gland!), and thought about Rise Of Owls. I have to be quite honest and confess that working on HPG is very difficult of late. I'm at a spot where I need to be working on how the monsters function, and it's just one of those things that I'll have to eventually settle down and just try something, but for now I mostly stare at the screen and hope it will write itself. Owls is fun to work on, though, I'm learning a lot and struggling to deal with classes and objects.

So here are the heroes I came up with today. Understand that most of the heroes (at least 2/3 of them) will just be ordinary - they do damage in some way, at some pace, and cost some money. But that's boring to think about. So I'm thinking about the more interesting ones! Here are some ideas (may or may not ever be in the game, but probably, why not?):

- An archer who fires golden arrows. He's way cheaper than he should be, considering how much damage he does (quite high, but not crazy), and his fire rate is rather slow, like 2 seconds. The problem is, golden arrows are expensive! It costs $1 every time he fires. So you don't pay much up front, but you keep on paying as long as he's around.

- An alchemist. He turns owls to gold. That's both good and bad news. He has a very low rate of fire, so he won't get every owl, in fact only a few in each level. Once an owl is gold, it is worth triple money (or more?). The problem is, it takes half damage per hit. So putting one of these guys in makes the game harder in exchange for raising your income.

- a knight on horseback. When he sees an enemy in his range (about half the screen), he charges at it, running right through it to the other end of the screen, hurting all the owls along the way. Then his new position is that end of the screen, where he sits for a few seconds before being able to charge again.

- a wizard with relatively short range. As long as he's not shooting, his power builds up. Then when he shoots, it drains away and does that much damage. So you'd probably put this guy up high in your tower, so the enemies gradually inch along and when they finally get up that high, he's had a long time to charge. Of course, only his first shot is any good (but it's a whopper!) - the ones he fires after that are all 1 damage until he's had some time to charge up again. I'm not sure of the real merit of a guy like this, but that's for the players to decide. I just want to give you a huge toolbox of random things (that eventually end up balanced to some degree), and then you play with the tools.

Them's some random thoughts.
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Say Cheese!08:11 PM -- Wed August 20, 2008

I posted in the forum a request for pictures. I am linking to it here, so nobody misses it! Click here to learn about how you can be immortalized in Hamumudom. It's all part of this big drive towards making the site famous! The more people who send in pictures, the better, and I'm accepting them anytime, now or later.
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Struck A Nerve!02:27 PM -- Tue August 19, 2008

Well, I just sort of threw in an off-hand remark about marketing (and making you people do it), and I can't believe the response! I didn't intend for that post to be a discussion of marketing at all, but it seems to have exploded. I've got people asking what they can do for me, and suggesting things, in my email, my PMs, and on the forums. Maybe some in chat, too, I don't recall! So there is definitely a market for marketing for me.

I definitely appreciate any (legal) efforts made to get the word out. That is awesome. The tricky thing is I want to develop a program by which you could be rewarded for such efforts. I can't come up with anything which really encompasses all the elements such a thing would need, though. Here are 2 ideas I have:

1. Allow people to type a username into the coupon field when ordering. Then I can reward anybody who gets such a referral (say 30% of the purchase price, in yerfbucks). I've already got a program rewarding you for bringing new people to Dumb Accounts, but it's the sales that matter - if you got me a sale, I have a tangible result, and I'm more than happy to pay back.

2. Develop a mini-game that is not for sale. Nobody gets a copy but me. You can see screenshots, maybe video. You want a copy? All you have to do is email me a true story of how you spread the word of Hamumu. The game's page on the site could contain summaries of each story, too. As long as your action is remotely worthwhile (and not illegal or harmful), you get the game! It's up to you whether you want to do something fairly significant like spray painting the moon to look like Yerfdog, or a smaller thing like getting five friends together for a Hamumu party to show them the games. The only rejections would be lies and things like "I invited my friend Bob over to play Kid Mystic." Of course, if you really did that, you could still parlay it into something worthwhile by getting Bob to make a Dumb Account, thus earning you a trophy!

Both of these plans are probably good ideas (though #2 will require developing the game first!), and address different needs. But neither really goes anywhere near far enough. Ideally, it would be great to provide a way for people to get very real benefits by promoting Hamumu - AKA cash moneyz! That's much trickier to do, what with tax implications and all. Affiliate programs do that sort of thing (and have the same problem, tax implications), but in the end, I would like people to be promoting my site, not their site that sells my games. It's sad because I'd have no problem giving up 30 or 40% of every sale that someone brings in. The problems are the tax forms and properly crediting the salesperson.

So what I'd like to do is get you people all as one giant international Street Team, spreading the word everywhere. The tricky bit is I don't know how to provide rewards on a level that would inspire that kind of behavior. It would be great if I had something in place significant enough that people would actually go out and spend money, in the hopes of getting a real return.

Feel free to keep the ideas and suggestions coming, whether they are for ways I can market things, or ways I can get you to market things. It's all good food for thought at any rate!

And in the meantime, just put it all out there - let people know what Hamumu games you like, tell them to just compare the clocks, tell people to have a Dumb afternoon, everything. If you cast a wide enough net, you're bound to catch something.
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Progress, Releases, And Nike09:39 AM -- Mon August 18, 2008

Well, the plan was to spend the last week learning flash and seeing what position Rise 2 was in to decide what I should be spending my time on. Of course, the reality was that for the last week I've been doing all kinds of other things, because it was Summer. School starts this week, so that's in for a change! At least until next week, when I lose the end of the week to PAX.

So, decisions must me made, and success must be had. The issue is this: I can't succeed, and in fact am gradually losing ground and income, by releasing huge games once a year (or slower!). I need to be on the radar more often. Of course, a much bigger improvement would be had simply by doing marketing, but since I don't know how to do that, I'll settle for an increased rate of releases. So the gist is that I need to get a game out soon, which Happyponygate cannot achieve.

On the flipside, I can't let that game molder and fade away, or I will lose track and never be able to finish it. This puts me in a pickle. A sour green pickle of pain. The answer that I see, at least the best one I can come up with, is to work on both at different times. And when Rise 2 is done (let's hope that's soon), replacing its timeslots with another mini-project. Hopefully a faster one as I become more skilled. So I have a reasonably fast flow of lesser games while we await the big hits. Of course, it makes the big hits slower, and for the matter, the lesser games slower as well! But there's just one me, and time is fixed, so something's gotta give.

I don't know, I need to figure out how to do some marketing... you guys do that. Go tell everyone to come to Hamumu!
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Blog!?09:11 PM -- Sun August 17, 2008

So I accomplished the below feat of wonder! It has no loading thing, so the actual graphics take a minute to show up. Hopefully they will load before the owl escapes the screen.
That's obviously at half size, don't fear that it's just a teeny tiny game. Flash is pretty nifty. And the black circle is a thing from testing, not an evil moon.

Anyway, boy have I seriously ruined my blog-a-day plan. Let me try to get back on that. See you tomorrow!
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Owls Arisen02:27 PM -- Wed August 13, 2008

Here's some of the stuff I'm thinking of to keep Rise 2 a smaller project, but still make it involving and interesting:

  • Obviously, a whole lot more heroes. If I can get 200 in there, so much the better! But the goal is a minimum of 100. They're fairly easy to make, but I want them to be unique too, which complicates it. It'd be boring if 10 of them were Archie at 10 levels of power.
  • The original vision of the game doesn't involve all this wacky cloning. Rather, you can have one of every hero. Once you've bought one, he won't show up in the inn anymore. After all, these people are unique individuals! That of course is what necessitates such a huge number of heroes.
  • On the other hand, I also want to include a second game mode, Clone Mode or something. In this mode, you hand-pick 8 heroes from the entire collection, and your inn is permanently stocked with those 8 heroes all the time. You can of course buy more than one of the same in this mode! So this mode is like a collectible card game - build a deck and see how well it works.
  • Haven't decided exactly how this should be, but I originally wanted a skill tree of sorts. So you might lay down lots of archers, planning to invest points into skills that improve arrows. That sort of thing. The skills would be general upgrades to all your units, or certain types of units. Something that would be fun, but probably wouldn't make it in, would be to add special powers in there. So for example once every 60 seconds you could click on an icon to make it snow, keeping all enemies frozen for 10 seconds.
  • Lots of little achievements to complete, to give you more of a goal than just finishing the game.
As for game modes, I thought there'd be a few different 'quests', which would be sets of levels. Some real easy short ones, some long and crazy ones, and then of course, you can't leave out Survival mode that never ends.

Here's a really fun idea I had that definitely isn't going in, but would be an awesome sequel (Rise 3: The Leavening). You pick 3 heroes, and they go on an adventure. They function exactly as they do in the game normally (same ranges and all that), except that they move to wherever you click, in a sidescrolling world. They kind of run in a line, one following the other. That just sounds pretty awesome to me. You'd have to decide if you want a Jessie in the middle to make your other guys powerful, or if you are better off with a 3rd person dishing out damage. Oh, and of course, you just start with Archie, and you get money by killing monsters which you use to buy better heroes and add to your party until it's 3 people, then swap guys out until it's the mighty force you've always dreamed of.

So, guess I better learn actionscript!
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The Owls Have Risen10:34 AM -- Tue August 12, 2008

Rise Of The Owls is here! It's a freebie, and it's short, sweet, simple, and strategic! It actually is, I swear. You may find that it's easy to win, but can you get the top score? My record is only 570,000, but there are isolated reports of over two meeellion points!

As you may know, I on occasion take 48 hour games and make them into something more. Such is my plan for Rise Of The Owls. However, I'm releasing it as is - that's Rise Of The Owls. Rise Of The Owls 2 (The Risening? Owlectric Boogaloo?) is a whole different story.

This is the plan I am thinking of right now.
  • Step 1: Learn to program Actionscript (flash).
  • During Step 1: Make Rise Of The Owls 2 in flash.
  • Step 2: ??????
  • Step 3: Profit!
Perhaps I should add some details to step 2 to help clarify it. I want to make Rise 2 a flash game, which you need to be logged into your Dumb Account to play. You'll earn and unlock new heroes by getting trophies! And other hidden ways. It'll truly be integrated right into the site in that way.

Don't want to get your heroes the hard way? Lucky for you! There is also a downloadable Rise 2 which either gives you all the heroes right away, or maybe has you unlock them in simple in-game ways, like accomplishing simple goals like "Get 10 kills with Archie". That costs money.

So if you like free stuff, you can play the free version (good news from my end: to get all the heroes, you'll have to buy my other games! Can't earn all the trophies without owning some of the games, right?). If you like easy stuff, you can buy the pay version.

Such is my plan for Rise 2. I think it's good to be learning worthwhile skills like flash development instead of endlessly iterating over that same dead old codebase. I think I'm going to spend this week on some of that learning mumbo-jumbo and see at the end of the week if I think I'm better off continuing that full time until it's done, or getting back to HPG and considering flash something for my spare time. Tomorrow I'll blog about some of the features of Rise 2. It will be at heart the same thing you see here, same type of game for sure, but major key upgrades that make it all worthwhile.
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Welcome To The Journal02:51 PM -- Fri August 8, 2008

We've got fun and games! Actually we don't at the moment. I have not blogged in quite some time. Next week, I will endeavor to fix that, but for now, I will just tell you that another fine LD48 contest is coming up this weekend, and I shall rip it to shreds with great panache by making something that makes WoW look like Atari 2600 Adventure. Or, I'll make Guess The Number. We'll see on Sunday.

The monster maker is done now, except for loading, saving, and testing (in any form). Loading & saving is nothing, I just haven't bothered since there's nothing worth loading or saving yet. That's because the testing is held up by the same thing everything else is - I need to make monsters actually function! Right now the guy in the tank can only walk in circles, no matter what kind of moves you give him. I need to implement the whole concept of the creature choosing and executing the various attacks. It's actually going to only take a couple of hours, but nonetheless it is what remains between me and functional adversaries.

As always with summer, it's been pushed around by other things, like helping the lady get her classroom set up, the occasional minute or two spent on WoW, preparations to embarrass myself at PAX, family, and general summeryness. It's pretty frustrating to have things moving along so slowly, but at least it feels like it is getting made. Someday it will be done, we just don't know when!
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Sneak Peek: Happyponygate01:37 PM -- Wed July 30, 2008


That's actually a condensed shot - the real editor has even more dead space in the middle, which I just cropped out (and more dead space below as well, though that's just buttons I haven't made yet). I don't know if that space will someday serve a purpose, or if it will always be delightfully blank. It ain't pretty, friends, but it is certainly functional, and that's my goal. Making a complex menu with lots of buttons also pretty is far beyond my desired amount of time spent messing with stupid things nobody cares about.

The entire top section is done, though I think some more things will end up needed eventually (especially more monster flags). The attack definition is far from done. So how it all works is you make your changes, and you watch the little guy in your 'monster tank' in the lower right to see what your changes are doing to him. He sorta wanders around randomly in there. You'll also be able to click a Test button to make him fire off the currently selected attack when you want to see it in action.

The monster's level is automatically calculated based on the damage his attacks do and how much life he has. I am fairly sure there will be quite a few ways to exploit that, but I'm trying to err on the side of low level to prevent people from making cakewalk levels that power them up quickly and give them great items (actually, I think items won't drop in user-made levels, but that's something to consider later). When you let people make their own levels and the monsters that populate them, that's pretty much unavoidable, but I'm at least going to try to make it a little difficult. Of course, I could also make players gain no XP in user-made levels, but let's hope I don't have to be so drastic!

Speaking of drastic, check out my new hat:

Custom-made by Sol Hunt, this is an unfinished shot, though the hat is done now. The black part on the bottom is a baseball cap, which the yerfdog on top is sewn onto. The only thing you're missing in this shot is his legs, which sort of dangle next to the hat part. You also can't see his tail, but that's on the back, oddly enough. The ears and tail have pipe cleaners inside them, making them totally adjustable. You can perk his ears up to scan the crowd as needed. I fully intend to wear this hat to PAX, and look very stupid. I'm fully embarrassed to be seen in it, but that's the price I will have to pay for publicity. I've also designed a shirt that says

I will give you
FREE DUMB GAMES
Just ask me
www.hamumu.com


So combining these two things should be instant win. You are welcome to start a betting pool on how long until I take it all off and go incognito in normal clothes. I still need to create the demo CD I want to have, and get the shirts ordered, and then I'm ready for the big event!
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Bored? Games!04:46 PM -- Tue July 29, 2008

I'm gonna do a sneak peek tomorrow, as I am close to a good spot for one today, but will hold off until it's more complete. As always, I'm working on the monster editor. It's fun to use, tweaking the numbers and watching the guy zoom around accordingly (and you can make him do some serious zooming if you crank up the speeds).

Hamumu Software is going truly green! We are going to be so indie that we even generate our own electricity with which to make games. Solar panels are coming! Well, in the long view sense. We had a consultation last week with a guy who gave us the low down and an enormous amount of technical info. Just today I took some steps towards getting the necessary financing. It'll be probably a few months before construction begins, but it's definitely gonna happen, barring insane things like earthquakes. And we all know earthquakes don't happen!

Which reminds me, there was an earthquake today! It was maybe 80 miles away, and a magnitude 5.8. I felt it quite distinctly, though it felt more like I was just lightheaded and dizzy than actually quaked. My wife in town felt it a lot more severely. But even at the epicenter, a 5.8 is really not a big deal at all. Still, first one I've felt in a long while.

This weekend, my family held its official Summer BBQ, and we got to play a round of Arthouse. If you don't know, Arthouse is a party game I invented. Once again, it proved to be a huge blast of sheer joyous funpower. It always goes so incredibly well, and every time I play it (which is like once a year...), I think about how I really need to get it made into something I can sell. You guys would definitely want it, because it is the bestest ever. It's a game about drawing, only it requires no drawing skill of any kind - victory has more to do with how well you know the other players and how good you are at winning auctions (or making other players waste money in them). Anyway, I'm more serious than ever about getting some kind of sellable version of that in existence. It's just got to happen. It's very frustrating to have a completely finished, well-tested, universally beloved game and not be able to share it with anyone (or make a quick buck off of it, for that matter). Unfortunately, it's about 759x more difficult to sell a board/party/family game than it is a computer game. Can't just burn a CD for this thing!

And things are going well with hundredpushups, with Happyponygate, with our new fridge (yesterday was a massive shopping trip, that's for sure), and with WoW. Hooray for everything! Oh, and happy anniversary to Sol Hunt, I love you.
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Summertime Notes05:13 PM -- Wed July 23, 2008

As usual during the summer, life chews right into game development (it's kind of like WoW in that way), and not a whole lot has happened since I journaled twelve years ago or whenever it was. I am still working on the monster maker for Happyponygate. It's pretty cool being able to tweak the values and see the monster change before your eyes. I think I'm going to like using it myself. So far you can pick which sprite to use, and change its color and brightness. Massive options, indeed.

I wrote a short story this weekend! That's something I'm trying to take up in my spare weekend time, and a weekend is just about the right amount of time to create a first draft for a short story. I had been talking about doing that, and when I went out to the post office, I came back to find that Sol had created a challenge for me. That made it both easier and more fun. She listed a few conditions for the story to employ (In a junky old spaceship, 3 grizzled miner-types, and a mysterious glowing blue jar), and then a bunch of questions to spur thought of where the story could go (Where did they get the jar? What's in it?). That did inspire me, and I churned out something I like. I don't think it's well written (and accordingly, you don't get to read it! Besides, it's not Hamumu-appropriate anyway), but I do like the actual tale being told. Hopefully, I can edit it into something readable one day. But not now! The one piece of advice I remember from writing books is to set aside your first draft for a few months before you go back to it. And that means I get to write other first drafts. That should be fun, or at least more fun than editing would be.

For some reason, even though I'm a published game developer (if you didn't know, I'm not just a self-published one, I have games that are, or at least were, available in stores from a real publishing house), I've always had a dream to be a published writer. Not a professional writer - I really just want to get one book published and be done. Something about having a book (or I guess a story would do... for a start) published seems more significant to me than a game. So that's something I'm always going for. I've tried Nanowrimo, even succeeded, at least in the sense of getting 50,000 words of a novel written. I didn't actually write the ending to that, though... Anyway, I think getting some short stories done, and published, will move me closer toward that goal. Or maybe qualify as meeting the goal, in my head. Because you know how to get to Carnegie Hall? Yeah, you take a left on fifth, head down by the hot dog vendor, and you'll see a Macy's. Then you make another right, head 3 blocks, and... well anyway, another way you could get there is practice. So I'm doing that, though I have no interest in Carnegie Hall whatsoever.

Done with my first day of Hundred Pushups, by the way. It went well. Let's see how day 2 goes on Friday (I forgot about it on Monday and Tuesday, so I started today). Doing exercise makes me feel more awake and energetic. It's good all around. Everybody should do pushups. Get to it!

We still have no fridge. Maybe on Friday, kinda doubt it. We do, however, have something that makes the first sentence of this paragraph a lie. Friends of ours let us borrow their mini-fridge, so we have a little space to keep some things cool! It's been quite nice. That's pretty much our summertime experience. That, and a lot of Netflix and expensive repairs to our Jetta (do not buy a Volkswagen. Ever).

Oh, and one other thing, I think I may not have mentioned that Hamumu Software, the entire company (not counting dogs and cats, if you thought those counted as part of the company), will be attending PAX (The Penny Arcade Expo) in August. As hoped, Jonathan Coulton will be appearing! It should be a delight all around. I'm going to be bringing copies of games to give away, or maybe making a demo disc to give out instead (but the games are already made, it's so much easier...). I won't have a booth, so I am trying to develop some sort of t-shirt/hat combo that will make me look sufficiently like a human booth that people will talk to me and be interested in Hamumu, without actually making me super sweaty and uncomfortable. It's a delicate balance, and all I know for sure is that I need to buy a white baseball cap to convert into a Yerfcap ASAP. I had an idea of making huge WoW-style shoulderpads, with giant foam HAMUMU sticking up from them, but I think that has a good chance of violating my comfort rules. And I don't think I could make elegant foam lettering. It would look bad. Too bad, because I think it's a cool idea.
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Wee Mana10:55 AM -- Thu July 17, 2008

In a random IRC chat, I encountered what is the coolest drink ever: Mana Energy Potion. I wouldn't actually drink it, since it's incredibly expensive, inconceivably tiny, and absolutely jampacked with caffeine. But boy, isn't it cool!?


And you know that you can't visit ThinkGeek without wandering around marveling at all the overpriced but wacky things. Which is how I stumbled across something we can only presume is Hamumu-themed: Wee Ninjas! They're cute too. Let me take this moment to plug the ever-exciting and totally-free crowdsmashing game Wee Ninja upon which these must surely be based.

In other news, you are looking a little out of shape. Try A Hundred Pushups. I'm gonna see how I do myself. I really really really need to do something.
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A Game A Week02:24 PM -- Tue July 15, 2008

I was driving to the post office today, and since the tape deck in my car spits out any tape I insert, I had to listen to CDs (normally I do satellite radio, but that plays through a fake tape you stick in the tape deck). Luckily, the Jonathan Coulton collection was in my car! And thus, I was inspired during my drive by his Thing-A-Week collection. Think about this idea:

I make a game every week (a small one, obviously). Of course, I couldn't start that until the Gate was done, what with both being fairly all-consuming tasks. Anyway, you pay $52 for the privilege of access to the Game-A-Week library. That's $1 a game! Oh, I should've mentioned, I do this for 1 year (hence 52 weeks). You could sign up to the library any time you want - have faith in me and order before the first week is up, or be a cynical stickler and wait until all 52 games already are done. Membership is permanent, you just pay once and you have access to all the games for all eternity.

There would be no demo for this, just tantalizing screenshots that non-members could see and drool over (week-long games are often quite droolworthy, you know). And what kind of games would you see? Well, you've seen my 48 hour games. They'd be 120 hours better than that. I get more time to make them, and I don't have to start from scratch! I think that's worth a buck.

I love making quickie games. As my wife pointed out, I work much better under pressure than during my aimless meandering normal life. That would be a really fun year for me, full of creativity and random weirdness.

Of course, other ideas might include things like buying the games individually or various sub-packs, or whatever. Lots tougher for me than just having the one simple package, though. But it would be fun to (eventually) offer different things, like the Professor Flounder series (a bunch of games made at various points during the year which star a highly educated flatfish), or the Strategy Pack, or whatever.

Anyway, what do you think of that? Would you pay $52 for the greatest entertainment experience of your life?
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False Alarm12:47 PM -- Mon July 14, 2008

After experimenting on the now holy shirt, it has been determined that Kool-Aid is not at fault for the dissolving fibers... which leads us to a deeper mystery: how did I get sprayed with deadly acid while I was sitting at my computer? I suppose I may have gotten up to use the bathroom at some point in there, and probably gone to the kitchen too. But I don't remember being blasted with bleach or battery acid at any point. And it definitely happened that morning, since I saw the spots go from simple pink dots to gaping holes. By the way, I found several more holes elsewhere in pink spots. Very strange. And perhaps eternally a mystery.

Anyway, feel free to drink Kool-Aid. I still won't recommend it though, it's pretty nasty.

I'm neck-deep in extreme code chopping, which is why I'm writing this journal. I'm just really stuck where I am. I'm going to have to completely remove the existing monster system to put in the new one, and that's just a whole lot of work, and I'm not sure what all the problems are going to be. It's an ugly situation.

The new monster system is to implement monster editing, which will be tremendously delightful. You choose any of the existing sprites, colorize it like in Supreme, set the name, life, etc. But then it goes much further. You design up to 4 attacks for it to have, decide when it should use them (things like "happens when you get hit" or "use any time you have less than 25% life" or the most common "use randomly"), choose which animation they use, pick the bullets to fire, damage done, and so on.

So, I'm working on that. Or I was until I came here to type this to avoid working on that. This could be stuck for weeks with all the huge entanglements that need untangling. It wouldn't be bad at all if this were a new game from scratch, it's the act of trying to gut the heart of this living beast without actually killing it that causes traumedy. Well, without killing it beyond the possibility of casting Resurrect on it. I don't want to just raise a mindless zombie, though. I need a fully working Level 50 Dumb Game. So fingers are crossed on this epic journey I am undertaking. Let me continue to make metaphors so as to avoid actually working on it. It's a robot bear wearing a tutu. Okay, I better go pack up some CDs I need to ship, that also works for procrastination.
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The Last Straw08:15 AM -- Mon July 14, 2008

And just as a grand finale (let's assume that's what it is... this has to end!), I MELTED MY SHIRT WITH KOOL-AID! I spilled a couple drops of Kool-Aid on my shirt (juice pouches are hard to operate!), and it has eaten two holes in it. Kool-Aid scares me now. I was drinking that! I actually watched it happen. I noticed pink spots on my shirt, then a little hole in the big spot, then gradually over the next hour or so, the hole grew (and a little one formed in the little spot), until the pink spots were gone... they were holes. It's really quite disturbing all around.

Fingers shown for scale, and notice slight pink edges to the holes. You can't tell, but the small one is actually a hole as well, and two full threads wide! I don't know why it's not visible in the picture.

As an aside, the responses to my last entry seem to demand this bit of info: I am a rational adult, so I don't believe in karma, of course! I also don't believe I am cursed. It's just human nature to find patterns in things. It's what we do. I was just messing around.

And so is Joss Whedon! Don't miss Dr. Horrible's Sing-Along Blog which begins tomorrow and will vanish for eternity on Sunday.
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Karma Failure08:30 PM -- Sat July 12, 2008

Okay, what on Earth did we do? This has been a murderous couple of weeks. I mean, okay, let me preface with nobody has gotten cancer, nobody died, our house didn't burn down... but man, how many minor (and expensive) inconveniences did we deserve? What did we do to deserve them?

You heard about the airport fiasco, and the fridge failure. That was preceded by $2500 in repairs to one of our cars. That car's battery failed today, stranding us in town, and boy oh boy, did AAA do a horrendous job of not helping us at all. Really bad experience with them, considering what you expect from them. We got by with a little help from our friends, though!

Besides the car, we've been investigating getting solar panels for our house. It's a really exciting prospect we've always wanted to do. And best of all, California gives you this awesome rebate, paying back about 30% of what the panels cost (that could be up to $10,000 worth of rebate for us, if we decided to go all out). Oh, but wait, what's this? Oh yes. We live in the teeny tiny zipcode of one of the TWO utility companies in all of California that won't do the rebate. And let me clarify here: this is a rebate from the STATE OF CALIFORNIA. The power company doesn't have to do a thing but process it. However, they do have to process it (never let it be said that government is wise or efficient), so we are flat out stuck. We could get solar, but we'd be paying 30% more than anybody else is! And it's not cheap even with the rebate.

Oh, and hey! You know how people use air conditioners to avoid dying to death? Ours wasn't working when we tried it this week for the first time this summer. We got a guy to come out and fix that up pretty quickly though. And if that isn't painful enough, it was followed by bitter vicious irony: once we got it fixed, that very night it rained. RAINED. And then it's been actually literally really seriously no kidding cold since then. It's never been cold in summer here, not once. Not ever. Not until this. Also it doesn't rain in the summer here.

Okay, this one is a nitpick. People are now moving into what was a nice forested empty lot just up the hill from us. They plowed all the trees down, and we hear them chattering away up there as they build (at six in the morning...), and it sounds like they are in our yard. And of course, their dog runs up and down the fence going nuts and upsetting our dogs. And doubly of course, once they build and move in, our backyard is a whole lot less private. They'll have a big broad view of the whole thing. No more turning on the sprinklers in my underwear...

And Sol's back has broken for no reason (broken=is sore all the time) for a couple weeks now. On the plus side, my usually horrible back has been perfectly fine!

So that's what happened. Now I am familiar with how karma works. I watch Earl. So what on Earth did we do!? And now I just dropped my sandwich on the floor. Yeah, I'm whining.
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Adventures In Living07:58 PM -- Tue July 8, 2008

Life lately has been crazy. Our fridge failed this weekend. So today we did some fridge shopping (we have wanted a new one for a long time, so this seems better than getting it fixed - man, our old one was loud!)... and it won't be delivered for 2 weeks! So we are experimenting in life without refrigeration for a while. Buying the fridge was a challenge, since we live out in nowhere. One place was perfectly able to deliver to us (but only on wednesdays, and they had to worst choices in fridges), another would deliver to us but not into the actual house (because we are very capable of lifting a refrigerator up the stairs into our house?), and the third would do it all any day of the week (provided we wait 2 weeks for the fridge to be ordered first). We did the 3rd, simply because it was the best fridge. After we did that shopping, we went grocery shopping, and it was interesting trying to pick things that would keep us fed for a while, but didn't require refrigeration. We got a lot of thai noodle box things. It was hard to remember that we can still cook via our many modern devices. We just can't refrigerate. You know what I miss the most? Ice cold water. And now we can't have leftovers when we cook things! At least not much - we did fill a cooler with ice for some temporary semi-storage of things. And since our freezer was full of various frozen items, it's still pretty good for now. It's basically a cooler itself. Not much of an actual freezer anymore though.

That happened during the weekend, while Sol Hunt was away on a trip. So she was coming back monday night, and that too was an adventure. Her flight was set to get in at 9:30pm, and through more than one delay of various sorts, she ended up coming in at 1:30am instead. It was a very long night, since we live 2 hours from the airport. There's a whole adventure there in the fact that I went into town about 8 hours early (so I could eat lunch, since our fridgelessness really impaired the food options here) before discovering that it was actually 12 hours early, and I couldn't just hang out in town at midnight. And thus adventure ensued as I worked that out and broke into my parents' house (not really, exactly), and eventually did the job without falling entirely asleep on the road.

I guess that's only two major stories of woe, but man, it's just been nuts and weirdness. I want life to be normal living again. I can't settle down and do anything because we're constantly in the middle of stuff like that. Hopefully tomorrow will be a bit more relaxed. We don't have any catastrophes scheduled for then, but walk-ins are possible.
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In A World...01:12 PM -- Sat July 5, 2008

In a world on the edge of destruction...

Where donuts are illegal...

ONE prisoner...

And a long-dead stockbroker...

Must discover the most incredible invention from before time.

Coming Summer 2089 to RIAAnet (don't forget valid documentation of legal viewing status! 5 notarized copies required).

I gave up on the Mini-LD contest, not having any ideas that I really wanted to do, and just did something that was fun for me, and tangentially related. Check it out on The Random Fun Page!
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Random Fun04:25 PM -- Fri July 4, 2008

Random Fun now available. Don't miss it!

In other news, I have spent the entire week on business issues (and driving to the airport, and other nonsense). Not touched Happyponygate since the weekend!

In other other news, this weekend is Mini-LD #2! 48 hours of madness as usual. The theme was just announced, and it is "The game of the movie" - as in, pick a movie, and make a game based on it. No ideas yet, time to go to the post office for thinking purposes. And maybe mailing things.
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Yo Mama08:56 PM -- Wed July 2, 2008

Seriously. Your mama's so mathematical, she squeezes every shirt for nothing!

Try it and see! Sometimes, one does silly things while chatting.
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Ooh, Goodies!12:27 PM -- Fri June 27, 2008

Today, I was working on a major system of the game: Goodies. I had to come up with a name to differentiate them from items like trees and trash cans - Goodies are items that you pick up and carry. There are a few main types of Goodies:

- Junk items. They may have a use in making other things, or they may not. They're just stuff you carry around.
- Jellybeans. They can be slotted into your weapons to boost those weapons. Weapons begin with 1 Jellybean slot, and get up to 5 as they level up.
- Equipment. Like in any good ol' RPG, there's gear you can wear. As an oddity, in this game, you don't care what kind of gear it is. You could wear 3 hats at once, if you want. You just get 3 gear slots, and equip any 3 equippable items you like.
- Food. You make this at restaurants that you buy, from various items you find. It sits in your inventory, where you can click it to eat it. When eaten, food gives you a long-lasting boost of some kind, but you can only be digesting 2 foods at once. No eating more until one of them is fully digested! Or maybe it replaces the older of the two you already have, which makes more sense (in a gaming way, less sense in a reality way).

There won't be randomly generated items, just handcrafted bits of wonderment. But there will be an awful lot of those, with more added every so often, because the online system makes it easy to do so! Then hopefully people will want to auction these off and get the right gear to suit your particular skills and style. I often think of all this stuff in terms of how Kingdom Of Loathing works. Imagine this game as that game, except that instead of just clicking "Fight", you run around shooting like crazy in fantastical action craziness. Of course, it's also equally inspired by 12 other games, so don't imagine too hard.

And no, it won't show what you are wearing on your character. Many reasons against that! I know it would be cool, and I'd like it myself, but there are a lot of reasons why it's entirely unfeasible.

One of the things I like in WoW are the items that have random chance effects ("Procs"). Like I just got a trinket that has a 3% chance when I get hurt to give me 500 armor for 15 seconds. So that's something I'm focusing on here. It's a lot more fun to decide between an item that can give a damage boost when you get hurt and an item that can speed you up each time you beat an enemy,* than it is to decide between one that gives you +2 damage and one that gives +2 armor. It's also much less precise, and nobody can really say exactly what the one best path is. Just like the food buffs, you might have several of those effects on you at any time, if your Jellybeans or Equipment caused them. You can have 5 buffs total on you at any time, and the 2 foods are included in those 5. That only applies to time-limited buffs. You can have any number of permanent effects on you at once (like the armor your hat provides, the accuracy you gain from some eyeglasses, or whatever).

*I know that sentence shouldn't have a comma there, but it was just much too long and messy. I'm sure there's a better way to write it overall. Perhaps you can have a grammar contest in the comments!
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Free Bees06:53 PM -- Thu June 26, 2008

Something I have been considering is an interesting change in business model (just for the new game, not changing my actual business!). I know it's something that has worked for others, and probably failed for other others. The idea is to make Happyponygate free. Instead of having a demo where you can play the first little bit of the game for free, you'd get to play the whole thing free. Then, of course, you can still buy the game and get more than "the whole thing". I haven't really worked out details, but things like making your own levels, and playing others' levels, would be in the "Premium Pack". But without buying, you could still play the story from beginning to end, and get all the normal weapons, and that kind of thing. There would definitely be limitations and things only a paying customer could do, but what you would have would indeed be a legitimately complete game.

The benefits I see here, speaking in business terms, lie in the fact that the game requires a Dumb Account to play. Free games spread like wildfire (quite unlike non-free games!), and so I would presumably gain tons of new members to the site as a result. Some percentage of those people would go on to buy other games, participate in the forum and chat, and generally make the place better. I think overall, I'd probably get as many or more sales this way (especially if you count other games that those new people buy). It's also easier to implement, given the whole online thing, than a standard demo vs. full. And it's less pirateable, though I think the online thing alone almost kills that possibility entirely.

So I like the idea. I don't have any real objections to this plan or thoughts on how it could be less effective than the traditional demo/full model. I think we'd end up with three (or maybe more at some point...) levels of ownership:

- Free: a complete game
- Paid: adds a lot of the user interaction stuff like level-making and playing, shops for buying and selling items. Stuff that's well worth paying for.
- Deluxe: the "collector's edition" equivalent, with some kind of bonus stuff.

And yes, one thing ruled out is paying monthly. Won't be doing that. Maybe someday with some game, but not this one for sure.
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Sneak Peek: Happyponygate11:55 AM -- Wed June 25, 2008



[jamul] You can guess what this is a screenshot of!
[jamul] it really pretty much explains itself... The green line is an in-game notification of something happening. In this case, gaining a level of the H.R. Puffencrush (I'll have a less incomprehensible message someday for that).
/me points out that there's still one thing missing - no buttons to scroll back and see older messages.
[jamul] There is a backlog, you just can't get to it yet.
[SERVER] Messages from this person (which are always red), have been typed directly into the server. This will also be handy for the server to say "Shutting down in 5 minutes for urgent maintenance!" or "Alert! Angry Teddy Bears are overrunning Westbrook Hills!"
/me notices that he still hasn't moved the text in the typing box down a couple pixels like he kept meaning to...
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Profile Of A Madman02:09 PM -- Tue June 24, 2008

Okay! Now I've sort of gotten somewhere in a way. This was some of the more seriously crunchy code I've had to do yet. It now saves and loads your game. That entails taking your profile data, making it into a packet to send over the internet, then at the other end, making it back into a data block, then finding a way to stuff that into the database. Good thing that only makes for a whole lot of places for mistakes to be made (in two separate programs, as well)! It's tricky to deal with binary data in a database. I got around that by not doing it. I'm storing the numbers as strings, which is ever so slightly less efficient (100% more space used, to be exact).

But anyway, now you log into the game, it loads all your profiles from the server, you choose one to play or create a new one (you can have 12 of them), and then the game begins! So it's all pretty good. Now I need to spend the rest of the day figuring out exactly what the next step is, because I'm really not sure.

That, and lighting Midsummer fires in WoW, because the clock's a-ticking on that!
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Nothin'02:05 PM -- Fri June 20, 2008

That's what I've been doing this week. We had a guest for several days, loads of fun to be had (several hundred rounds of Mortal Kombat 2 in there), and now I'm still not doing anything. Things will be done soon. But not today. Today is for chillin'. A lot like yesterday. Things will happen again soon. Especially on Tuesday and Wednesday when the wife is off to her tutoring. So... nothin'.
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School's Out!07:32 PM -- Fri June 13, 2008

For Summer!! Not forever, though. I guess that's good, since it keeps our mortgage paid. So here's topics of absurd interest:

- Rock Band rocks. Drumming is like drumming. Not that I know, I've never done it for real. But I'm hitting things with sticks in a rhythm, that's drumming. I even did some "singing", but not in front of other people.

- My new dance pad that supposedly has raised buttons totally doesn't. But it does work a lot better than my old one in every way. One fine advantage is that it's much grippier on the bottom, so it's not going anywhere.

- You can now log in in Happyponygate! Once it recognizes you from the database, it lets you play. I need to add an intermediate step in there so you can select and load any of a bunch of save slots (right now you always start from the beginning, but it's been that way... from the beginning!). It's really cool to see it all working together - the client and server talking to each other, the server reading from the database, and the password encryption functional.

- One thing I'm thinking about is Happyponygate's equivalent to a Collector's Edition. It will be something quite different, something more along the lines of KoL's Mr. Accessories. But what exactly, I haven't really considered. I just like the idea - you can pay more to get 'status'. It's not terribly useful, though in this case it may be something that adds fun/power (not like I have to worry about balance - you're not competing!). You would buy it as a show of support or just because you Just Gotta Have Hamumu. It would give you some kind of distinguishing mark, maybe a web trophy like "Pony Power!" Ooh, I just had a cool idea for it that I will keep to myself!

- Teachers get crazy amounts of gifts from their kids and parents at the end of the year (and nearly as much at Christmas and Valentine's Day). It makes me feel guilty for how I never gave any of my teachers anything. Well, I gave them grief. I just finished a big fancy sundae because Sol got an ice cream party pack as one of her gifts. It had sprinkles, marshmallow fluff, hot fudge, caramel, cherries, oreos, bowls, a scoop, root beer, straws, glasses, and yes, even more. Man, I love sprinkles.
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Deep Behind The Scenes02:17 PM -- Wed June 11, 2008

Okay, well, there's been some sideways progress. First of all, today I converted the internet code from TCP to UDP. Most don't know what that means, and it really doesn't matter. It was just a good idea, since I found (or at least heard about on IRC, thanks X-Out) a library that implements some nice features over UDP - the reliability and sequencing of TCP along with some bandwidth stuff that I don't even really understand. So it's a good fix, and it kind of even made the code a little simpler. And most importantly, it means the lowest level networking stuff is no longer written by me, which means I trust it!

So the latest additions to the game are that now the title screen asks for your name and password, and then connects you to the server, and sends that (encrypted, of course!). The server still doesn't know what to do with that information, but it is definitely getting there, which is nice. Converting the code took quite a while. Also, I have a sore throat. That didn't interfere with my work in any way, and I have no other symptoms of illness, I'm just whining because it hurts.

OH! And double-also, I ordered Rock Band, and it should be here tomorrow! Tremendous excitement beyond measure. I really wish I had the Xbox 360 version, because you can download Still Alive for it for free, but I'm just not ready to dish out that kind of money (not $0 for Still Alive - $400 for an x360). I got the good ol' PS2 version. My original plan was to hold out for the Wii version, even though it has the same lame limitations the PS2 version does. I was hoping that the newer model drums and guitars it includes would be of higher quality and less prone to breakage, not to mention they're wireless, and we never play the Wii so it would be nice to have a reason. But since that would be $50 more expensive, I decided to just dive in and go PS2. It's sad, because I could've done that 6 months ago. As a bonus, I have a guitar for PS2 already due to Guitar Hero, so that means I have the full 4-person rock kit!

I also ordered a newish version of Dance Dance (Supernova 2), and a new dance pad. That's my substitute for Wii Fit, since you can't buy that anywhere outside of Ebay. Oh yeah, and that Wii Fit shortage? Entirely fake! Every Ebay seller has a gigantic stack of Wii Fit boxes as their picture for the item (with a piece of paper with their name on it in the shot, just to prove they're the scum that bought them all). They each own at least 100 of them. It's not a shortage, they just all got bought by greedy bumweasels who wanted to scalp them. Stores need to stop letting people do that. Anyway, I still have a working dance pad, but it doesn't work well. I am very tired of losing a 300 combo in a song because the pad doesn't work. And don't tell me I'm blaming my own problems on the pad! I can prove it doesn't work. I'll be hopping around on the down arrow, and onscreen you can see the up arrow is being stepped on too. That's on the entirely opposite side! But it mostly works, it just gets kinda bad sometimes. Plus, on any song of remotely high level (not that I play high levels - medium is about my limit), I always end up mis-positioned at some point. The new pad has raised arrows which should save the day.

So that's the story of ponynet and my video game purchases.
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Mini LD #1 Over!04:12 PM -- Sun June 8, 2008

Well, the contest isn't over, there are 2 hours left, but I submitted my entry. It's not going up on this site, since it's garbage. There's no game to it at all, but I link it here for you to check out if you care to: Miyamoto Vs. Yamamoto (712kb). I hope someday I'll come back and finish it up because I think it has real potential game-wise, but what you have right there is really nothing. It's just an opportunity to hop around on 3 boats in the ocean. And the collision isn't very good either.

So bleh to that. I was excited about the prospect, but not excited about making it, somehow. Working in my living room while watching TV and hanging out with my wife was a real productivity killer. In fact, don't tell her this, but the one point where she went outside for half an hour, I plowed through a ton of work all of a sudden. It also helped that the TV was off at that point. A major factor is the physical dynamics - it's not comfortable and well set-up out here, like it is in the office. So, lessons for future LDs. Don't mess around - when it's LD, you gotta be in the office where you belong!
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Happyponysrv02:43 PM -- Tue June 3, 2008

Good news, everyone! Happyponygate now connects to the Happyponyserver! I was going to include a server screenshot, but too much trouble. It's just some text. There are 2 commands available on the server, and 50% of those commands are implemented! The implemented command is "quit". But it does work, as does the game connecting to it. Next step is to have it actually log in and check your credentials.

This stuff is really exciting, and I'm really glad I started the Happyponygate Internet Contest. I thought it was a little too abstract, and people wouldn't know what to do with it, but the submissions have been amazing so far. If I had the time, I would probably implement more than half of what has been suggested so far. And best of all, there are things in there that I not only love, but that I don't think I would have ever thought of myself. So I'm really glad I'm asking for that input. It's definitely going to make the game better.

If you haven't voted yet, you should! I'm glad online-only is winning by such a huge margin. It's really such a fundamental difference that I have to pick one or the other to even make further progress on the game. As you can guess, I've picked online-only. It's not even close to set in stone, with the tiny amount of stuff I've done (what I've got done would be useful either way), but it's looking like there aren't very many people who are dead-set against the online-only game. That's great news, because there's so much more that can be done! And the internet contest just shows me even more! I'm totally excited about where this could go, and if you're not, you need a visit from the Happy Ponies.
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Mini-LD!02:12 PM -- Fri May 30, 2008

Next weekend (June 6th), I am hosting a Mini-LD contest! It's a new thing over at Ludum Dare (lots of new things there lately). It's just like a normal 48-hour contest, except the host gets to dictate what the theme is, can tweak the rules, and set the time. It is scheduled to happen every month except the months where a real LD48 contest is happening. So a little taste of LD48 is always available, none of that crazy 6-month waiting. There's a host list to sign up to host it, just like our own Mafia games.

I haven't figured out what theme/challenge I'm going to use just yet. I have one idea that's pretty interesting, but might be too hard to use. But one thing I have done (see link above) is announce the rule modifications I'll be using. And this might be a good chance for people who feel afraid of real LD48s to get started and give it a try! For this contest, the rules are relaxed and you can use absolutely anything you want (that's legal), instead of having to start from scratch. Heck, you could modify one of my own old LD48 games, since the source is available here. So I'm encouraging anyone with some hope of creating something to give it a shot. It's a good way to get started in the world of 48-hour development. And by the way, it is not judged, so you are your only critic.

You don't need to do any signing up to participate, other than to create an account at the Ludum Dare site. Come on by, it's next weekend.
7 commentsBack to top!
A Series Of Tubes02:31 PM -- Thu May 29, 2008

I'm currently in a very unproductive phase of the Happy Pony Project, but not because I'm not doing work. On the contrary, I'm working like crazy, it's just not yielding results. Not visible ones, anyway. I have been hacking away at internet stuff, and it is pretty fun to do, although usually very exasperating and confusing.

What I have achieved at long last is a miracle of modern technology: a server that doesn't recognize when people connect to it, but a client that does connect to the server! Or it connects to something anyway. If random characters start spilling out of your fax machine, that's me. But, on the positive side, the server can interact with my MySQL database, which is both awesome and a big deal. Equally big is the fact that I managed to create this server and get it running (with a lot of help) on unix. And best of all, it's cross-platform code - I first was testing it on my PC, connecting to myself, which does work. So I can test locally and run across the internet... eventually, once the internet part works.

There's also something else I did recently. I'm not going to link to it, but many people have heard about this stuff in the past - there are people who have developed homemade WoW servers, which is a pretty mind-boggling achievement. They of course made them in order to save $15 a month by pirating this stuff and hack the game up with all kinds of cheats, but that's not why I got it - I'm still paying my money, and I have my server set up for local play only, nobody can log onto it (and I didn't hack it much, I kept things fair! But I did do some tweaking... after all, I'm alone in the world, I can't make money auctioning things to suckers!). I'm sure even this use is probably also illegal, but only under the absolutely ludicrous and inhumane DMCA, so I don't care - it's definitely not any more immoral than taking apart your radio to see how it works.

So playing that offline (and tweaking it) is cool in itself, despite a large number of weird glitchy behaviors (hey, it's homemade), but the real cool part is that I get to see how these people did this. I am looking at the database structure and stuff, and seeing just how sort of semi-simple it really all is. Maybe there really could be a Loonyland MMO... this simple online stuff I'm doing for Happy Pony Fun Time is the first step, anyway!

The stuff I want to have for HPG is all possible just doing HTTP connections, but I wanted to delve deeper than that. It's about time I got a chat system in-game like I've always talked about doing, and I'm going to go from there. I want to do what I can to make this game a community experience instead of a loner adventure. Of course, it will always be a single-player game - nobody will ever be joining you on the battlefield. But wouldn't it be cool if you could buy and build a freakish monster, and then choose another player to unleash it on as a surprise, with a note attached? I also want auto-updating, because I hope to add more stuff to the game over time. No reason London can't magically expand over time!

Ah, but it all starts with getting this little text client to actually transmit "hi" from the computer to the server. Let's hope that can be achieved... someday.
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Election Results01:03 PM -- Tue May 27, 2008

It's heartening to know that in our official and scientific poll (note: that will only contain the poll results today, but you're welcome to keep on playing it for other things!), all the most important candidates for President were well represented:

OBAMA19
JAMUL11
CLINTON4*
ME3
HARISONFORD1
STUPID1
GORE1
OPRAH1
NOBODY1
MADONNA1
LINCOLN1
COLBERT1
MCCAIN1
CHTULHU1
HOBOMA1**
SCHWARZENEGGER1
NORRIS1
JONSTEWART1
BOUAPHA1

(* I lumped in a vote for "Hillary" with the Clinton votes - assuming that the vote for Hillary was not for Hillary Duff, and that the Clinton votes were not for Bill)
(** Hoboma is obviously his own separate entity, riding the rails and making inspirational speeches from boxcars across the country, and not a misspelling of Obama)

I find it somewhat disappointing that the obvious best candidates, Stewart and Colbert, each only received 1 vote, but at least they tied with Cthulhu. Still, to be fair - Dumbwords players know that the goal is to come up with what other people will come up with, not to state your own preference. So I'm sure at least 85% choose Stewart for themselves, but they figured Obama was a more likely guess. It's nice to know I came in second, too. I'm not announcing my intention run just yet, though. Anyway, this poll was a lot of fun... I wish I could come up with more similar questions to put on Dumbwords.

Things look a little iffy for McCain, being tied with both Stupid and Nobody (the anarchist vote?). Not to mention Lincoln, who is, by most common measures, deceased. And of course Cthulhu and Chuck Norris, both of whom would crush us all beneath their heel/tentacle if elected.

The weirdest part is how this extremely scientific internet poll managed to avoid being overwhelmed by Ron Paul supporters! Actually, scratch that, the real question is why is no one voting for Kodos?
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Imaginary Estate12:09 PM -- Fri May 23, 2008

I'm feeling like I'm at kind of a stuck point in Happyponygate. It's a point where some design is needed. There are still a lot of things I could be doing - dozens more enemies to make, bosses, tiles, objects, tutorial system, talking to people, even just plain coins you can pick up! Tons. But there's just an overarching element absent, so I've been moving into a design phase to get it cleared up a little.

What I focused on today so far is what you do with money. Since you will be collecting coins all over the place, you need a reason. And it needs to be compelling and last for at least most of the game. In addition to that, there's an issue that you have an inventory which holds something like 200 items... so what on earth will those items be? It's an awfully big spot just to hold different colors of jellybeans. So I'm working on that.

On the issue of items, I've done a pretty bad job so far. But as for things to spend your money on, I've got a huge thing going. However, it's a lot of work. This is something I intended from the beginning, but while some of it is simple, some very isn't. Anyway, it's buying buildings. There will* be some buildings/houses with For Sale signs. Bump those to buy them if you have the huge amount of coins needed.

The simplest building is one submitted to the Funtest - The Maple Syrup Factory. Once you buy it, it generates money (no need to explain exactly how the syrup is getting shipped, or who is watching over the factory as it runs). Come back to it any time to collect your earnings. Then there are more complex ones. I'm gonna tell you about the most complex one, that probably just about doubles the development time. But it's something I've wanted to have in there since the beginning in some form: Houses.

Buying a house involves the internet. Only one person can own each house (caveat to come), and when you buy it, it enables the editor. You can use the editor to build a level, in standard Supreme style, though with a different set of limitations (for one, I think you'll need to 'capture' all the enemies you want to use before you can use them, so it doesn't spoil the game for you). Then other players walk over and bump into your house and they can enter it (it downloads from the internet when they do). So a chance to make your own stuff, though only one level instead of as many worlds as you like. You just keep expanding and refining your level. You could divide it up into a bunch of mini-levels with teleporters to let the player choose.

The ownership caveat is this: there are only so many houses to buy, so once all are owned, you can buy one someone else owns and be Roomies with them. That just means that when someone visits that house, it asks them which 'room' to visit, instead of knowing automatically. Then once every house has 2 Roomies, a 3rd can join, and so on. So no limit on how many 'rooms' there can be, but it is one per person.

It would save your work on your computer, then when you decide you like it, you hit "Upload" and it replaces the one online. I guess there would be some kind of rating system and stuff too (for both difficulty and quality), to make it fun. And heck, why not, in the process of adding a comment system to those ratings, make each person's house sort of like a bulletin board for that person, like the shoutboxes people have on web pages. You could comment on what the level's like, or just say hi.

That's an incredibly huge concept. I like it a lot, though. And if we had that level of internet connectivity, might as well add a trading post where people can list items for sale (or can you buy stores around town and use them for that purpose, much like the house system?). Of course, in order to justify that, there need to be a variety of interesting items in the game, which is the other thing I have to be figuring out! When I think about the trading concept, I think the game would be too small to warrant it. It's not an MMO where you'd keep on going forever... but then, with the house-building, maybe it is. You'll always need more ingredients to cook things that buff you up if you are trying out everybody's different and ever-changing levels. I don't know. Just stuff to be thunk upon, and lots of it.

An idea I had way back when was that you could buy a house and lay it out, but it would just be a small room, one screen big or so. And what you'd do is buy various furniture and stuff. It'd just be about decorating (like Animal Crossing), not about making a level. I like this level-building idea much better, but maybe the furniture thing could still be part of it - why not? You could still buy special furniture and things (special enemies, too), and you might be special as the only person who got the purple couch, because it's a rare drop from Super Choco Beast. Interesting prospect. And supports the trading idea. I really could go on about this for hours. I am not easy to shut up.

* If this actually gets implemented. It's just ideas.
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Sneak Peek: Happyponygate11:57 AM -- Wed May 21, 2008



A few bits of interest. The mission system is now complete and fully functional (well, the one existing mission works - I'll need new capabilities to handle other types of missions...). As you can see in the shot by the handy checkmark (which obnoxiously overlaps the sword on the icon), I have completed the one mission! It's not a very hard one. The big inset shot shows the mission bouncing up and down in the world. You just grab that and it tells you what the mission is and starts the timer counting down.

The other inset shot just shows two things: first, I finally made some icons for the skills! They're very simple, but I like them. A lot more than I like the cheesy pixel-art icons the missions have. And secondly, it now counts your points in skills by those little spots running up the side of the icons.

Oh, and there's the new crosshair, better than a cookie! "Green Computer" is sort of the stylistic theme of this game. Kind of a weird conflict with the whole happy pony thing, but hey, that's their style, not Bouapha's.
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Happyponygoals04:22 PM -- Tue May 20, 2008

Too late to get a picture today, but there's a major new system in Happyponygate. It doesn't look like much, but still a lot of work was involved. It's not done yet by any means, either, but as the name of this post implies, it is the Goal/Mission system. I think I'm calling them missions, although at this point the pause menu calls them Goals.

You obtain missions in one of two ways: you get the story missions automatically as you go along. As soon as you complete one, the next one is assigned. It's just a linear series of a few missions. There's also another type of mission you get automatically, as you will see in a moment. All the rest of the missions, the vast majority, are obtained by finding the mission icon in the world. They sit there bouncing up and down, as mission icons tend to, so exploring around and finding them all is part of the game. I think that makes for a much more interesting 'hidden goodie' than just coins or packages.

Missions come in 3 types:

Timed Missions - Anytime you pick up a timed mission, all the other mission icons in the world turn transparent and you can't pick them up until you fail or succeed at your timed mission. These are things like "Beat 20 Marshmallow Men in 30 seconds" and other things.

Normal Missions - Well, they're normal. You can have tons of these at a time, and be working towards them all. All of the story missions are normal, as are lots of the non-story missions. A simple example would be "Beat 500 enemies" - you're always making progress toward that.

Mini-Missions - Unlike the other two types, these are repeatable all you like, and automatically start up when you enter a vehicle that is appropriate to them (maybe there will be other mini-missions, but right now it's just car-based ones). There are some wacky ideas I have for these, but they are obviously inspired by Grand Theft Auto, and often are just what you'd think: Get in a taxicab, and you can deliver Gumdrop Guys around town for money (same rules as Crazy Taxi, pretty much). Get in a police car and you get a combat mission, made tricky by the fact that you lose if you get out of the car or it gets destroyed. These missions will be randomly generated, and just something you can do any time for fun and money. Failing these missions is totally harmless, so you can always use these special vehicles just like normal vehicles if you want.

All the missions belong in one of 5 categories: Hero, Vandal, Racer, Warrior, and Helper (I hate that last name, but I can't think of a better way of describing it). So if you get a mission to go smash a bunch of mailboxes, that's a Vandal mission. Completing missions of a given type gives you points of that type. I don't yet have a particular reason why you want these points yet, except that 5 of the missions are "Get 10,000 points of this type". I'll come up with something a little more substantial eventually, but mainly they're just there to accumulate as you play. I also may give out points of the different types as you play - 1 Vandal Point for every object you smash, 1 Warrior point for every enemy beaten, 1 Racer Point for every few seconds spent driving faster than a certain speed, and I don't know what for the other two.

So that's a very major part of the game. It's also very incomplete and just barely begun (similar to all the other parts). I hope to have literally hundreds of missions, but it'll probably be a bit of work to come up with them, so I have no idea how many will make it in. But hey, I managed to finally make a crosshair today!

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Your Real Face09:53 AM -- Mon May 19, 2008

Everybody knows when a telemarketer calls you, that they are bothering you. They know it as well as you do. You don't want to talk to them. I don't even know why companies use telemarketing, I guess there must be some sales made that way, and probably a lot to justify that kind of expense and ill will. But anyway, they call up and act totally obnoxious. They talk right over you, and when you very clearly say you don't want what they offer, they explain why you are wrong. For a loong time, even though at the end of their repetitive spiel, you're obviously just going to say "still no".

But when they call, I'm totally polite to them. I don't interrupt their spiel or anything, I just wait for them to actually stop, minutes later, and then say "No thanks, I'm not interested." And this just happened, but it's happened before more than once too - they hang up on me (of course, this is the second run of their spiel - their flowchart tells them to give it twice and then hang up if they are still not making headway). Once they know they aren't going to get the sale, their time is valuable. They want their commissions, so they drop you like a bad habit and go. Because saying "Alright, have a great day, goodbye!" would be too much work. No, they show their real face. They are people who hate the people they call, because day after day, they make these calls and whether the person they call shows it openly or not, the victim hates them. Everybody hates telemarketers, it's not a tricky thing to figure out. So every day they call people who hate them and harass those people. I imagine that's very unpleasant for them. I wish they'd stop for everyone's sake.

So anyway, my point is this: It's bad! I stayed polite the whole time, acting completely kind, because to me it matters what people think of me (to an unhealthy point, but that's a separate issue). These people are willfully destroying their potential customer base. Nobody who's been hung up on by a company is going to go back later and say "Hey, what was that company again? I think I'll check them out." Maybe they could change their flowchart - "End every call with 'Okay, but if you ever need X in the future, think of Teletronic Industries!'" Not that I'd deal with a company that telemarketed me in the first place, but the odds are better at least. The irony is that it didn't matter what he thought of me. He wasn't going to buy games from me, and I would never interact with him on the street. I just personally didn't want to be thought of as a jerk. He had no such qualms. It's a nasty world.

One last more specific note: When I said "No, I don't want a new merchant account, thanks" (nevermind that it would take weeks to change over!), he explained to me that he wasn't offering me that. He was trying to give me a free service of comparing how much money I pay now with what I'd pay on his service. Think that one through a minute - I rejected his product without even knowing how much or little it was and yet somehow I would be interested in spending my time discussing what the differences were. Now obviously, what he really means is "let me convince you by showing you how much better ours is", but that's not what he said. He said no, here's a free service, don't you want the free service? Which is moronatronic! That's like sitting around discussing whether Superman or Batman would win in a fight (Superman - he's literally invincible. Unless Batman gets a piece of kryptonite, in which case Superman is absolutely helpless. Not a very interesting fight either way) - it just doesn't matter and it's a waste of time! And it's not even fun like discussing superhero matchups might be.
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Sneak Peek: Happyponygate10:09 AM -- Thu May 15, 2008

Well, I guess I did make that WoW-style talent system, after all! I call it Skills though, to fool people into thinking it's different. I just had so much fun building up the ideas for the different skills, I went with it.

This shot shows the Pause screen, if you flip it to the Skills tab (see tabs at the bottom). Obviously, the skills don't have icons yet - those boxes won't be blank! The headers will also be nicer looking than that plain green font. I'm also going to have little dots running up the sides of the icons to show how many points you've put in, instead of the numbers they currently have.

So, how it works is simple. If you played WoW, you already know all of this, but basically, there are 4 Skill sets - Choco, Cute, Snuggle, and Sweet (okay, that part's not in WoW). As you can see, the skills are greyed out below the top row, until you spend some points. You need to spend 5 points in a given skill set to unlock the 2nd row, 10 points for the 3rd row, and so on. That encourages you to pick one set and focus on it, so you can get to the good stuff at the bottom. Unlike WoW, every skill can have 5 points in it. You hover the mouse over a skill to see the details.

You gain 1 Skill Point per level, so it's possible to get 98 Skill Points (maybe a few more from missions, I am not sure), and there are currently 52 skills (2 of which are not yet invented...), so that means you could put about 2 points in every single skill, if you wanted to be extremely widespread. You definitely wouldn't do that, I hope, and so if you max out one set, that's 65 points spent, leaving you enough for a smallish investment in one other set (enough points to get all the way to the bottom of it, though, should you choose!). I like that, very much a choice to be made. And you needn't worry about making bad choices and ruining your game - this is no RPG. You could probably win it without ever spending a single skill point. Not that it would be easy! But I will probably add a Skill Reset you can buy for lots of Canadian moolah. I always hate to do that, because it discourages you from playing the game over - why do that when you can just reset and try out a new build right away?

Anyway, here's a little inside stuff about the four skill sets:

CHOCO - Obviously chocolate-based (chocolate, caramel, nougat, nuts). Critical Hits with Choco attacks cause Stickiness, which slows the victim for a while.

SWEET - Sugary stuff that isn't chocolate (lollipops, cotton candy,... I can't think of any offhand, but there's a million things!). Critical Hits with Sweet attacks cause Tooth Decay, which is exactly the same as poison in other games (you turn green and take damage for a while).

SNUGGLE - Love stuff (hugs, hearts, cupid arrows, gifts). Critical Hits with Snuggle attacks cause Heartwarming, where the victim leaves flames everywhere they go for a while (which in turn hurt others that step on them, as well as the victim itself).

CUTE - Cute stuff, surprisingly (bunnies, kitties, puppies, rainbows). Critical Hits with Cute attacks cause Awww, which temporarily swaps the team of the victim, so they help you out for a short time (AKA mind control).

Each of the four skill sets has a certain emphasis (besides generally working to improve the attacks and critical effects of its type, and defense against those things), although it's a little bit muddled:

CHOCO - defensive things, like more life and taking less damage, and getting healed.
SWEET - raw damage, and enhanced speed for obvious reasons (you know, sugar?).
SNUGGLE - also damage, but a bit of a focus on super powers (see below).
CUTE - focused on making the Awww effect powered up to the point where you are sort of having an army fight for you.

Each set has 2 Super Powers in it. Those are special abilities you can click on to activate (all other skills are automatic effects, not something you use), that do something super like raining hearts down all over the screen. They also work with the set theme, like Choco has healing and invincibility for powers, Cute has a summon power and one that Awwws everybody around. Super Powers are only limited by a timer - Each one needs a long while to recharge after use.

There you go, a pretty technical design-based sneak peek. Now, if you are intrigued by these skills, how about making up your own? It's the latest Happyponygate Contest! Enter now!

Don't forget also that the Happyponygate Boss Contest is still going on too.
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Sneak Peek: Happyponygate12:11 PM -- Tue May 13, 2008



If you are PurpleKoopa, you know what I accomplished today. If you're not, you may not realize. This shot actually depicts PurpleKoopa's house, in the game! So I've implemented the utility to import peoples' buildings. And I have to say, putting this one in was an ugly pain, because it actually resides right on the dividing line between two sectors. The top row of the roof there is on one map, and the rest of the house is on another. There was a lot of guesswork and moving around of pieces. I'm sad that there's an entire row of houses in that position. I need to work on my placement better.

The cookie, by the way, is what I'm using temporarily as a crosshair. I need to get some graphics for that... Also, you can see that the guns now shoot marshmallows as advertised, and what you can't see is that the marshmallows come out of the right place. I devised a system of 'firing points' for the 16 facings of your character, and so while I'm testing the game, I can press some keys to adjust the current firing point, and it saves that out. It now looks a lot better than it did when I calculated the firing point automatically.

One stupid little thing I've done is vaguely detectable at the bottom. Since the enemies fire the same bullets you do, I wanted to differentiate them a little, so you know what to dodge. So the enemy bullets flicker dark and bright (you can see one really dark marshmallow, and two really bright ones). This has the added advantage of making them stand out visually.
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Tids & Bits05:24 PM -- Mon May 12, 2008

Firstly, this weekend marks the sad day when I got 100% complete on Ratchet 4 (for the second time), so I am now officially out of Ratchet games unless I get Size Matters (which I hear is unwise), or a PS3. Or I re-get #1, but to be honest, the thought of all the mini-games makes me loathe to do it.

Guess that just leaves WoW to entertain me! I've really really been enjoying that of late, teaming up with a friend of mine across the country on the rare occasions when our schedules match, and getting my guys up to level 40 where new and exciting things happen (horseys, and usually some other good stuff, depending on your class). Really, I have gotten almost nowhere in months, but I am enjoying it. I'm changing my strategy from moving all 10 characters up 2 levels at a time, keeping them in sync, over to picking 2 guys and just focusing on them until some unknown future point. That will be nice, because I won't be doing the exact same quest five times right in a row, it'll be spread out. I also read a lot of exciting news this weekend about Wrath Of The Lich King which makes me quite excited about that. I may end up sacrificing poor Dedmanwalkin to make room for a Death Knight when the time comes. We'll see.

Today in Happyponygate news, it's starting to feel like a game. Don't get the wrong impression, as it isn't even in anything close to the realm of alpha, and won't be for a very long time, but it feels more functional now. I have most of the first sector map done, and I can wander around that blowing up streetlights and gunning down poor Marshmallow Soldiers, and both my gun and I gain experience. Originally, you had to feed your gun jellybeans to level it up, but that was extremely awkward and annoying, since you had to go into your inventory and drag them to the gun one at a time. Now they gain XP as they inflict damage, and that is a lot more fun.

I spent a couple hours today also drawing up a talent system exactly like WoW's (with 4 talent trees, one for each element). There's still a ton of holes in the game design and I've toyed with a million different things to do in terms of how you improve and advance. This is just the latest. I have no idea what the final outcome will be, all I've done so far is write down the talents in a lovely color-coded spreadsheet. Spreadsheets are my favorite toy.

Originally, I really intended this game to be an outright parody of the game it is similarly named to, and so I had based a lot of things around that, but one by one, those things are melting away. Then it started turning into GTA, and now I'm debating whether you will be able to drive cars! I do want there to be, but even if they control well, they really require a hugely expansive world to make driving worthwhile, which is a massive commitment in map-making.

It also creates an issue - if you can just run down the monsters, using your guns is foolish. Running them over is a lot safer and you can just buzz through the whole game. On the flipside, if you can't run them over, cars are useless, as you smash into a monster every 3 feet. I actually do intend to upgrade you from no-roadkills to roadkills (remember, conventional weapons - cars included - have no effect on Happy Ponies!) during the game, but I wonder how well it can work out on either side of that exchange. It really messes with the Crimsonland/Alien Shooter vibe that is the one focus I have never lost from the beginning. You need hundreds of guys pouring at you from every direction to make that exciting, and whether you can run them down in a car or not, that is a conflict with the idea of cars. Either the car can't ever get anywhere, or it's far and away the best option at all times (of course, you won't be able to run down every monster, bigger ones will be more like a head-on collision, so there will be excitement in terms of trying to avoid hitting those). I don't know, I think it may work out... your car can take damage as you hit guys and you eventually need to get out. But there will always be so many cars around... Well, we'll see how it goes!

Oh, and of course, on the other side of that issue, I've made a huge list of different cars and missions involving certain cars. If you read that document, you'd think that's what the entire game is about! I love the idea of those missions, so it seems cars are important. But if they are remotely well-balanced, will driving missions be possible at all, given the endless hordes of badguys? Probably not. Quite a tangle, this is.
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Splosions11:21 AM -- Thu May 8, 2008

Semi-productive day in the other-computer mines. Now blowing up trash cans and dumpsters yields nice little explosions. But better than that, when ponies and their minions die, they fall over as usual, but then they vaporize in a puff of blue stuff. It's just a nice little effect, I like it a lot better than the previous "blink to death because apparently this is Double Dragon." Besides those various explosions, weapons actually have the right graphics now! Well, some do. The only one I am actually testing, the H.R. Puffencrush, certainly does. It fires big chunky marshmallows which are much more fun to see than the old red dots.

In addition to visual splendor, damage is now inflicted properly - the game actually knows at long long last that the marshmallows are Sweet Damage, and thus they have a 1% chance to cause Tooth Decay (and 150% damage) on impact. That was a major overhaul of half the files in the game, since damage used to simply be a number.

And if that weren't enough for you, along with some bug fixes, there's now an infinitely long highway leading out of town. Feel free to walk down it for all eternity. You will not reach America (and it's not some Escheresque trick where heading back up will send you right back to town - you really are however many miles away you walked!). But I am somewhat tempted to have it end in a border station at some point. Guess you'll never know unless you walk down it! For a long time. I'm debating how you'll appear in the game. Remember Rocket Keychains? Those are based on the model of Bouapha's rocket ship as seen (pretty much only by me) in SpisHulk. Maybe his rocket should be landed on the road there, indicating that that's how he arrived. Either that or he should have a car, but then there are issues of what kind of car he would drive, and you'd be able to drive it down the infinitely long road. Maybe if you drive far enough the game ends with you giving up and leaving London to its fate. Kind of like the beginning of Karateka. You can sure lose that game quickly, especially if your joystick isn't calibrated right.
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Sneak Peek: Happyponygate11:37 AM -- Wed May 7, 2008

Today's sneak peek demonstrates the user interface of Happyponygate, as well as what was going to be a very secret enemy. I've decided to display this enemy today in honor of the holiday we are celebrating today. If you don't know what I mean, then you surely don't know what this enemy is, either! You'll just have to find out. The monster's still going to be secret in game - you may have seen it now, but you don't know how to encounter it in the game!


Obviously the monster is just pasted over the screen, not actually in the game at the moment. But I think it turned out great - it's remarkably close to the concept art I used, right down to the oddly tentacular roots! Anyway, this is the on-screen interface as well. The big block at top is the life meter, and all the white bars are meters for different things (all full at the moment for testing purposes). Weapons go in the slots down the side, click on them to select. You can also select with the number keys on the keyboard (and - and = for weapons 11 and 12). Click Menu to visit the menu (same as pressing ESC), and the intentionally blank spot is for something else you will find out about someday.

That's it! Nice and simple and easy to use.

I got much done today already, as you see in the picture. How did such a miracle occur? Quite simply, and I don't know how I didn't come up with this plan before. I realized that since most of my development tools only work on my old computer (non-Vista), it was ridiculous that I tried so hard to work on the new computer. It's always cramped my style dramatically, and I would procrastinate doing any art or sound for weeks and weeks just because I knew I'd have to go over, turn on that computer, fire up the needed programs, do the work, transfer the results over, and so on. So today I decided to move the code over there, and just do all the work there! The difference is splendiferous. That computer is also not connected to the internet, making it even more ideal for not slacking off. That is probably the reason I avoided being there before. I like to slack off.

Sol Hunt has given me a deadline on this game - it's supposed to be in a playable complete-ish state (not necessarily even beta, just something worth playing) by the time her school gets out. I have 5.5 weeks. I have a lot of work to do.
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Perdon!09:26 AM -- Tue May 6, 2008

Ay! No he blogado mucho! I don't even know if that's conjugated right. But I do know blogar is not an actual Spanish verb. It means "to blog" in Jamulish.

So, results are in for LD48 #11! I did well. I got 1st place in Humor, 2nd place in Theme, 3rd place Overall, 5th place in Polish, 5th place in Audio, 6th place in Graphics, and far too low to bother even calculating in Technical, Innovation, and sadly Fun. I also got insanely low ranks in Food, Journal, and Timelapse, but I didn't try to compete in those.

I got a lot of comments that my game was really nifty but not fun. Oh well, I am happy with it! And the first place in humor is a triumph (note: huge success!), because it really was intended to be a joke in video game form. Looks like it worked! I thought it was fun to play too (though I can really understand not thinking that... all it was was trying to click objects quickly). Many people lamented the fact that you start over when you die, but my defense is twofold. First fold: the whole game can be completed in under a minute (and by "can be", I mean "must be", because you'd lose if you took longer!), so really how bad is restarting? And second fold: I made it work that way (and with a simple fade out rather than any kind of "GAME OVER") intentionally, so that it would seem at first glance that all you do is watch a leaf fall and then it returns to the title screen. The actual game is supposed to be sort of a secret... a really really obvious one, but nonetheless, a bit of a surprise. It's supposed to appear to be some kind of snooty art garbage, but then you subvert that by blowing it apart. I was going to have big gunshot noises too (I also considered having your clicks be used to target nuclear homing missiles), but that would ruin the surprise at the 4th level, since you'd already be in ridiculousness at that point.

So no, commenters! I do not regret the restart on death! I shan't repent! It's funny because I am a stickler for playability and ease of use, and I would never make a restart-from-the-top game normally, but this joke game truly calls for it. Although one commenter did mention limited lives, that would be nice (but again, they'd have to kick in on level 4 or something, or they'd ruin the joke).

By the way, the words that many people can't understand in the game are: "THE K IS SILENT!" (bad Sean Connery impression), "WHAT A DRAMATIC CONCLUSION!" (bad Strongbad impression), and at the end is an outtake from when I was recording rhino noises, where I am laughing and saying "Rhinos don't sound like that!". That's because I was actually making cooing noises, something I probably should've included in that sound clip. Come to think of it, that final rhino should've cooed as it fell.

So that's that game. Another game just finished was our first try at Heroes Mafia. It was so awesome! My wife thought I was crazy because I'd run around the house shouting out strategies and plans, and how things were working. I was a bit excited about it. I am dying for the next game of Heroes!
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Sneak Peek: Happyponygate10:41 AM -- Fri May 2, 2008


As promised, it's a Chocolate Moose! Two, because I wanted to get a shot of him facing you. Surprisingly enough he has big googly eyes. This is also the lovely alleyway you begin the game in (it won't be full of monsters like this, though). You can see some debug text in there too, ignore that. I always feel a little guilty making the monsters just a bunch of spheres stuck together like this because it's so easy, but honestly it's exactly the result I want. That is my style, and it's just a coincidence that it's really easy to build. I love super round, super simple, characters.
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Playtime's Over, Punk!01:23 PM -- Thu May 1, 2008

I feel like I've been spending far too much time playing instead of working lately, so I'm kicking my point system back into gear! It didn't last long because of some interruption or the other... I think it was when I got sick. But anyway, it was a good system that worked well for me, and I'm bringing it back! Today was my first day back on it, after yesterday indulging in too much Ratchet in the morning, and too much WoW all evening.

Today is the first of the month, so I've earned my points on maintenance type things - the newsletter is written, three addons are (almost) ready to go, new fan art is up, the monster contest is judged and done, and a new microntest is up. Oh, and I've finally finished judging LD48 entries. Right now I am working on the bills and writing a journal entry in which I am writing "writing a journal entry in which I am writing "writing a journal entry in wh... okay. Hey, and I did the dishes too!

So, I'm holding off on sending out the newsletter until I have the addons up, and I'm holding off on the addons until I get some files I am missing for one of them, but aside from that, it feels pretty productive. Tomorrow, maybe I can be productive on an actual project.
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Ker-Blam07:14 PM -- Mon April 28, 2008

Little update on the 'Gate today. Items are now destructible! It was a little bit complex for various reasons. First, items have never had 'health' in this engine, so I had to find a way to cram that in without breaking my existing map. That wasn't really a requirement, since I've hardly done anything on the map, but I always hate to trash things. Lucky for me, that turned out to be easy once I discovered how I load and save maps (discover is the right word - that code hasn't been touched in 8 years!).

Secondly, there was a bigger issue, which is that items only occupy a single tile of space. They're an element of the map. That would be okay if they were all tile-sized, but of course they are often quite huge, like my trash dumpsters. They could of course be arbitrarily sized, treated like monsters in that regard, and kept in a list, but that means a whole lot more collision checks, and I am already increasing the number of bullets that will be bumping into things at once, not to mention other stuff like the scrolling world that just slow this game down more than previous ones made with this engine. So bad idea to do that. Instead, I did something used in a lot of the previous games - added invisible blocks that can be placed to make items get in your way over a wider area. But this time, that's not enough - you need to be able to shoot those inviso-blocks and have it harm the main item, and when the main item is destroyed, all its associated inviso-blocks need to die with it, or you'd have strange invisible obstacles left over. So I made a whole system of invisible blocks with a direction, so you place items on the map, then inviso blocks around them that point to the item. They feed the damage done to them onto the item, and when it's destroyed, they go with it.

So anyway, it all works! You can destroy items now, but there are no explosions or anything, they just vanish. Yay?
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Ponies & Pals04:33 PM -- Fri April 25, 2008

It actually feels like something is happening with Happyponygate today! I spent the morning making tiles so that I could actually have some buildings instead of just grass and roads. The buildings I made look... well, pretty much just bad. They're not ugly or horrible, they just aren't good art or impressive in any way. They're just really simple block buildings. But you know what? I totally don't care! I just want to blow up ponies, so I am going to roll with it.

So, once I had my blah buildings available, I started actually laying out the map as it will be in the finished product. The firs tiny tidbit of map now exists - you are forced to walk down a dark alley behind a grocery store (okay, it's not dark... but it could be, this is the Supreme editor after all!) because the main road is blocked by those traffic barriers. At the end of the alley, you'll meet your first enemy and have to deal with it, and obtain your first weapon. That encounter doesn't exist yet, but the map is laid out for it. It doesn't sound like much, but it makes me feel more like this is something instead of me randomly toying with weapon ideas.

On an alternative note, you may recall that the Paladin was my second most hated WoW class in the past. I got over that and started rather enjoying her for a while. But then, my friend started playing with me, and he had a Paladin too. Since we both had the same thing, I decided to change my talent spec, so that we'd be different. I was formerly Retribution, as is to be expected, and I respecced as Protection. Wowzies. Quelastima (that's her name!) is now my favorite WoW character ever and has totally sucked me back into a game that was kind of getting less interesting (well, mainly the teaming up with my friend is what has sucked me back in, but this is seriously fun). She is absolutely invincible! Fighting a single enemy is terribly boring, because she doesn't do a lot of damage, so what I do is run around gathering up enemies, and I fight them all at once. They just pound on me as I stand there ignoring them, and one by one they gradually crumple to the ground. It still takes a while to kill an individual one, much longer than Retribution did, but by the time he's dead, the 5 friends he had around me are all pretty close to death themselves, and I mop up and enjoy the experience, none the worse for wear. I'm telling you, it's a whole new game, and it's fun.

On the other hand, there's not a lot of stuff to do in these fights. Mainly it consists of picking which guy to attack next (and it really doesn't matter which), so it'll probably get boring. But there's more fun stuff to come in the talent tree, like throwing my shield. And the other big downside is that I am very weak against magical enemies. But for the moment, it is just raw fun in liquid form. Only not liquid. I can fight ten guys at once!

It's hard to know what's appropriate to write in this journal, since this is obviously not a WoW blog or something. I'm sure a very small percentage of people who read this know what I was talking about there, and a smaller percentage care in the slightest. But it was exciting to me to discover this whole new game hiding inside WoW, so I blurt it out. Blurting is the key to blogging.
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Sneak Peek: Happyponygate10:19 AM -- Wed April 23, 2008



So many mounties! Recall once again that I do not have graphics for most things, and thus these mounties are not what they appear. They are in fact made entirely of chocolate! They are the Choco Blockos for now. Those blue bullets you see are actually chocolate chips. And the red bullets are marshmallows spit by the ponies, and the colorful bombs are jellybeans dropped by the many many badguys I have slain with the Choco Blockos prior to this shot.

Slain, you say? How do Choco Blockos hurt people? Well, that goes back to those chocolate chips. Enemies like to attack Choco Blockos, and when their bullets hit the blocks, some chocolate chips off and goes flying (for some reason at high velocity), inflicting deadly Choco Damage. So the Choco Blocko is actually a pretty effective weapon. It's pretty much useless as a shield, I have found, since it's just one Bouapha-sized block (and you can only fire them about once every 2 seconds). But enemies like to attack them, so they work as decoys in that respect, and rather dangerous ones. I may try making enemies ignore them, but then you'd have to be very careful about placing them and maneuvering to get them between you and the enemies. Which might not be so bad, actually...

They also dissolve over time (not visually, just eventually die), and explode into chocolate chips on death (but only the same number they launch when hit, nothing impressive). Leveling them up makes them last longer and survive more hits, fire more chips when hit, and makes each chip do more damage. It also raises the rate you can launch them slightly.

It's a little weird to see them as mounties, but they seem to work. If they remain working as decoys, attracting enemies, maybe I should change them to be chocolate easter bunnies rather than plain blocks. Something to consider for sure, and before I build the gun, since everybody knows a gun that lobs bunnies looks nothing like a blocko launcher.
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a leaf falls on a still pond.12:11 PM -- Mon April 21, 2008

Those words may just haunt your nightmares. Give our new tiny little game, Still Pond a try! It's my entry for this weekend's Ludum Dare 48-hour contest, and it is truly minimalist, but I think (until you win it, at least) it's a lot of fun. It's not really a game you'll come back to again and again, but you'll really enjoy the first time you win it. After the contest (and in less time than I had left during the contest when I quit... dadgummit), I added two new secret bonus modes to the game (which should really help with the replayability shortage). So find them and enjoy!
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Ludum Dare 48 #1108:03 PM -- Fri April 18, 2008

The latest Ludum Dare 48-Hour Game Development Contest is now on! The theme has been announced, and it is "Minimalist". So yeah, I'm not sure what I'm doing with that. Should be an exciting, if minimal, weekend.
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Sneak Peek: Happyponygate09:17 AM -- Thu April 17, 2008

So soon, it's another one! Forget my crazy idea of actually doing complex code work and implementing a map-based chocolate lake. I have fine-tuned the amoeba, and I like him.



He's got eyes now! The eyes always move to the center of mass. Of course, he's an albino at the moment, but again I must remind you that I don't have artwork yet, so he's made of snowballs and has Bonehead-bullets for eyes. He's a giant creepy friend that follows you around. I'm going to make him chase down enemies instead, but he is of course very slow moving. You can constantly add to his size by spewing your Oozinator, but there's a limit (actually, it removes the oldest blobs as you fire new ones beyond the limit, so you don't actually have to stop spewing) to keep it from chewing up all the available bullets. I think a good thing to have upgrade with levels is in fact that limit. When it's low, he can't be very big, but with the limit I have set right now, he can cover about 2/3 of the screen. Of course, the blobs only live so long, so you have to constantly fuel him if you want that size.

The name I have for this weapon is The Oozinator, but in order to get both winning weapons in the game, and for logical reasons, I am going to have it replace an existing weapon - The Fonduethrower. So that's an issue... Fonduethrower is also a really good name for this weapon! The amoeba is obviously made of fondue. But I do really like Oozinator. Anyway, the Fonduethrower was originally a shotgun, but since I also have a "spread shot" weapon, which is basically a shotgun with long range, I figure it could go (but I think I'll shotgunnify that other weapon, because the slow, big blast of a shotgun is more fun than the usual rapid-fire spread shot). I had actually already made the model for the Fonduethrower, and it is perfect for the Oozinator as well, so good luck on that one.

An amoeba gun! You don't see that in Ratchet & Clank. It's a pretty far cry from Varkarrus' original Chocotsunami, but I did say your goal was to inspire me, right? And who can complain about an amoeba gun?
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Sneak Peek: Happyponygate06:18 PM -- Wed April 16, 2008

I got to work trying to make the Oozinator (aka the Chocotsunami) work in a fun and interesting way... here was my initial attempt:



Obviously, first off, I don't have chocolate blob graphics, so I just used the big white snowball (what Snowguys throw) as a test, figuring it was big enough to cover the area well. The results are unimpressive. It is quite fun to spew out an ocean of blobs, but they really don't have any semblance of cohesiveness or liquidity (hmmm... that makes me realize I never made them attracted to each other, only repelled to keep the lake growing. I wonder how it would be if they were attracted as well). It just looks like golf balls scattering. I suppose some of that would be improved with the different graphics, but you still get things like the left edge of the picture here, where individual blobs have dashed off from the main shape. And of course the entire shape is full of holes in various places. It really just doesn't do the job.

Wow, I just tried some basic cohesiveness code (had blobs that are further away than they should be get pulled towards each other slightly), and now it's not a lake of chocolate at all... it's an evil chocolate amoeba. You throw down some and it makes a jiggly amoeba, then you throw some more, and the amoeba rushes over to engulf the new food. That might actually be a pretty cool weapon in its own right. It's quite amusing to watch. If I added that it follows you around, it could be really entertaining. Right now, you can drag it around by firing a little bit more. It's an enormous waste of bullets, though. It fires hundreds in a matter of seconds, and they linger for about 10 seconds each.

Tomorrow, I'm going to try a whole new approach not involving bullets at all, but rather an effect on the map, much like the darkness in Supreme. That gets a little more technical, but it solves the issue of how I used up the entire bullet supply in about 10 seconds of continuous firing with this weapon.
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Happyponygate fun!08:40 AM -- Tue April 15, 2008

Happyponygate is all about the community. We started off with submitting buildings to go in the city (I still haven't implemented a way to get them in, but it will happen!). Then it was time for the community to invent weapons to go in the game. That contest just ended, and I couldn't decide between the top two entries. I'm a little worried about the technical issues that one of them could cause, so depending on how it works out, I will either include a weapon that spews chocolate that spreads into a giant lake (by Varkarrus), or one that launches blocks of chocolate to use as barriers (by Ducky).

The other half of that contest, naming the weapon, didn't go as well. Unfortunately, there's a very specific style to how I've named the weapons, which you of course don't know outside of the H.R. Puffencrush and Licorice Whip (which really are both pretty much the least representative examples of the style), so nobody really came up with names that follow the style I am looking for, or at least nobody made ones that match it and at the same time fit the weapons that ended up winning! My sister suggested the name Ooze Ray which I really like for the chocolate lake gun (or actually Oozinator might be preferred...), and I don't know yet for the chocolate block gun.

But I should also mention the third winner of the contest, TyTBone, who did win for his name "The Kiss Of Death". It won't be the name of a weapon, but I have a great place to use it!

Which all leads us to the next bit of community input - the Monster Contest! Now you get to design one of the wacky minions of the Happy Ponies. I have one more contest in mind, and then hopefully I will also be able to do DumbFM like I have considered, which will mean a final giant funtest to wrap it all up. If I can come up with anything else for people to be submitting, I'll add that too. This is going to be the most community-driven game yet!
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Happyponygate Firepower04:23 PM -- Sun April 13, 2008

Hey, this is the last day to get an entry in for the Happyponygate Weapon Mini-Contest. Sometime tomorrowish (so okay, you have some of tomorrow too), it will be closed for all eternity! So take this opportunity to express your inner Oppenheimer by developing a chocolate-based weapon of mass destruction. I'm looking for that one perfect device, so the more the better! There's no limit on entries per person, so keep 'em coming. You may win with just a name, so get in there and get describing!
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Sneak Peek: Happyponygate03:51 PM -- Thu April 10, 2008

Still doing artwork, having done up a couple of bullet graphics today. That may not sound like much, but after I did a couple bullets that require actual 3D models (one of which required a complete set of animations, hmm what could it be!?), I set to work on one that is based entirely in code instead. I always like to be all secretive, but it's so fun and exciting that I must share!

You see, originally, one of the weapons was the Licorice Laser. It's a homing red laser beam (yes, in video games, laser beams can home in - try Forgotten Worlds sometime). That's not really that exciting, just a constant stream of damage to one target without you doing any aiming. But last night, I had an epiphany of obviousness. Probably it helped that I had just played Ratchet 3 and got to flail around with a Plasma Whip, but I got to thinking for whatever reason, and the result is:


The Licorice Whip!

How did I not think of that name originally!? Now, it's still technically a laser as you can see (and you can also see that it is coming out of the H.R. Puffencrush at the moment), but it functions... well, not like a whip at all, but like something weird. It's very fun to use. It heads toward your cursor, so you can whip it all around the screen, and as shown in the picture, it doesn't just follow it in a straight line, it swoops all around like a rope. It looks infinitely better in motion, but for now you have to settle for pictures. It also looks a lot less angular in motion, quite sinuous in fact (unless you move really fast). It's quite jiggly too, more like a jello whip than a licorice whip, but that's exactly how I wanted it. I spent an hour tuning the numbers until it was just jiggly enough.

In the left shot, I've been swirling the cursor in circles, so the whip is making rings that pulse down the line, much like spinning a rope in real life. And speaking of ropes, the whip is not just some abstract beam, it's a physical part of the world, hence the right-hand shot - I have roped a tree! It's actually pretty hard to wrap it around things, and it can slip through, but it achieves its desired purpose: you can't hit guys through walls with it.

So in the end, it's pretty much the same effect as the original idea - you can hold it on a badguy to constantly do damage, but it's way more fun this way, and you can really cover a lot of the screen with it if you flail it around wildly. It's mesmerizing. You know you've got a good weapon when it's fun just to swing it around without any badguys. And I suspect quite a few players will do exactly that when they first get this weapon, so I am very happy with it.

This whole thing turned out amazingly well on almost the first try. That's the kind of thing that makes me enjoy making games. So much nicer than the things that never come out right at all...
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Sneak Peek: Happyponygate04:22 PM -- Wed April 9, 2008



Well, I did artwork today, and that's the first thing I did. I don't know that it's the most productive thing to work on, but it was a lot of fun. I used a CD case I have for reference. The viewer can try to figure out exactly what case that is. The actual title screen will have those "runes" orbiting the pony head, not just sitting there. It'd be fun if the menu options did that too, but they'll probably just pop in from the side or something.

In terms of useful artwork, I didn't actually get a lot done. It turns out that creating fancy high-tech weapons takes a while. I wasn't working slowly or anything, it's just a lot to do. So I got 3 of the weapons modeled, and the 'ammunition' for one of them (because that weapon has its ammunition sticking halfway out of the barrel, so I needed to do that to make sure it matched). It's the most interesting and detailed ammunition in the game, it took longer to make than any of the guns I made. That should make you curious!

I've been having fun with making the weapons physically different. The 3 I made today, one is held like a normal gun (though a second hand is definitely needed to steady it, as it's enormous), one is upside-down like the Heavy Weapons Guy gun in Team Fortress (the handle is on top, as is a second handle for your other hand), and the third is shoulder-mounted. Of course, I think that covers all of the possible ways to hold a gun, so unless I decide one of them will be strapped to your head, they'll all be rehashes from here on out. Maybe I should do one that mounts across your waist like a steadicam. Or a backpack with two barrels coming out over your shoulders. We'll just have to see, because I've only done concept art on one of the other weapons.

I'm definitely trying to make them all enormous and look ridiculous. It's a little tricky because you run into trouble trying to get Bouapha to hold them. His first hand going on the trigger is fine, but when the gun is really big, getting his other arm somewhere to support tends to involve stretching that arm in a bad way. That's why the Puffencrush that's in the game now isn't nearly as big as I would like. I had to shrink it down so he could reach the second grip.
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Smashy Smashy05:14 PM -- Tue April 8, 2008

Today, I will admit to being unproductive, so in an effort to find some way to be productive, I came up with an interesting twist. I went out to the living room, dug through my PS2 games, and found every one that works as motivation/inspiration/research/rip-off material for Happyponygate, and I fired them up and played a bit. Here's what I played:
  • Simpsons: Hit & Run - I was looking at how driving went, but the general notion of driving around and then hopping out to do missions was appropriate. I think it helped me a little thinking about the driving, even though they obviously have a fully implemented physics simulation for their driving (and let me tell you, there is not a lot of stuff on the web - or at least not easy to find - about coding car physics). I'm definitely going to take a simpler road on that, but little concepts like "you turn faster while braking" are certainly the kind of general rule you can take from a complex physics simulation and turn into a very simple arcade rule.

  • Ratchet & Clank 2 - In this game, it turns out, your weapons only level up once! Well, I remember buying golden weapons or something later on back when I played it, but leveling them up doesn't go through a bunch of ranks. It just goes up to full, and it's done. Which is crazy, because I played for about 15 minutes and managed to level up 2 of the 3 weapons I had!

  • Ratchet & Clank 3 - This game, on the other hand, has (I think) 99 levels per weapon. Or maybe you only get up to V9 in the normal game, then go up to 99 in the second run-through. Ratchet games do a great job of making a second play worthwhile, let me tell you. Anyway, it is much more appropriate with its leveling. But the real thing I got out of both Ratchet games I played was something I hadn't even thought about, but is so obvious in retrospect! You can smash objects all over the place in these games, and it's just fun! So here's a whole new angle to Happyponygate, officially. Almost every item around is going to be destroyable, and destroying them will make Loonies (that's money, not Dr. Lunatic) go flying everywhere to pick up. It's two great tastes that taste great together - wholesale destruction, and collecting shiny objects.
I had Midway Arcade Treasures handy too, for checking out Super Sprint, but I didn't actually try it yet. Seems an appropriate choice - top down 2D driving!

So right now what I am doing is formulating a depressingly large art asset list, so I know what I need to create for this game. It's nothing like Sleepless Hollow, unfortunately. Everything in this game is new (well, maybe I can borrow LL2's teddy bears...), and an entire game's worth of art from scratch is an insane amount of work. One of the things of course is to come up with lots of random objects that can be scattered around town to smash - I've already got trash cans, dumpsters, mailboxes (official ones - haven't made normal house ones yet), streetlights and phone booths. I'll need other things... newspaper racks, benches, bus stops, bushes, fire hydrants. I don't know what else, but lots of assorted town things you can smash for spare change.
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Vacation Shutdown06:10 PM -- Sun April 6, 2008

Well, it's been a 2-week vacation, somewhat unintended and somewhat intended, and today is the last day. It started out as a short break for Easter, a couple days of fun and lowered work, but then the illness struck. That knocked out pretty much a whole week of the two weeks. I didn't even play WoW for most of that! That's a pretty serious malady. Then I got mostly better (still coughing, though), but it remained seriously vacationistic here. But Spring Break ends today, with Sol returning to her jobs tomorrow, and I doing the same.

So, the upside of it is that I am raring to go. I think the sum total of work I did over this break was to make this decision: I am going to crank out Happyponygate like a man possessed (by a Happy Pony), and get that out of the way so I can make LL3. So it's Happy Pony time around here and I am going to knock that thing down fast. I must!!
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April Fool's07:44 AM -- Tue April 1, 2008

Ha!! I was just kidding when... I mean, what you all thought was... um... no. I'm still recuperating. I don't have that kind of energy. But I thought I'd post something anyway, just to remind you - it is April Fool's Day. Please, think carefully about what you read today (not a bad move every other day, too, but today, even people outside of the news media are trying to trick you!). Jokes are fun unless you're the guy who falls for it and thinks something horrible is happening (but when you do, that sure is fun for everyone else!).

But if you'd like to see a great joke: The Food Court Musical

I like to think of today as Critical Thinking Practice Day. And that's something we could all use!
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April's Coming, Fools!07:28 PM -- Sat March 29, 2008

And just what are you going to do about it?

Here's one idea I am thinking about: Script Frenzy. It's like Nanowrimo, except you write a movie script. I checked out their explanation of the formatting and such of a script and it seemed fun and easy. The goal is to get 100 pages, which isn't all that much with the way movies are formatted. I want to give it a try. I've thought of about 20 ideas that appeal, but none that kick me in the teeth and call me Grandma.

Another thing I will definitely be doing is LD48 #11. Yes, time for another 48 hour game, to be sure.

Another thing I have in mind is to get all this garbage out of my sinuses and lungs, though I don't yet know a very efficient method for that. Kleenex doesn't seem to make a lot of progress.

I also hope to get somewhere on my game projects, but I can't imagine where exactly at the moment. This little "vacation" has been tiring.

Oh... yeah... and taxes. Great.
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Spoke Too Soon05:32 PM -- Fri March 28, 2008

Still sick. In fact, my fever got worse the second day. Doesn't seem to be entirely gone today either. I know this makes for exciting reading, so that's why I share it with you. Actually, I share it with you to explain why I have nothing of interest to share with you. I must be doing better though, because today I was able to play an hour or two of WoW! I came up with lots of good LL3 ideas while tossing and turning in fever dreams. Well, they seemed good at the time. Perhaps when I recover, giant poodles wearing high heels that build plastic candy canes in honor of McDonald's new value menu won't seem like such a great plan. That's a joke, son, I had real ideas. My fever didn't go that high.
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Sick03:54 PM -- Thu March 27, 2008

If you noticed I was unusually quiet yesterday, it's because I was righteously ill. I am definitely still recuperating today, so nothing of interest to report, just glad to be feeling somewhat better. Mmm, gatorade.
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Sneak Peek: Loonyland 310:19 AM -- Tue March 25, 2008

Okay, first of all, I clearly don't have a remotely good system for getting drawn images into the computer, because this is real ugly. But here is the map I worked on recently:

If you are a true Loonyfan, you may recognize this place from the overall map of the continent of Loonyland. It is, as it says, Friendship Fields, which is the westernmost country in Loonyland. It is where the next Loonyland takes place (Titan Tunnels/Age Of Heroes/etc). The game itself will contain some form of this map (presumably much cleaner...), probably. You won't get to wander thi