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Robot Wants Something02:48 PM -- Wed July 28, 2010


Robot is using a super attack here against a hapless crab (left over from the last game, not actually going to be in this one), on the lovely grassy fields of Happy Ice Cream Planet. The sky is just temporary, not sure how it's going to look, but it should also be fairly happy, on this particular planet. Just getting started on the new tiles now. Not everything about Happy Ice Cream Planet is as happy as you might think.

In other news, stop by UStream today to watch Blackduck play Loonyland 2 over and over again! Do it quick, because he probably can't keep playing for more than a few days.
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I (was) on a BOAT!11:21 AM -- Mon July 19, 2010


We houseboated Lake Powell last week! Look at that there arch! I actually worked on Robot Wants Ice Cream while on the boat, to the apparent dismay of family members (not that I did much work). It's a different direction for Robot, same concept and gameplay, but no more puzzles, just massive amounts of brutal slaying. I think Robot is getting really tired of Kitty's shenanigans.

I have Still Pond, Two Roads, and Robot Wants Fishy all seeking sponsors now. Hopefully there will be delicious results very soon. I also have some interesting port projects just barely underway, or at least being discussed (not me: other people beginning to port my stuff to other platforms). I'm keeping Fishy off of this site to make it worth more to sponsors (they are more interested in something that hasn't been public). Once it gets picked up, hopefully within a month tops, I will unleash it upon this site as well. And I am indeed sorry for the delay, but more stuff is coming all the time now!
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Another fine port!09:37 PM -- Tue July 6, 2010

Hey, it's time for Two Roads! You probably played it before when it was not a flash game, but now you can play it again! And who wouldn't want to do that?

Yeah, it's not the most exciting game, but I started the port this morning, played WoW, took a nap, did the dishes, went for a walk, and still released it by sundown. Real easy project.

Don't worry, I'm not just doing ports! But they make for easy projects and a great way to get stuff out that may not be news to you, but it sure is to non-Hamumians. For new games, at the very least, Robot Wants Fishy is coming soon! It's long past done, I just have business reasons I can't put it out yet. Aside from that, I will be very busy for the next week, and somewhat off the grid (hopefully not too much), and then back to business after that. I really want to port Medusa's Lament sometime soon, because when I made it, I was basically creating a Flash game, just without knowing how to do Flash, so I had to write it in C. I look forward to returning Medusa to her native land.
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Shipwright=Starboard03:28 PM -- Mon July 5, 2010

Let's engage in a thought exercise:

You are a ship builder. It takes you a year to build a ship, and when it's done, you sell it to somebody for $10,000. Nice money for one sale! On the other hand, that's a year of your life, and you only made $10,000 total. That doesn't even cover the rent on your shipbuilding dock for the year! If you continue this way, you'll lose the dock, and obviously no longer be able to make ships at all. On the plus side, Shipwright Weekly speaks quite highly of your ships, so hey, you got that going for you.

Then one day, an eccentric rich man comes to you, rutabaga in hand, and says "You make excellent ships! But I like rowboats! Now a rowboat is much smaller than a ship, so I cannot pay you the same as you get for a ship! However, being eccentric and mentally off, I think $9,000 is a fair price for a rowboat, because I somehow see that as lots less than $10,000! Will you make me rowboats? I am a rich man with many bags of money, so I sink them routinely, and will want many."

A rowboat takes you a couple of weeks to make. Should you make the $9,000 rowboats every couple of weeks, or continue making the $10,000 ships each year?

I present this exercise, surprisingly enough, as an analogue to my own situation. My situation, in fact, is really nuts. I don't want to go over every detail of my personal life, but let's genericize it a bit and hopefully explain some things.

Step 1: Let's say there's a value N, which is how much money I make from a big epic Hamumu game like Loonyland, over its entire lifespan. Keep that number in mind, imagine it to be whatever you want, though you can figure out its general range pretty quickly with the following discussion.

* It takes a minimum of a year to make something like Loonyland or others. That's very conservative and 1.5 years is more realistic. So if I make one of those games, I spend a minimum of a year getting $N.

* My mortgage plus property tax for a year is about 9/10 of $N. That's just mortgage and property tax. No utilities, no internet, no food, no car registration, gas, car insurance, health insurance, clothing, haircuts, replacing things that break, repairing household problems, or fun of any kind. Obviously, with all that stuff attached, we're far beyond $N (more like $N*3 or more).

* My first tentative attempts at getting flash games sponsored (which other indies found very unimpressive - they thought I could've gotten a lot more) have earned me about $N/2 per game, between the actual sponsor money, prizes on Kongregate, ad money, and side jobs like implementing some site's trophy system into the game for a little fee.

* The games in question took about 3-4 weeks to develop, including all testing and polish. They also have led into bigger opportunities where I can make even larger amounts for doing even less work.

* That makes (without the extra opportunities, or doing better at getting sponsors or ever having some big breakout hit), 6.5*$N per year.

* In addition to that, I get flash sponsor money without having to do marketing. If all I did was crank out big games, and somehow that was enough to pay my expenses instead of 1/3 of enough, I wouldn't have any money to market them, and I'd be... well, right where I am, with a teeny but strong fanbase and nobody else on earth who even knows I exist! So, $N or 6.5*$N per year? My expenses are $3*N. What would you do? But there's more.

* Making an epic year-long (plus) game is exhausting, boring, and agonizing. It has fun parts, totally, and especially the end result is a blast for me. But it is a slog. Mentally ruinous. If I were in your position, I too would be hoping for new Loonyland games. But hoping for something because you want to play it is not at all the same thing as it being a remotely good idea for the developer to be doing.

* Making a little flash game is ultra super duper pooper scooper fun!!! I get to jump in and try out some specific crazy idea and see how it goes, and then move on. If I am into it, I can expand it with sequels or more levels or features. If it works decently but doesn't move me, that's okay, because I'm done and can go do something else! If it doesn't work at all and it's a horrible idea, no problem! A couple days wasted before I find that out, at most. I'm rediscovering the joy of making games and getting excited about coming in to work each day, instead of trying to hide in an alternate World.

* My wife used to make the money for us by teaching (for the record, Hamumu has never made enough for what a normal person would call "a living", though it has been my living for 12 years - good thing I had her help most of that time!), but in the past couple of years, she quit her job and started up her own tutoring business. She's indie like me! But as she builds up her business from scratch, she is currently making even less money than I was pre-flash-games, instead of quadruple what I made.

* My dog has cancer, so far having cost me 1.5*$N. Between that and our car that finally died for good and had to be replaced, I currently sit at absolutely the most broke I've ever been in my life, and yet making the most money I've ever made in my life. Interesting combination. And very lucky that I found this way to make money just in time. I'm really hoping that I can keep it coming in fast enough to get through these huge expenses, and maybe, just maybe, come out the other side still making good enough money that we can actually live comfortably instead of scraping by!

* On the flipside, I hate that this flash game stuff is so UN-indie. I have always been so glad that I don't rely on anything else, it's just me direct to consumers. Of course, on the other hand, I really like that thanks to sponsor money, I can now make money from my games without charging my players a cent! I get to make a living, you get to play games for free. That's a deal! But I do hate having to rely on external companies to make that happen, and make changes that they want instead of making my own decisions from start to finish. And because it relies on other people, it could vanish anytime. Honestly, the games business is a terrible one, on an endless boom and bust cycle. Currently we're in the midst of a price-war crash. Lots of big names are gonna die. But Hamumu ain't going anywhere. Making games is what I do. I'm just really hoping to not ever have to supplement it with a real job. I don't work well with others.

So there won't be some big 3D game surprising you out of the blue this year, and I'm writing this so you'll stop saying there should be. There can't be, if I want to live in a house. There probably won't be one next year either, or the year after. Whenever it does come, it won't be a surprise, because I'll have talked for months and months about developing it! What there will be is dozens and dozens of flash games, that I will personally find very amusing (Have you seen bonus battle #5? I thought not!). And until I can get out of this hole and up to the tiniest bit of fiscal comfort, I won't be doing anything else.

I know there's this total misconception out there that the big games are this huge pile of money. I've seen people say things that translated to "If he'd just release one big game instead of making a bunch of little ones, he'd make so much more money!" I hope the information above proves that utterly false to you. I make more money from 2 little flash games than I do from one multi-year epic. Making big games is a terrible way to make money. I did it because it was in my nature and I liked what I was making, not because it was the best way to make a living (I wouldn't be an indie developer if I was seeking that!).

Someone was jokingly suggesting I punch in big games into my project-selection formula, so just for fun I did. Setting the interest to 10/10 (not true, but just to be nice), and everything else to realistic values, my sample game (Kid Mystic 2) came out with a score of 0.04. The lowest previous score on the list was 0.52. The average score? 108.51. So, I could punch them in, but it wouldn't have much effect!

So... does all that make sense to you (the 3 people who read this whole thing)? It's not what the Lunatic-obsessives want to hear, but it's what I've been trying to tell them for years. Hopefully this is straightforward and detailed enough to lay it out for you. It doesn't matter how many times you say it, it's a terrible idea in every way for me to focus my energy on unprofitable exhausting labor instead of highly profitable fun messing around.

P.S... As I was writing this, I discovered Sol Hunt was writing something almost the opposite on the forum! Well, it's not opposite, but this post seems to be all about making money while she was saying I don't do it for the money! Well, she's right. As I said above, I wouldn't make indie games if I was trying to make good money. When I speak about making money in this journal entry, I hope it's clear that I'm trying to make enough to live, not that I'm grubbing around for the maximum cash I can. Sure would be nice to be comfortable enough to buy video games every so often once again, though.
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It's a broken world!06:25 PM -- Sun July 4, 2010

Wow, I just discovered something horrible today... the Contact Us page silently didn't send mails to me. I don't know when that started, but I'm kind of afraid it might go all the way back to the release of Clubhouse! I was just thinking "haven't seen a lot of Note From The Website lately..." (that's what the emails it sends me are titled), which combined with someone's complaint about an email not getting to me, made me check it out. Yowza. Fixed now.

On top of that, Hamchat is full of problems. It's had problems from the beginning, but they weren't preventing it from functioning (to a degree). Now, however, if you've upgraded to the latest version of Flash, you'll find that it logs you out every 10 seconds if nobody says anything (works okay for people who haven't upgraded). So yeah, that needs really major work. I don't actually know when I'm gonna have time to invest that work, but it's getting more urgent all the time as it falls apart bit by bit. I really want to give it a solid overhaul, but I definitely have no time for that, at least at the moment.

Ahhhh... clearly the Contact page works now, since I just got some spam through it while I was typing this. Oh, how I've missed that.

Happy 4th of July, Americans! Enjoy some fireworks over a still pond.
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an entry falls on a still journal.05:26 PM -- Sat July 3, 2010

Click this: a leaf falls on a still pond.

It's art! What's not to like? Yeah, you've played it before if you've been around a while, but I really recommend you play it now... and play hard, because there are a lot of very interesting things to find in this new version!

I created this big spreadsheet of all the flash games I intend to make one day, or at least potentially consider. Then I went through and gave them extremely subjective scores in Time To Develop, Difficulty, Profitability, Interest (mine), and Issues (factors other than me that prevent it from getting done, like needing 3DS Max or external art). Then the best part: I rigged it up to calculate a score for each game by combining those numbers! Man, I love meaningless math! I believe the calculation was (100*Interest*Profitability)/(Time*Difficulty*Issues). It ended up with games ranging in score from 1000 points to 0.52. Quite a spread.

I'm not going to just go down the list and do them, but it's a good list to have handy to keep in mind when I'm figuring out what to work on. I ran into a roadblock working on IDIOT because I have to wait on external input, so I figured why not throw down this 1000-pointer you see above? It scored so high because it be quick. Started on Wednesday.

The next highest score is only 300 points, and it's an even quicker project. I just happen to expect it to be even less profitable than this one and it interests me much less, hence the much lower score. I was pretty excited about redoing Still Pond, I've always appreciated its deep and powerful message. Because that next project is so quick, I probably will start on it tomorrow or Monday. It is also a port. Feel free to guess what it is! With any luck, you'll find out next week! I can't imagine how to add much to it for various reasons, so it won't be nearly as enhanced as Still Pond is.
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Words Getting Dumber09:17 AM -- Mon June 28, 2010

I just did something! I did! I did! With luck, you won't be able to tell that I did anything, but more likely, you will discover at midnight tonight that I foolishly messed with Dumbwords without testing it right, and now it'll be ruined tomorrow. What I did was to create a list of questions for it (I have been keeping a list of them for the last... 235 days), and now instead of it having a short little list that I have to manually add onto all the time, it is grabbing a random question from this list each day. It won't repeat any until it uses them all up, so hopefully there are enough there to keep it from seeming repetitive. Ideally, I'll add more to it over time so it doesn't get stale, but it's big enough now that hopefully people won't notice any repetition. In fact, I kind of doubt it'll have any more repetition this way than before, because I often come up with stuff that sounds new and exciting and then I realize I used it before. I figure as long as it's not in the history drop-down list in my browser, it's old enough! Which is exactly how I made this list, when I first started it.

So fingers crossed that you will notice nothing strange about Dumbwords. And that I will no longer have to deal with it bugging me about a low number of questions.

Aside from that, I've been told there shall be Fishy music today (more finger crossing), and IDIOT is moving along, as witnessed below:
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Idiot Pirates10:24 AM -- Tue June 22, 2010

I'm still waiting for music on Robot Wants Fishy, and I'm filling the time with working on the pirate game. It's taking a bit of a turn, because I knew it needed something to add interest, so the first thing I thought of is just what I need to be interested in anything: leveling up! And by "interested in anything", I mean I really don't care what the gameplay is. If it leads to leveling up (with choices of skill points, not just automatic upgrades), I'm playing it. Level me up in Tic-Tac-Toe. But anyway, I was struggling with that concept and I guess it goes something like this:

The game is now vaguely a rogue-like. You adventure from one island to the next, and you encounter items and monsters randomly. The selection is very unlike your typical roguelike, and you have no normal inventory, so it's more like powerups. The things you've already seen are the bulk of it: planks, hearts, shovels, treasure, x2 multiplier. Of course each island is more dangerous than the last, and you will eventually fail (especially since your life drains over time), thus working toward a high score. There will be levels of interest, like Cannon Cove and Monkey Marina, which is slightly inspired by Scarecrow: Heart of Straw. Those will either be at set points, or just come up randomly. I suppose random is always better if it's a roguelike!

Because I wanted a choice of some skills when you leveled, I ran into a control conundrum. There could be a simple "arrow key to cycle through upgrades" situation, but I didn't like it, and I batted some stuff around and was unproductive until I finally just decided to go all out and make it mouse-controlled. So now it's also Crimsonland(etc.)-inspired. You move with arrows and aim with the mouse. That obviously opens up mouse control for clicking on the upgrade you want when you level up, and it also greatly expands the possibilities for leveling up... now I can add powers that you can click on when you want to use them! I haven't actually decided to make any, but it's opened up a basically infinite design space if I want it. It feels a lot more free to me, and I always enjoy aiming with the mouse.

First things first though: I have to get the basic gameplay working! I've also ported this game over to Flashpunk (and then re-ported when Flashpunk released a completely different new version a day later) from Flixel, because Flashpunk suits my style much better. It's getting confusing working with both in different games, but eventually I think I will be moved over completely. Daibaka is definitely going to be a lot easier to deal with in Flashpunk after a very painful porting process. I really felt like I was hacking Flixel to bits just making basic concepts like bullets come out the way I wanted in that game.
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Robot Wants Stuff09:43 AM -- Fri June 18, 2010

Robot Wants Fishy is done! Well, I'm waiting for music, but my work and even testing is done. I can't release it, in part due to the music thing, but also because I have some business stuff I need to do with it. But now feeling so free and easy for a couple of weeks, it's time to get back to work on Infinite Deadly Islands of Terror! If I can remember how that works.

Remember, I am Riding The Wave. As opportunities pop up - and they sure do - I keep getting forcibly sidetracked into things I have to do. But I surely do enjoy these little projects! And they mean I can make games that are free for the players, but I still make money. Really good deal, especially considering that when I do charge for stuff, people just steal it anyway, and I don't have a big enough audience to make a living from the people who do buy it.

Robot Wants News: Robot Wants Ice Cream is next, but I may turn out to not have to make it. It's a nice end to the quadrilogy though, what with a very deep and moving story. I enjoy doing this series, and I really could do 20 more and have fun the whole way (and so many more upgrades Robot could find! He still hasn't gotten a grappling hook!), but it'll be good to move on to different characters. I made Robot Wants Fishy for some fairly complicated reasons, but basically the gist of it is that I made two versions of it - Fishy, and another one skinned with a certain website's characters to put up on their site (the fact that they wanted a skinned version is the whole reason I made the game). Making their character, which is an animated humanoid instead of a wheeled robot, got me realizing how fun it would be to finally be playing something other than a wheeled robot! So I look forward to that. And with all the trailers and news coming from E3, I got a bunch of ideas for things I want to rip off!
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Willfully Obtuse08:49 PM -- Fri June 4, 2010


I feel dirty giving away shots of bosses so often, but it seems like most of this game is bosses! Billions and billions! And look, there's a boss life meter now! It adds such panache to the proceedings. Fingers are crossed to be code-complete by Monday (but not sound-complete by any means, or bugless-complete). Well, gameplay code. Menus and such come during testing.

Also seems like I ought to have done a newsletter by now... or last month, or possibly the month before. I should do it. I can find the time (it might be buried under WoW perchance), but yes, I would like to throw out the classic busy excuse for whatever that's worth. There is very urgent need to complete this game immediately.
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NO CAN HAS!05:36 PM -- Fri May 28, 2010


This is the first boss in RWG. All done and functional! He's nothing terribly exciting, but I am hoping for many bosses this time around. Two have been drawn, but drawing large (anything but nonteensy, actually) pixel art is a lot of work and I'm not artistic enough to pull it off, especially quickly. Consider his awkwardness part of the charm. The map in this game is split into six areas, hopefully with some semi-notable theming to each, so you don't get too lost. The first segment is done now, in a basic sense. I hope to make this one much less linear than the last, and part of building a good speedrun will be figuring out the best order to do things in, and just what you should skip. It also has some more unique and interesting abilities very new to Robot.
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The Curse Of The Badge04:14 PM -- Fri May 21, 2010

I am really mixed on getting badges added to my game on Kongregate! By the way, there's a "Kongai Card Challenge" on it now, which is an extra special big deal.

I noticed again with Robot Wants Puppy as I did with Robot Wants Kitty that getting badges added resulted in a massive drop in my rating. For the first 100,000 plays it settled a bit, definitely drifted down a little, and then was steady for days, around 4.15. It is no longer in the fours, and it got there literally overnight (without a whole lot more plays!).

The badges are a curse! I know I'll make a lot more ad money this way, so that's good. I just hope it makes up for the decrease in prize money. The tenor of the comments changed completely too (could just be imagination, of course). It seemed to go from hugely positive with the occasional complaint to a massive screaming hatefest that I have NO interest in reading anymore. Interestingly, before the badges, negative comments were almost universally downrated, and now they are almost universally uprated. I don't think either one is really the right use of the comment rating system, but nonetheless, it says something about the crowd visiting the page.

My only theory is that the kind of people who want to get the badges are not the kind of people who are playing the game because it appeals to them, so they're gonna rip on it. Before badges, people chose the game because it looked interesting from the screenshot. After badges, people are choosing it because they "have to" earn the badges, so they're suffering through it, but not suffering gladly.

And that said, I'm not saying I don't want badges in the future! It's probably worth the abuse to get the ad money and more hits on my website. And I appreciate the time and work the badge guy puts into doing them (he actually plays through the whole game! Imagine the horror!). I just wish the human race wasn't a wretched hive of scum and villainy and ugly bags of mostly water. But I'm always wishing that.

For the record, I think this might be the best game I've ever made. I've played it through many times, and I always enjoy the thrill of tossing a cat on an alien's head! I know something like Supreme has vastly more to it, and if I could only play one, I would pick Supreme, but in terms of quality of development, polish, fun factor, style, and innovation, as opposed to raw content, Robot Wants Puppy is something I'm very proud of. Naysayers are welcome to not like it, that's fine too. It's not the existence of haters, it's the massive influx of them the second badges were added that is my concern here. And by "concern" I mean "whine", because there's nothing broken or wrong about it, it's just a sad fact.

In Robot Wants Goldfish, Robot will throw bombs.
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Riding The Wave06:39 PM -- Thu May 20, 2010

It's just crazy here. I don't mean that I'm crazy busy, although I am constantly, at least 3 or 4 times a day, suddenly finding something that needs my immediate attention (an update to a flash game, an offer from a business, the usual customer/forum stuff, something from somebody else I was waiting on that arrives). What I mean is that I am just riding a wave of stuff. I don't know where it's taking me, and I don't have much control over it. I could just hop off and go back to doing whatever happens to appeal, but the wave is made of dollar bills, so I'd like to see where it's going.

What does this mean? Well, I had a list of all the flash games I was trying to get done, as well as a few large projects that were supposed to come after, all in a nice ordered plan, but at this point, it's all I can do to keep up with the projects, updates, and offers that are pouring in on this wave. I can no longer say "I.D.I.O.T. is next!" or "Daibaka will be done on February 14th" (not sure I could say that in the first place, but I did say it anyway!). I don't know what I'm gonna be working on, and as these opportunities appear, I have to hit them right away and get them done, or I'll miss out. And I do need them at this point.

There will be two more Robot games (at least), and they will be the two next things I do, unless something else jumps up in between, which is how they got on the list in the first place. If you want to complain and beg for fancy 3D adventures, I'll just have to recommend you go play Torchlight or WoW (I always recommend WoW!), because I have to go where this wave is going until I'm riding high enough to see the shore.

I'm definitely looking to get 3D Studio as soon as I can reasonably do so, but not for 3D games. I want it to make my trademark googly eyes in more flash games. It'll be nice to have it handy for when I have a chance to make something big too, though!

I really want to get IDIOT out soon too, because I have an artist hanging on the line who wants to get his cut from it! Check out how cool it looks now (work in progress, some tiles are clearly missing, don't know if I will keep the sizes as is):

So I will be trying to progress on that. I'm hoping to make it sort of a Roguelike (but fast and extremely short - no end, just see how long you survive, like it is now), but very simple. Still keeping a lot of the basic concepts that the original had, just getting more emphasis on fighting and leveling up and getting upgrades. That's more of an idea than something I've actually worked on. Mainly what I've worked on is getting the new art into it and converting the whole thing to the Flashpunk library instead of Flixel.

So that's how it is... lots of crazy offers from lots of places, lots of opportunities, and I'm going to take the ones I like and see where I can go with this flash stuff. I'll share what info I can as appropriate, but of course I don't think I should be talking about deals that are underway. I will say this, I owe a 3rd Robot game to MaxGames, so that will be coming. The 4th Robot game is unrelated to them, and hard to explain how it came about. Actually, I think it will be the 3rd one.

Find out more as the wave cruises on across the seas of Dumbness.
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Robot Wants Puppy!04:24 PM -- Fri May 14, 2010

Play Robot Wants Puppy now!

It's here at last! There's nothing I can really tell you about it that you won't find out quicker and better by playing it. Try it, you couldn't possibly dislike it.

And if you want to be really cool and helpful to Hamumu, how about playing it on Kongregate and rating it 5 stars! Then I can win the weekly and monthly contests for best game. I will be very pleased with you if you do! It's gonna be spread all over the internet both by me and the sponsor, so if you find it on other sites, feel free to rate it highly there too, if they let you rate. Hamumu appreciates your support! A lot.
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The Month Begins!06:16 PM -- Wed May 5, 2010

I've got a lot of stuff going on for you, but it's not coming out today. There are 6 add-ons for Supreme With Cheese, a bunch of Fan Art and Action Photos (those are both already up, check em out!), a T-shirt that I haven't started yet, the enhanced version of Infinite Deadly Islands Of Terror (at least a week away), Robot Wants Puppy which will blow your mind when I'm finally allowed to release it (it's done, just squaring away the logos and whatnot with Maxgames), and less soon are the other games which are in development. The T-shirt is something I have a really cool idea for (related to Infinite Islands), but I need the new version to be done first.

What I don't have for you is a new Behind The Dumb. I don't know if I will do one again. There are two factors: the obvious one is that it's a lot of work that takes up time I should be making games (I'd have the enhanced pirate game almost done now if I hadn't spent the past three days puttering around avoiding doing a BTD). But the more important and damaging one is that I'm really shy and I don't feel comfortable at all being in front of the camera. I hate making those videos. The truth is that I have fun when I'm actually in the process of making it, but defeating the demons that hold me back from getting started is harder and harder every time (you'd think it would get easier, but it doesn't!). I don't want to put myself through that anymore, given that I could spend the time making games, or updating the site which is sorely in need of help and bugfixes. Without these shows hanging over my head, I feel a lot more ready to do stuff. Having something I deeply don't want to do on my plate basically makes me do nothing, because I just bumble around avoiding the bad thing rather than moving on to the other things.

On the flipside, I know BTD is very popular and one of the favorite things of a lot of Hamumians. And I do have fun actually making it, like I said. So who knows? I just don't want to commit to a monthly version anymore, but I would hope that sometime I'll sit down and feel like making one and so I will. I wouldn't count on it though. I'm also considering the advice of Penny Arcade creators on how great social anxiety drugs have been for them. Maybe I'll become a whole new person! But I hate drugs, so probably I won't try that. Another thing I've considered with less side effects than drugs is making an animated version. On Penny Arcade, they have Blamimations which are very poorly animated but funny cartoons, and I can easily see how I could do a similar style rather quickly. But one thing about animation: however cheaply you do it, it's still a lot more work than just filming a person.

On another note, the About page is going to get an update sometime this month, because I had a professional photographer (hire him for your wedding!) visiting to play Mortal Kombat with me a few weeks ago, and he shared a huge pile of really awesome pictures he took on his visit. It's about time we got some decent pictures on there. Example:


We also played WoW. While sitting in the same room as each other. Guys are like that, antisocial.
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Puppies, Robots, and Pirates06:59 PM -- Tue April 27, 2010


Not the most exciting screen, but I can tell you: if you see an instruction screen for a game of mine, you know that game is just about done! I hate doing those. It is in fact totally done now, with a little bit more testing going on to catch the remaining bugs, and the other major thing is that I'm waiting on the sound and music (and have to make some sounds myself, but I want to see what I get first).

I guess I have 4 games in the works right now, it's crazy. Second on the list due to being so very done is Infinite Deadly Islands Of Terror. I'm gonna slap a nice set of achievements in there and either call it done or not. I have another idea to try with it that could make it a bit nicer.

Then there's Space Cruise, which remains around 75% or so, and I really need to get back to that after all the craziness that's happened. It's such a simple and small game, but somehow pretty challenging to actually get done.

Speaking of tough stuff to do, the 4th game is Daibaka Max, which is hard for entirely different reasons - it's a big, complicated game with fancy features like an editor! That's another one I really need to get back to work on.

And also in the "works" (meaning it's not, but it's planned) is the mystery game pertaining to the concept art. Actually, that's a much more complicated situation now, but complicated in the sense that there may be several games coming 'soon' (in the next year or two) roughly pertinent to that, and coming from a variety of directions and formats that will astound and amaze. You never know what's going on around here.

And sadly, neither do I.
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LD48 #17 Done!03:12 PM -- Sun April 25, 2010


My game is done! I have 4 hours to spare, during which I really should try to make music, but since I know how that will go, I'm not gonna bother trying. Plus I'm tired. I sure didn't blog any progress (or prog-blog, as the kids will be saying in 2017) today. Unlike yesterday, today was just a very focused beatdown of this game. I knew where it needed to go to at least be something playable, and here it is! I don't know if it's quite fun or balanced or something, but it works, and I don't know what should be changed other than to add music. I don't even know what I want to do with it post-compo. I even managed to get the online high scores into the compo version! It just sort of is what it is. Maybe ideas will come after I am recuperated.

Ooh, I just remembered one issue I forgot to deal with... the ship can very rarely be hidden behind the life meter. Oh well, good luck finding it!

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LD48 #17 Enough with Saturday!08:59 PM -- Sat April 24, 2010


Still not really got a point to this game, so I threw in some more basic elements: We've got a life meter, Kiwis hurt you, and you can fling Sea Gypsy Magic at them to destroy them (which just makes them disappear at this point). That's sorta like a game, I guess!
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LD48 #17 Saturday Evening Post04:44 PM -- Sat April 24, 2010


I am really at a loss for what to do, so I just started making more artwork and sticking it in the game. So now there is grass for no particular reason (only in rectangular patches! Anything more would be uncivilized), palm trees, and a killer kiwi that wanders around at random. So maybe tonight I'll have to think of what it is I'm trying to do, cuz I got nothin'.
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LD48 #17 Saturday Almost Lunch11:56 AM -- Sat April 24, 2010


The pegbody thing was just an offhand remark, but it got me thinking. So now he has a pegbody. He was abandoned on these islands because without a body, his crew decided he really wasn't that useful anymore. He certainly can't tie knots or batten hatches (I assume... I don't actually know what that entails). But the ever-resourceful [Pirate Name] will rise again! So now he hops around, and the sand has edges.

This does present a logistical problem in that the only attack I can see him using is to jump on guys, and that's really not the game I wanted to make. He may use Sea Gypsy Magic to levitate a sword instead. You know, Sea Gypsy Magic. Duh.
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LD48 #17 Saturday Morn10:54 AM -- Sat April 24, 2010


It's a pirate on some sand! I nearly gave up on this, just nothing I really want to do with it. I really wanted to properly utilize the theme - as in make gameplay pertinent to the concept of "Islands". That is, disconnected areas that must interact in some way. Things I thunk:

- Online 'play every day' type game where you get plunked at a random spot in the ocean and can build your island bigger and bigger and put cannons and whatever on it, and attack other islands and all that. Your money from mines or whatever would arrive once each day, then you can spend it all you want and assign orders to ships or something, and then wait until tomorrow for it to happen. Too complex.

- A puzzle game. I was never quite sure how it would work (which is why I didn't do it), but there would be islands and then you could click on coral reefs to 'grow' them, making them come out of the water. The reefs would be tetris shapes, and the point would be to use them to connect the islands, making their colors match or something. I don't know.

- Visuals and gameplay of Joust (except you're on a dragon so you spit fireballs instead of actually jousting). But meta-gameplay of Elite or other space sims. You fly from sky-island to sky-island hauling goods you buy at the islands, trying to find other islands where they are worth more. Spend the money you get on other things to trade or on dragon upgrades. I like this, no reason I didn't do it except I knew I couldn't get enough buyable stuff and interestingness done in time.

What I ended up with: Totally throwing out the theme except cosmetically. Infinite Deadly Islands Of Terror. Name highly subject to change. All I know about it is that you are a pirate, the islands are randomly generated, you move from one to the next and each one is harder and bigger, and the gameplay is a roguelike, but with action instead of turn-based. I don't know if that will actually happen, I'm basically just throwing down the parts I know and going with it.

The real kicker in all of this is that I know I could make a very cute looking island adventure... if I could 3D render the pirate and evil kiwi birds. But I don't have easy enough access to my old 3D computer, so it's more of this pixelly junk. I need to get Daibaka Max done and earn myself 3D Studio on a working computer! It's very demoralizing at this point. I did draw the pirate head at 4 facings though. And his body is a plastic peg. Terrible pirate accident, ended up with a pegbody.
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It's The End of April!!06:59 AM -- Thu April 22, 2010


Do we really need this? Two days ago I was wearing shorts. Now the heater is on. By the way, a Ludum Dare contest starts tomorrow. Exciting! I hope I have internets then. Can't even go get my new internet box, being snowed in and all (also, we only have one car, and it's leaving at 7am to be gone all day). Hope my existing internets hold out until tomorrow. That's when they said they were shutting down, so I don't know if that means they will be shut down tomorrow or after tomorrow. Let's hope for after, and let's get that internet box tomorrow!
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Robot Will Get Puppy07:19 PM -- Tue April 20, 2010

He will! Just give him some time! Today marked a bunch of RWP milestones: First, the map is now "done", which is to say that I haven't played it all the way through even once, but it contains everything it's intended to. The title screen is also done, without quotation marks:

The Awards button on there does in fact take you to the exciting new feature in the series, a set of 10 awards you can earn. The Continue button is also a new feature, and it does pretty much what you'd expect... or at least it will, that's the biggest thing unimplemented at this point. I have high hopes for it. So that, and a whole lot of touchups and fixes and little elements that don't work yet is what's left!

This is really a one-week game, but I've had so many major distractions that took entire days off of the week that I am far beyond that amount of time. The distractions aren't over yet, as Mia is currently in her last week of radiation treatments. But this is supposed to be the wrap-up week! We shouldn't have to haul the dog around much after this week, we should be getting our car back (working or not - at least he says the current state of it isn't "doing any damage" for what that's worth), and I quit playing WoW.

That last one is entirely untrue. Boy, I hope this new internet thing (which is something also happening this week!) works well. If not, life is bad. Cross all your appendages!

P.S. RWP has 100% more bosses than RWK!
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Craziness Never Ends11:02 AM -- Sat April 17, 2010

First off, congratulations to Redbone on winning the amazing secret yerfbuck of all time. Secondly, man. Life is challenging. Not bad, exactly, but really trying. Here's something very bad and trying: our wireless internet service is shutting down next friday. We live way out in the wilderness, where technology is just something we hear about on our stone tablets. Prior to this out here, we have had dial up access, and then satellite (dial up was better most of the time...). The wireless was great, it was like having real internet only mildly less impressive than real people real internet. With them shutting down (via a hilarious letter that included yelling at the customers who didn't pay on time - not me!), I have spent the last day frantically scrambling to find an alternative. There ain't much out here but goats and tumbleweeds, and I have discovered that aside from DSL, it's extremely hard to find out what kind of internet options are available. There are sites that will check your address and tell you, only all of them said "We don't recognize your address. Try someplace else."

So, after an exhaustive search, I think I found what I need. I'm apparently working through every possible form of data transmission, because I just put in my order for cellular internet. If it has decent speed and reliability (which it kinda sounds like it will, based on reports by customers), it will actually be really cool. It's a USB thing you plug into your computer which receives the signal, and since the signal is cellular, you can just go anywhere you like and still be connected at full speed! I can play WoW while I drive! I can't see anything wrong with doing that. So maybe this will be a good thing. It's only slightly more expensive than the wireless was, from reports it appears to be slightly faster and better ping (fingers crossed for reliability - wireless would give me very common 1-2 second pauses which were annoying), has unlimited bandwidth, and this magic travelability which I'm excited about. So maybe it's all an upgrade. I won't know for another week until the device arrives (hopefully in time before I lose this internet... it'll be cutting it close). I think it will be. That's been the process for the past couple months - things seem really bad, but then it works out quickly and easily and turns out really nice. But oh man, it's exhausting.

Robot Wants Puppy still underway... lost several days of work this week due to another of our ongoing issues - one of our cars is unavailable due to a chronicly unfixable transmission. That turned a 40 minute dentist appointment into 12 hours in town. It never ends! I'm off to go pay the nearly-over-the-limit credit card bill our dog ran up.
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Major Costume Party Update!07:46 AM -- Tue April 13, 2010


Version 92
  • Vampire Costume no longer takes damage in light, new effect instead
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Puppy After 48 Hours08:00 AM -- Mon April 12, 2010


It's been 48 hours! Yesterday, most of what I accomplished after getting the new map started was touchup stuff, and two new (possibly the last?) cat abilities. This is due in part to some bugs that just dragged on for hours. It's hard to find bugs in Flash, both because of the way the code works and the near-total lack of debugging features. It's also due to Barokorcbama gaining 2 levels.

Got some special effects: sparks when the cat is clawing a guy up, a little dust when you land from a jump (inset right - you can barely see it, but it works well animated), and puffs of smoke (inset top) used for a few different things including enemies dying. I was never a fan of the purple blobs in Robot Wants Kitty, so this smoke is much nicer.

For abilities, just one is shown here, and it's called Ceiling Cat. I want to make one more try making it have decent art, but it may just end up looking like it does. I figure it's better to have a fun ability than only include things I can draw decently!

I think the game is about 70% done. All the serious stuff is implemented and seems to work, most of the art is done, and about 10% of the map is done (making the map is pretty easy). What remains? There's only one enemy type, so more of those seem likely; I need to draw the other powerup icons; make one or two more tilesets; make a HUD; finish the map; make the title and victory pages; and I intend to make an achievement/award type of feature, which should be fun. Oh, and maybe a continue feature, since that was the biggest complaint on Kongregate that still remains unfixed. Not too much!
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Puppy Day 2 Lunch01:08 PM -- Sun April 11, 2010


I may have played an hour of WoW. Also, the game now has its own new map instead of trying out stuff via the old map! The first little bit of the map is done, where you obtain the first powerup and use it to move on. As you can see, the game's objective is also present, as is the new OUCH (does not actually cause any ouching at this point). I still want to try a new background though, shouldn't use the same one, right? Time for lunch, and I bet I'd score some good points if I did our massive pile of dishes too. Good thing this isn't an actual LD48.
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Puppy Day 1 End06:37 PM -- Sat April 10, 2010


That's enough for day 1... it's dinner time! This is the first new tileset for the game, and the amazing tailcopter maneuver! I also drew a whole set of access cards and doors for them to open, but didn't do anything with them yet.
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Puppy Day 1B03:16 PM -- Sat April 10, 2010


New aliens! I admit to photoshopping this - the bullets don't actually come out until after the shooting animation is complete (you can see it lodged in his snorkel still!). And there's one other subtle bit of photoshopping in that I pasted another entire picture on top of this. That picture shows you the deadly power of the kitty. It really is a lot more amusing animated than that rather odd looking shot. There's some minor challenge to using the cat well. You are apt to get yourself killed if you aren't careful. After all, someone with a cat clawing at their brain would definitely be running around freaked out, which poses a threat to anyone in their path.
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Puppy Day 101:41 PM -- Sat April 10, 2010


Post-lunch on day 1, what we have now is the original Robot Wants Kitty, except you can't shoot, dash, rocket, or fire missiles anymore. And there's a cat on your head. What you can do (finally after an annoying bug) is throw the cat. It hurtles through the air and lands sitting comfortably, where you can pick it up again. Soon this act will be harmful to enemies. Hopefully in an interesting way, I have an idea.
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HAM48!09:20 AM -- Sat April 10, 2010

Life is still crazier than craziness. I have to say, I don't think there will be a BTD this month. I'd like to do one (in theory, that is - I am not filled with the desire to do the actual making of one... seems like lots of work when my ears are still stuffed full of junk), but there's just too much I need to get done that will actually lead to much-needed money. And to that end, this weekend is officially a HAM48! I'm pretending there's a 48-hour contest this weekend (with no restrictions on starting code...) with the theme "robots and animals". Feel free to join in!

So far I have this dilemma:

How should the kitty sit on the robot's head? As you can see, I have 3 different kitty ideas, and two of them could either sit on the shoulder or the head. What do you think? Kitty #1 looks like a robot himself (no room to give him pupils. Maybe white was the wrong choice? #3 has a different concept). I think I might like #2 best due to the presence of actual personality and stupidness.

In case you hadn't heard, in Robot Wants Puppy (my game hopefully being created this weekend), the kitty you already got sits on your head (or shoulder), and you power it up as you adventure. Kinda makes you wonder how busy episode 3 is going to get.
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Vacated01:01 PM -- Sat April 3, 2010

Just want to let you know, belatedly, that I'm on vacation hanging out with a guest until Wednesday (I'm at home, but busy being sociable, so orders and all that are going fine, I just don't have time to do serious work). I'm also sick enough in the throat-and-vocal region to preclude filming any TV shows right now anyway, so Behind The Dumb and all the other month-starting activities will have to wait until then! See ya'll around!
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Told Ya05:14 PM -- Mon March 22, 2010

Wow. It only gets more overwhelming. Still looking for that moment of relaxation. I have been getting bits of work done though. I've been cycling days: Space Cruise, Daibaka, Robot Wants Puppy. Today none of the above just to actually clean up the house a little. And sleep. More things have piled up all over the place, so it's... really nonstop.


I finally figured out how the bridge "negotiating with aliens" part of Space Cruise would work. And it works as seen above! You get no more details than that at this time.

In Daibaka, I haven't done anything visible, just got the network stuff working right, so it now saves your editor work-in-progress on the server, and when you start the game, it fetches your player profile from there. Some tricky business involved in that whole mess!

In Robot Wants Puppy, I've accomplished precisely zero, because I started out with the goal of updating Robot Wants Kitty to the new version of Flixel. I got that done, but it runs in super slow motion, so I've been doing nothing but trying to figure that out. I really should just move on, because I intend to strip out most of the game anyway for Puppy (it was written pretty badly, as usual! I want fresh badness). But I was hoping to be able to update Kitty a bit, maybe fix the 'rocket into nothingness' bug I hear about occasionally.

So a little bit getting done everywhere, but not a lot, because most of my time is taken up with walking dogs and making sure dogs and cats don't kill each other and going to dogtors, and taking care of sick spouses. There's a lot going on. I feel like I've completely neglected Hamumu, despite actually working on games for it. Not sure what I need to be doing, but some effort and involvement would be nice. It's almost the end of the month, and I have a guest coming to visit then too... how to squeeze in Behind The Dumb and all the other month-starting activities? It boggles the dizzied mind.
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Priorities09:32 AM -- Mon March 15, 2010

I don't think much is going to get done at Hamumu this month. Mia the dog got to come home two days early! The vet said she was very agitated being trapped in the kennel and they thought she'd just manage better at home even though we can't do all the fancy medical stuff they can. She has definitely been doing better, and is definitely needy.

So we've basically realized after two days of this that she doesn't handle being alone well. Hopefully that's an issue with having been abandoned for a week and will get better quickly (she didn't whine when I went off to the bathroom this morning, that's good!), but for now, it's how she is. She's supposed to be kept imprisoned and slow-moving for six weeks which is crazy considering how much she's already trying to race around. So she needs someone with her at all times. Good thing I work at home! To make this work, and still keep her trapped in small space, I have moved my entire office into the retreat where we have her:

(for the uninitiated, the retreat is a little room off of our bedroom. I think we call it that because we heard the realtor call it that. Don't know what else it is, except as you can tell, board game storage. When I say small, the reason this is two separate pictures is that the room is too small to get far enough back to show both the couch and desk in one shot). It's a messy situation, and I need to go interact with her about every 10 minutes to keep her happy. This isn't conducive to work (or playing WoW! Aiyee!!), but that's priorities.

Speaking of priorities, the big success of Robot Wants Kitty has shifted those too. It's awesome to know that I can make money. It's also awesome to know how to make money (well, it depends on how successful other flash games are, but it seems like it works). I will probably be packing my schedule with lots of flash game development and sort of squeeze the 'real' games in between instead of vice versa. Paying for life is definitely the priority. It helps that I love making these little games too! None of the stress and endless cycle of making the big games. But despite the wild speculation on the forums, Daibaka is not vanishing. That's the current project, then mphrmmphmphmph is next still. But I'm putting more emphasis on getting Space Cruise done (was supposed to do that this weekend, but Mia's first weekend home was a big challenge), and then Robot Wants Puppy. I will be doing both of those simultaneous with Daibaka Max.
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Life = Crazy07:58 PM -- Thu March 11, 2010

Where to begin on this great journey...

I was peacefully moving along on Daibaka Max when we discovered that our dog Mia had some kind of problem. She was slow and stiff. We took her into a vet and he said she probably had Lyme disease, and got her going with antibiotics while tests were done. The tests confirmed that she had Lyme, so we were doing the right thing. After about a week of this, though, she wasn't getting better. This past Sunday, she was just so bad, unable to even stand up most of the time, and stumbling and falling over, that we took her to the emergency vet.

They told us that it wasn't Lyme disease. While she presumably does have that based on the blood tests, it's not causing her problems. It was a spinal problem with neurological consequences. If not treated, it would lead to paralysis (and until treated, would be constant pain). Now, most of a week later, she's been living in a box at the animal hospital all alone, and yesterday finally got the surgery she needed to correct that. We don't get to pick her up until Monday (that gives her over a week in a box alone! This is upsetting to me and to her), but we're at least going to visit her soon.

Now I'm not saying dog surgery is expensive, but I spent quite a while thinking about the concept of Daibaka Dog, let me tell you.

So in the midst of this, and constantly worrying both about the dog and about how we were going to stay alive with no money in the world, Robot Wants Kitty was finally released by the sponsor. I say "finally", but they weren't slow about it. It's just that the bidding process was incredibly long before that. So that became the side adventure - I got to work rereleasing Robot on Hamumu, and putting it up on flash sites.

Side side adventure, when looking to put it up on Kongregate, I discovered that someone had stolen it off of the MaxGames website and put it up themselves! Ordinarily, this would be cool, because the idea is to spread the game as far and wide as possible, but on Kongregate, you earn a portion of the ad revenue the game earns, so this guy was flat out robbing me! So there was the battle against him, clicking every contact and report button on Kongregate. I think the winning stroke was when the community here got involved and clicked those things too. Within about 10 minutes of that, the guy was banned and the game was gone! I put up my own copy, and we return to the side adventure:

Because Robot Wants Kitty got popular! For some reason, people like my game! I got really great comments, and kept updating the game to address the myriad of psychotic complaints (so not all great comments), resulting of course in new complaints about the updates. Then I noticed the monthly and weekly contests on Kongregate... which Robot Wants Kitty was on top on! If it's the #1 game at the end of this week, I get big bucks! If it's still #1 at the end of the month (a lot less likely), I get crazy bucks bazoom! I still get some good cash if I'm as low as even 9th place for the month, which I think is a good shot. Between those contests, and the ad revenue, and the sponsorship money in the first place, it doesn't feel so much like being broke anymore. It doesn't cover the expenses, but it sure looks like a great way to make some much-needed money.

In the meantime, I was also on jury duty this week. They just make you call in each night to see if you have to come in the following day. My previous bouts of jury duty were just a week of calls like that, and then I was free. This time, of course, that only lasted a couple of days and then I was in fact called in. So I spent today doing civic duty, which was interesting. I got put on a case, but wriggled out of it with the old "I'm self-employed, so nobody is going to pay for me to miss work" bit. I've always been afraid of the idea of jury duty, but actually being in the courtroom got me really interested. If the judge hadn't said it was going to take until the end of March to finish the case, I would've stuck around.

Yeah, so all that happened. The crazy fun success of Robokitty has me completely revved up to do Robot Wants Puppy (and who knows what else Robot Wants?), and get Space Cruise out there too. I always thought this flash biz was not a good direction, but I'm sure seeing the merits now!

PS - go give me 5 stars on Kongregate! I need to keep my rating up!
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Daily? Sketch #18: More Thorns05:08 PM -- Fri March 5, 2010


Just another Thorny Ruins scene. I thought to give the ruins something more to them, there could be the skeletons of giant beasts, leaving us to wonder if the city was destroyed by these creatures or what. Nobody knows! I don't actually know if we'll add the skeletons in the end, but it's what I drew while watching Lost last week.
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Behind The Dumb Episode 1006:27 PM -- Thu March 4, 2010


Show Notes (Watch it first!)

- To prepare for this role of a lifetime, I studied under the greats. I watched David Cross's impression of James Lipton on Youtube (seeing the original himself would just be too raw, too fresh).

- The second letter to be read has a really ugly block of grey on it that doesn't integrate well... that was an unfortunate necessity to cover up some private information in the letter. I wish I had thought about it earlier in the process and just done it with tape in reality instead of having to blot it out in editing.

- The weird blorping of the tiles in Daibaka is an artifact of the video recording, not how the game works. The tiles are quite stationary in the actual game.

- As always, I am distressed by my camera glitching out on occasion. Maybe I need to make Daibaka Camera to earn money for a new camera (with a microphone input so I don't have to rely on the bad on-camera mic too!).

- Speaking of that glitching, check out the end when I say thank you for joining us. There's a very weird and specific glitch (may not be visible at Youtube resolution...) where just my eyes suddenly flip out. It's weird.
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Daily? Sketch #17: Robot Arm Thingy07:26 PM -- Tue March 2, 2010


This has nothing to do with concept art at all, and is obviously futuristic, not fantastical. It's just a random roboticization. I do that when I don't have a planned object to draw. I make a triangle (the middle one of the bottom thing - actually a quadrilateral, but usually I do a triangle), then start expanding out on it without any plan. I think that might be the next Daily? Sketch that you can vaguely see through the paper here.
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Weekend Code Warrior07:38 PM -- Sun February 28, 2010

As advertised, I spent the weekend working on Space Cruise! Well, I spent saturday dealing with a dog that was sick-as-a, and generally moping about, but then today I worked on it! Not hard, because hey, it's the weekend. But it's getting there now. I would share a screenshot, but it looks about the same as before with a couple tiny tidbits different.

The engineering section is completely done now, sounds and all (which is quite a feat for me, since I usually blow that off for a long time), and sickbay is about half done. It's fun because now you can use the mending laser to zap broken bones into health. Eventually you will also need to, and be able to, space-band-aid the injuries once you fix them. Maybe next weekend I can finish it? I dunno! It's a fun little side project.
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Daily! Sketch #16: Buzzkill10:38 AM -- Fri February 26, 2010


This is another scavenger that lurks within the Thorny Ruin. It's called a Buzzkill for obvious reasons. The only real thing of note here is that I drew the bottom one first, and then sometimes a good trick for working out how something should look is to just make as many opposite choices as you can. So I drew the one above it next, trying to do everything the opposite way stylistically (I can't avoid sticking one big feather out of the top of any bird's head, though). Okay, it's not all that opposite, but you can find the points where I tried new things. Then ideally, you'd make a 3rd sketch combining the elements you like from each. I didn't exactly do that, but I did make a horrible attempt at drawing one in-flight (which is probably how you would mostly see them). That didn't go so well. Some things I just have a real hard time with.
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Answers To Daibaka Model Questions10:27 AM -- Tue February 23, 2010

Those weren't 3 different ideas, they're ways the game addresses three different reasons people might give money. They're all part of the game. The purpose of the game is to obtain the money needed to buy 3DS Max, which does indeed cost that much. Once I've got it, I can pay a mere $500/year to keep it updated (my problem is that I didn't do that - I have a 7 year old version that just doesn't work anymore, and is way outside the realm of 'upgrade pricing' now).

It's not intended to be a 'good deal' to pay $30 to create something (although it's way cheaper than the same reward in any of the other few instances where you can do so! Normally such things are either rare contest prizes or cost hundreds of dollars). This is a donation, not a payment for an item. I wouldn't expect anybody to do anything beyond the $10 level (since that level is just plain buying a game). Anything more is a true donation to support Hamumu development. I will also set it up to accept below $10, which would also just be a pure donation, since there's no reward. I do want to include a donors list in the game though, so a little recognition can be your reward.

Also, I'll have to make it not accept Yerfbucks, because of course getting those doesn't get me any closer to my goal, as Autodesk doesn't accept Yerfbucks. It's the same problem as offering T-shirt rewards. I actually need the total amount of money, not the symbolic equivalent.

A lot of peoples' responses seemed to be things like "I don't think I'd pay much more than $10", and I want you to know that that's more than fine. Just because there's a $30 level in there (again, not a real number, just off the top of my head) or a $500 level, or Redbone's $3500 level which sounds very nice, doesn't mean I expect people to give me that or am asking you to. It's just an opportunity to support if you want to. If you paid $1 more than $10, you're just plain giving me money and supporting the cause of Dumb games! That's fantastic. Anything beyond $10 is extremely supportive of you. Even $10 is supportive, though you may just be doing that for your own selfish reasons. But I'll take it either way!

You have to understand, there are people who donate money to me (by buying multiple copies of games they already own) right now on occasion. Some people just like to have an opportunity to support a company they like. I'm like you - I have to hang on to every penny and I only spend money on things I can afford and need. But some people will purchase the fancy expensive levels because they have the money, and they want to support what I do! I definitely want to give people the option just in case they'll take it. It would be the wrong kind of dumb to not offer it.
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The Daibaka Model06:53 PM -- Mon February 22, 2010

Still hacking away at the level editor in Daibaka (maybe someday I'll be able to make a level! That would be a treat). So lemme tell you the key to how the whole game works, because it's pretty unique.

Daibaka is unabashedly an embodiment of me begging for money. It's basically telling you "If you like classic Hamumu games with their 3D-rendered guys, then give me a pile of money so I can keep making them!" It is a game that asks for donations. Now how does it do that? Well, I came up with three reasons why somebody would give me money, and I wanted to hit all 3 of those cases with the game:

1. Extraneous: You're just being nice (or you really want me to be able to make these games for you)

2. Selfish: You want to get something for yourself (you wish to exchange money for goods, rather traditional of you)

3. Altruistic: You want to help out other people (me included)

So, for reason #1, I don't have to do anything. You can just go ahead and hand me money right now. I'm waiting. Go ahead. Dum di dum...

For reason #2, I have a very simple concept: if you donate $10 or more, you get access to the level editor in the game, and the ability to play levels by other people. In this way, it's exactly like Costume Party (but this has no expansions). So you are paying for a game, simple as that.

Reason #3 is the interesting one. The game will only have 1 built-in level available at launch (the built-in levels are free to play for anyone). The remaining 349 levels will have a tag over them - the second level is "$10!", then "$20!", and so on, up to "$3490!" (I should probably add an extra level, since I actually need $3500, but I have them neatly arranged in sets of 5!). Everytime the total sum of donations reaches that amount, that level unlocks! So you are in essence buying the game for everybody. If you donate $5, and your friend donates $5, both of you (and everyone else on Earth) can now play one more level. If you find 20 strangers that all are willing to hand over a mere dollar, you all get 2 more levels!

Also, every set of 5 levels, in various ways you will discover, gives you an opportunity to obtain one each of the weapons, devices, and superbombs. So there's that to look forward to in the levels being added. The levels are a set of 4 regular levels in which your goal is to collect Evidence, and then the lair of the Villain you just collected Evidence to find. You don't have to play levels in order, but you do have to beat all 4 of a Villain's sub-levels before you can take him on.

Of course, the levels can't actually unlock until I make them (and their associated villains, weapons, etc), so I will try to keep up (fingers are crossed that keeping up will be very difficult!). It would be unfair for people to pay up and then not be able to get anything for it in a reasonable time.

And then there's one more thing that makes it all the more exciting... I haven't worked out exact amounts here, so you can't hold me to this, but I am picturing that if you donate $30 or more, you get to invent a weapon, device, superbomb, or one of the villains themselves. How you invent that is up to you - if you want to provide the artwork, I'll stick it in (within reason), and of course you get to come up with how it works and what it's called and all that stuff (again, within reason! And limited by how capable I am at implementing your idea - we can discuss the possibilities beforehand). You could also donate more to be able to invent more, maybe every $10 beyond that lets you add one more design to the pile, but I will probably limit you to one of each thing - I don't want one person to design the whole game. Unless that person is me, of course.

And before somebody says this, because somebody will, this isn't me rubbing my hands together and cackling that I've got people paying me to make my game/whitewash my fence. I'm the one who has to do the work. Implementing the code and drawing all the needed frames and elements is hard work. Coming up with ideas is absolutely fun, and I would not have any problem throwing down 70 ideas for each thing myself. I look forward to it, and I'm always bubbling over with ideas (bubble gun! BAM, there I go!). If you think coming up with the ideas isn't fun, well, you can still donate $30+, you aren't required to invent anything when you do!

I thought ideas like giving a t-shirt with a certain donation level would be cool, but then I realized that defeated the purpose of the entire exercise. If I have to spend $10 sending you a T-shirt, now I need $10 more to buy 3DS Max! So while I want to come up with more interesting donation awards, I have to come up with ones that don't cost me money. Or I have to subtract what they cost from their effective value, and that's just tacky. I wonder if I could offer some kind of Behind The Dumb appearance or something...
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Space Cruise: The First Generation05:38 PM -- Sun February 21, 2010


So I am giving up for this weekend... I bit off a pretty big concept (well, four really small concepts, but even one reasonably big concept is easier than a bunch of different games), and it ain't getting done in a weekend. I need to get back to priority projects, but I'm gonna try to come back to it next weekend and any weekend until it's done. It really should be easily doable in two weekends, but I wouldn't count on me to put in the time to pull that off. I need a break sometime!

So the game is this: it's an arcade game and your goal is to bravely travel where no person has previously been (translated: get a high score measured mostly in distance traveled). There are 4 stations on the spaceship - the bridge, sickbay, engineering, and tactical. Each station should be pretty easy to do, just simple reflex arcade stuff, but the fact that new troubles keep stacking up and you have to jump back and forth and try to handle them all at once will eventually overwhelm you. The controls are (as in the Mini-LD rules) keys 1-4 do something, depending on which station you're at, and keys 7-0 jump you to the different stations.

Sickbay is about half done, engineering about a quarter done, the bridge is just a background picture (see yesterday!), and tactical is untouched. I don't know if this will be a fun game (I kind of worry about the "it just gets harder until you lose" kind of thing - that can be fun, or it can just be frustrating), but it's definitely unlike any game I've played, and I want to get it done and see what it's like. Plus I think the sickbay at least will be fun.
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Now you know THAT's exciting...09:05 PM -- Sat February 20, 2010


Working on my game for this weekend's Mini-LD contest.
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The Levels, They Are A-Changin'05:09 PM -- Fri February 19, 2010


Yes, this game shall have an editor! It's actually quite a bit like Costume Party in most ways, with the exception of playing totally differently. So think of how that works regarding creating levels and playing user-made levels and such, and that's about the Daibaka way (difference being this game includes vast amounts of Hamumu-made levels, it's not entirely about user levels). I think level editors greatly enhance the appeal, longevity, and interestingness (in terms of having something to talk about) of a game, so I definitely try to include them when it makes sense and isn't crazy work.

One nice thing in this game is autotiling. I created what you see in the shot by just scribbling, and the only tool that exists right now is blank space, so it automatically carved all those corners and everything as a result. None of that tedious work finding just the corner piece you need. Incidentally, I made the tileset today too - let me tell you, it takes a lot of tiles to cover every combination. 47, I believe, unless I forgot some.

This weekend is a Mini-LD contest. I think I will give it a try, so I may have a mini-er game to show you after the weekend!
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Daibaka Development06:47 PM -- Wed February 17, 2010


Look, there's a menu now! This is the equip menu, which as you can see contains precisely one weapon. The 402 in the weapon description is actually drawn from the weapon's stats, and changes as it levels up (maxes out at 2400). It is hoped that there will come a day when it instead contains 70 weapons, 70 devices, and 70 kabooms (not soon - this game won't be, and doesn't need to be as you will find out, complete at launch). Kaboom was the best (well, now I'm questioning that seeing it written here...) suggestion for a 6-letter word that would mean superbomb. I'm wondering if it should be X-Bomb instead. The other tricky bit about them (that Kaboom doesn't support) is that many of them won't be bombs. They'll be time stoppers, cloaking devices, super-repair droids, EMP pulses, maybe other weird stuff. Anything you'd have as an emergency trick you can pull out only once or twice rather than firing constantly.

Anyway, this page will contain notably more information than it currently does at some point. Like it'd be nice if it told you what level you were about to play, and your current level and XP and whatever. Maybe a picture of Quasar (that's the guy who builds and repairs Sol's spaceships and weapons) would be appropriate. Maybe Q-Bombs should be the superbombs, since Quasar makes them.

But anyway, I'm so glad to be past painful bugs and feeling like this thing is moving along and making sense now. It's going pretty fast at this point, even if there's still no gameplay per se. Do you really need gameplay when you have a menu with so many potential items in it?
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What are you DOING here?!04:05 PM -- Mon February 15, 2010

Take the poll!

I made a poll to get some handy info. Please put in your info. It would be very handy to know such things. Thanks!

Man, I've had another sketch sitting around for like a week and I'm just too lazy to take the picture and upload it. For that matter, I ought to sketch more sketches since, you know, "daily". Today's an interesting day, not so much a productive one, but some stuff has happened. Haven't touched Daibaka though, that's tomorrow's job. Speaking of jobs, I need to come up with a new web feature to add this month, don't I? Hrmmm...
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Yar, Boarded By Bugs05:03 PM -- Fri February 12, 2010


In this picture, you can see who is the first crook Sol Hunt will face. Remember him? Also, you can see several new things. For one, Sol is holding her superbomb in the non-gun hand (in this case, it's apparently a giant bowling ball. I just made a random shape to test it, but really, that could easily be one of the bombs. Not sure what it would do!). For another, on her back is a Device. Devices are a passive bonus of some kind, whether it's extra armor, radar tracking, boost to your weapons, or something far more interesting like a radioactive pulse that hurts all enemies a little bit every second. And the last new and interesting thing is that the gun arm, flame, shells and bullets are all now antialiased. They look way better! That was a nice feature in the new version of Flixel I am now using, but I'll probably end up having to turn it off as the game fills up with monsters and bullets everywhere. It slows things down.

So yeah, that new Flixel version. They just released a major update for it yesterday, and I decided to switch to it when I read about the things it offered (mainly faster collision checking - I knew I would have tons of bullets in this game, and that could prove very important). It's way better than the old version! For one, it's a lot faster. I no longer experience slowdown in debug mode with all my bullets and shells flying. It's also got a lot of great features and it makes a lot more sense to me too. I really like coding with it. On the downside, I'm having some serious problems. For one, I had to take that screenshot with Daibaka facing right, because the backpack and bomb both refuse to flip when you face left. I have no idea why, and I can't find anything that makes them different from the other parts which do flip. The other major problem is that I can't for the life of me get Daibaka to collide with walls anymore. The bullets have no problem hitting walls, but she just zips right through them.

These are really frustrating issues because I have the complete source to Flixel, I can dig right in there and I do. I put trace() statements to see what's going on, I check everything, and it all seems to be working just fine... it just doesn't! Total mysteries.

I'm not blaming the fact that the game will not even be hardly started on February 14th on these issues, though. It is nowhere near far enough long to get finished either way, and I accept that. I have been slow on it. But I am having fun, I am enjoying the game concept, and I feel like I'm learning a ton about making flash games.
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To Ease Many Minds03:15 PM -- Tue February 9, 2010

(And stop the constant questioning!) The new Claim Yerfbucks page has absolutely no purpose. I made it for potential future use - so I can give Yerfbucks to people without regard for what their Dumb Account is or whether they even have one. The primary purpose would be so that paper certificates could exist like "Sign up for Hamumu, enter this code, and you'll get 50 bonus Yerfbucks!" That sort of thing. Maybe you'd be able to buy gift certificates for people that they could cash in on that page.

So do not give it a second thought. As an existing Hamumian, it has no effect on your life whatsoever. If someday you were to get a claim code for some reason, it wouldn't be any different than if I just gave you that many Yerfbucks directly, only it's more work for you. The exciting thing would be whatever it was that caused you to get those Yerfbucks, not the presence of a page where you can claim them.
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The Real First Gun02:43 PM -- Tue February 9, 2010

It was fun messing with the uberflamethrower, but here's the actual gun you start the game with. It's currently called the Autocannon, but I can probably do better than that. It is much faster than this picture makes it seem - the bullets just fly really fast, which is why they are so far apart. To be precise, it fires 2400 rounds per minute.

I just had to try making it spew casings, and they work pretty well. That's actually only half as many bullet casings as it should be. It used to be the proper number (and had double-muzzle-flash to go with it), but that was just a ridiculous waste of resources. I'm totally going to cause massive browser slowdown with the things I want to do in this game. Probably not the best plan to jam as much firepower as possible into a flash game, but I enjoy it and I will keep going until I discover it's too slow. I will probably have to reduce this monster's rate of fire to start with.

I guess maybe some idea of how the game actually works would be good. You'll learn more as time goes by (Ha, the 14th... notice there was a "Yeah, right" voice in BTD! I'm trying, but I'm not holding my breath). For now, let me tell you that it's a series of smallish levels. Before you go in, you pick which Weapon, Device, and Bomb you will equip. You will gain more to choose from as you beat the bosses. The levels are in sets of 5 - if you collect all the evidence in 4 of those levels (aka beat them - collecting all the evidence is how you finish the level), the 5th level becomes available, and of course the boss is lurking within. Or to be more precise, the crook is lurking within, for you to apprehend and collect your bounty!

And fair warning on actual progress: ALL the game consists of right now is that random garbage level (made of Robot Kitty tiles, yes! That's temporary) in which you can float around blasting away at the walls. I'm making progress, but half the time I feel like I'm developing an entire new paradigm of game development to work around how Flixel does things and how Flash itself does things (still, Flixel is giving me lots of free features I don't want to throw away). At least it's all a lot of really good learning even if it's slow.

And besides, I'm working really hard on the Fool For Love achievement in WoW. You don't want me to miss my chance, right?
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Just thought it was kinda cool08:28 PM -- Mon February 8, 2010


I drew an explosion animation and wanted to test it out, so for a real quick first pass, I just replaced the bullets I had with explosions (would've taken a lot longer to actually implement a legitimate cause for explosions than to just insert them in place of the bullet launching code). Voila, it's an uber-flamethrower! Of course, they whip along so fast, I actually can't tell if they work as explosions at all, so I will have to implement them the right way. But this is fun to swing around for the moment.
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Daibaka Design11:59 AM -- Fri February 5, 2010


(image is pixel-doubled, it's really half this size) When I first decided I wanted to create a suit of battle armor for Sol Hunt to fly around in (inspiration: Bangai-O... try it, it's fun! Oh that's right, the Dreamcast is DEAD), I had a specific image in my head. It was going to have a big orange cockpit in the middle, all surrounded by the usual metally bits that mechs are made of. But getting that image down on pixels turned out very tricky! This sheet is an unedited copy of how I got there.

The stuff in the lower right were my first attempts... just sort of fiddling around in a 16x16 space trying to put together a basic shape (which works great on living creatures, I don't know why this was so tough!). That didn't go well. Another attempt, and a random grey blob that might be a duck, is to the left of the large middle robot.

Then I tried creating it as vector art. The big one in the middle is a greatly shrunken down version of that. Again, I was just doing basic shapes, not a detailed final. I liked what I had in general, so I shrunk it way down, which is what you see on the left (top one). Then I pixeled over the shrunken one to make it as defined as it needs to be when it's so small (that's the lower left).

This pleased me! It's not 'cool', it's a wacky eggbot, which is exactly what I want (and not easy to do in such a small space!). So the upper row is it being colored into the final Sol Hunt colors (she always uses yellow and orange, that's her thing). I wasn't sure about the arms being orange, so I tried the white arms on the left too. Orange is better. The third of those is subtly different - it's her standing on the ground. I don't know if I'll even use that. It's a 'fly around with a jetpack' game, so you don't ever need to land, it'd just be a pointless visual effect for when you happen to have ground directly under you.

In-game, the left arm is a separate object which rotates to face the mouse cursor rather than having discrete angles. She fires with the left arm, the right arm is just there because you can't make a one-armed robot. Maybe it can be involved somehow in the 'using a superbomb' animation. If I make an animation for that. The fun thing I just implemented is that her gun arm is different depending on which weapon is equipped. There are many weapons. Well, there's one. But there will be many.
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Daily Sketch #15: Mongrel03:08 PM -- Thu February 4, 2010


I think this is a REALLY bad drawing. I couldn't come up with how to give his body the proportions I wanted... I like his head, and that's it. Anyway, these are big monster dogs, a lot like the Ice Hounds in LL2 (and those have the body structure I wanted to make here!), but instead of being icy, they are rather fiery, as the inset with text explains. They're not dogs made of fire, just sort of demonic. They're scavengers that prowl the Thorny Ruin, and don't like being disturbed.
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Behind The Dumb Episode 9 is here!12:41 PM -- Thu February 4, 2010


Episode 9 of Behind The Dumb will get you up to speed on all the decades between the last episode and now. Sorry, Loonyland Tactics, we will miss you and your cute rideable bunnies! Stay tuned to the journal for information on Daibaka MAX over the next couple weeks.
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Daily Sketch #14: Thorny Ruin12:04 PM -- Tue February 2, 2010


More concept art. As you can imagine, this is the place where the vine monsters live. It was once a thriving civilization, then it declined and collapsed... we don't know whether it was destroyed by the vines, or if they creeped into the place once all the landscapers were gone. That doesn't matter to us now, hundreds of years later. It's just a place for us to have whatever sort of adventures the game you don't know about will contain!

The huge vines all over the place don't move, they're just plain old vines, but for some reason those much smaller vine monsters in the earlier sketch crawl around and attack.
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Illegal Pizza!06:02 PM -- Mon February 1, 2010

Are you ready to ROCK!? If you are so prepared, then might I recommend you join in the jam with Illegal Pizza, the "official" "band" of Hamumu. Read the thread to see. I really don't have much hope that it will be able to reach an actual song by this random combination method, but it's a fun thing to mess around with! I figured why not give it a go and see what happens? It could be the most fun thing to ever occur in this universe. Well, second-most fun, after creating the music video for the song that gets made and airing it in Behind The Dumb.

It's the first of the month, so bleh to having to do all the monthly setup stuff (which is why I wrote up that Illegal Pizza idea, to procrastinate). I got a Loonyland 2 add-on world up, and a bunch of new Fan Art. There's also a new T-Shirt of the Month:

The Yerfball Jersey

And yes, I "am" working on a Behind The Dumb to release this week. Quotes are because I still haven't started yet. But the deadline is the 3rd, like all my month-start events, and I did write down a list of what I want to have in it, so that's like at least half done! Isn't it? Anyway, I will keep everything interesting a secret until that comes out, so it can break the news.
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Daily Sketch #13: Crocatoan05:32 PM -- Thu January 28, 2010


This is called a Crocatoan. It's a tribe of crocodile people who live, of course, in a swamp. I don't know that they would particularly wear stretch pants as portrayed here, but I tend to just whip out drawings without a lot of thinking. The artist can give better details when the time comes, right?
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Daily Sketch #12: Vines05:11 PM -- Wed January 27, 2010


More concept art for a game to come in the future. These are vine monsters, in case that wasn't obvious. A lot of different general ideas, just toying with the concept.
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Daily Sketch #11: Grabbing At Straws05:41 PM -- Tue January 26, 2010


This is actually concept art for a future Hamumu game. I plan to do a whole series of concepts for this game, so feel free to make all the speculations you like! It's obviously a gauntlet, but whether you think it's futuristic or magical is pretty much up in the air (it's magical though - gems=magic). This is a lame drawing, but I was just toying with the idea.
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I am getting a vision...05:36 PM -- Tue January 26, 2010

Have you ever wondered what the future has in store for you? Have you ever not wondered what the future has in store, but wanted to see some words appear on a computer screen? Well now you can have BOTH! Come visit the Daily Dumboscopes where for just one measly Yerfbuck, you can see your fortune for the day. You can only do it once a day because obviously more than that would be meaningless - it's 100% accurate, you don't need to hear the same absolutely true prediction twice! If you forget what is going to happen, you can look on your own Dumb Page to see.

And it's absolutely guaranteed not to temporarily turn you into an adult.
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Daily!? Sketch #10: Lanky Lizard08:40 PM -- Mon January 25, 2010

This is some sort of creepy lizard creature clutching onto a rock with its spindly legs. It's very out of focus and looks horrible. I wonder if I'll ever have a scanner? The camera is not such a great tool for obtaining sketches.
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This is a great day for you to focus on arguing with umbrellas.05:38 PM -- Mon January 25, 2010

The title is a clue to something coming soon. But not a clue you'll figure out, so don't bother trying.

Last week I was snowed in! First I was rained in, because we live on a dirt road and when it pours rain for multiple days, the road becomes so slippery that you can't safely traverse it in a car. More of concern is that if you do get away, you can't come back home because the road is pretty steep, and it can be too slippery to get the car up! But then the rain gave way to snow, and I was snowed in (in the sense that it was snowing, so I didn't want to go anywhere). I also had a cold.

On the more positive side, Robot Wants Kitty is officially done now, right down to including music at last, crafted by DrPetter, who is also indirectly the source of the sound effects, since he made SFXR, the indispensable sound effect tool that nobody should be without. The gameplay is also easier now and many other fixes and tweaks and improvements. I got feedback on it from Flash developers and that just gave me a big pile of very simple tweaks that could make it better.

I also know I have to do a Behind The Dumb, but I'm the procrastimaster. I don't wanna. But I will. At the last second.
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That Is One Needy Robot05:21 PM -- Mon January 18, 2010

Robot Wants Kitty has been updated! Nothing mind-boggling, as the gameplay is almost unchanged (can you spot the difference? I changed it entirely because the original description was too long to fit in the instructions!). But there's a parallax background, a menu screen, instructions, and pop-up help when you get each power-up.

I'm embarking on a little adventure with the Robot Kitty - gonna take it out into the big flash world and see if I can get a 'sponsor' as they call them, and get a little money for it, which is why I thought it needed a menu (on here, having instructions on the web page was fine, but on some other site, that probably won't be an option). I'll let you know how it goes as I cross my fingers cautiously. I also have something related to that in the works that I'll tell you about another time when I have something to show for it!
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By Request03:41 PM -- Fri January 15, 2010


This is the Lego vise I totally built to hold the special spot on my monitor that makes its frizzling stop. At random times (more and more often), the screen sizzles up and down, stretching out and becoming very annoying and flickery. I can smack it like the Fonz, but that's becoming less and less effective every time, and it's reached a point where I basically have to batter it for a minute straight from various directions before it will stop. But then one day, I discovered a pressure point on the side of it, where if I just apply light pressure, it's instantly perfect. However, it only stays perfect as long as I hold it. Thus, the vise was born. That saved me $200 worth of new monitor. The vise isn't perfect, but it's working pretty well most of the time. Much better than my apelike frenzied pummeling I had to do previously.

The tape doesn't hold the Legos together, it's just a pad to help it apply the needed pressure.
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On Air02:20 PM -- Wed January 13, 2010

Just in case you thought this wasn't a professional operation:


(And just in case you thought this was a professional operation, the pop filter is too side-heavy for the mic stand, so that's why it's resting on that photo album)

This was the rest of that Christmas money spending I mentioned yesterday. It must be professional because it says "Technical|Pro" on it! Actually, it's a cheapo "get started in podcasting" kit, plus what must be a fairly professional pop filter (how fancy could one of those really get?). Hopefully it will result in nice sounding vocals in my games and Behind The Dumb. I'm gonna try in this next Behind The Dumb to do it purely like that - images, video, screenshots, all with narration through there. I'll be Ken Burns (again). I don't think I'm a big fan of being in front of a camera. If I can't cut that out entirely, at least I can do less of it. The audio on the camera's built in microphone is not so good, and it has no external mic port for some insane reason. It's fun to have a mixing board.

Also, cereal:

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I Met An Alien Last Night06:27 PM -- Tue January 12, 2010

On Christmas, with Christmas money, I ordered Ratchet & Clank: Tools Of Destruction. Everybody knows, I gotta rock the Ratchet any chance I get. It's been so many years since the last one! I replaed all of the previous ones at least twice and it probably wouldn't have been long until I went for another round, but luckily I have been saved by this new one (of course, there's another newer one, but that's still new, I can't afford that).

It finally arrived this weekend, which is crazy slow, by the way. I played on Sunday for a while, and then the weirdest thing happened. On Monday morning (morning would've sounded lame in the title), an alien creature that looked like my wife said "Why don't you play Ratchet, so I can watch Law & Order?" Now, ignoring the logistics of how one enables the other (trust me, it does in this house), this whole experience was incredibly odd and unlike any other in my life. I was in the middle of writing a work email, and told her I would play when I finished. It was some pretty involved serious work I was doing, but how can I turn down a demand like that?

And so that is how I spent 12 hours yesterday finishing Ratchet & Clank 5. I've never binged that hard on a game before, I was just really trying to tear it apart and be done so it could stop haunting me. Unfortunately, having reached the end doesn't mean I'm done. With any Ratchet & Clank, there's Challenge Mode to play! So I'm partway through that now, but the great thing is that once it's done, I'm really done. Don't have to play anymore. It's not like WoW that will never end. Let me tell you, Ratchet games rule.

And they are chock full of design ideas to steal. I just hope all the little things I thought about as I went along don't fall out of my head because these guys know how to design addictive fun. One thing is for sure: an upcoming Hamumu game will feature (as Happyponygate was planned to) tons of destructible objects that spew out riches. That's always the kicker with Ratchet. It never gets old! If you have played Ratchet games (and Spyro games before they got bad), you can see large portions of them that were stolen to make every Hamumu game. I don't remember the specific inspiration for the Madcap Modes that are in a couple Hamumu games, but if it came from somewhere else, it was still heavily informed by the bliss of Ratchet's Challenge Mode. And it will return in future games because I loves it!
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Sigh... T'map!05:11 PM -- Thu January 7, 2010

After extensive endless streams of begging and demands that went on for years and years, I finally gave in and added a Site Map to the site. Or I think I did. I don't really know what they're like and I'm too lazy to find a site that has one and look at how they are done. Nonetheless, this map shows you what lurks behind the big juicy candy buttons atop the screen, so if you ever wondered and didn't have the energy to click on them, I hope you have the energy to click on the words "Site Map" at the bottom of any page.

I'm also "done" with the index page for the site, so many months in coming. Don't look for it, the temporary dud one is still there for now. But after a little more examining and simmering in its own juices, it will be going up. Probably tomorrow. The most exciting thing about it is the adventuresome depiction of an imaginary box for Supreme With Cheese:


(Semi-imaginary - that actually IS the artwork from the original DVD case version of Supreme. You may have one at home if you are a long-time fan!)
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Cupcakes And 3 Days05:21 PM -- Wed January 6, 2010

Let me just throw down that this is really cool, and I guessed like 95% of them right due to my general awesomebility.

This year, all 6 days of it, has gone swimmingly. I plowed through my "first 3 work days=newsletter and putting things up" business, even got to take a reading break when the newsletter went out. That means tomorrow, gasp of all gasps, I have to get to actual work! I'll mostly still be doing site work, because I have to finally put up the front page which has been sitting 90% done for all of December. It's time this site got done (except in the sense of totally working, because there are still a fair number of issues I should be hacking at every so often). So once I have that up... do I have to actually program game code in some way? Do I even know how to do that? Do I know what I am working on? Do I even work here? Who's that guy? HEY, GET OFF MY COMPUTER!
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Robot Still Wants Kitty!05:44 PM -- Tue January 5, 2010

I'm just about done with the updated Robot Wants Kitty. No links at this juncture, it's in a secret little chatroom beta. If you were cool and in the in-crowd, you'd be playing it as I type this! It's got some new tiles, a new monster, a greatly enhanced boss beast, a new powerup, a new area to get that powerup in, lots of little tweaks and balances, timekeeping, a record time list, and chat announcements every time somebody wins it. Tomorrow it will also have trophies for winners, a legitimate page on the site, and hopefully some more fixes due to the chatroom complaints.

So look forward to the exciting new kitty-collecting challenge tomorrow!
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Dumb New Year!05:21 PM -- Mon January 4, 2010

Here we are at last in a new year, and today is the first official workday of it (I got the 1st off as part of a remarkably long winter break). I did a lot, I think, and stuff is moving ahead. Here's how the new year is going to work:

- Each month begins with the first 3 workdays being spent on monthly business. That's putting up Action Photos, Fan Art, Add-ons, the T-Shirt Of The Month, and of course the Monthly Newsletter to tell you about all that stuff. Besides that, I intend to add one interesting new website feature each month (not this month - I need to spend the previous month making this interesting new feature!), and release a new Behind The Dumb (maybe or maybe not this month, we'll see. Again, I'm supposed to spend the previous month making it). It makes for a busy first three days!

- I plan to release two games (of notable size... plus however many Ludum Dare type games) this year. That's the plan, anyway. Exactly which two games those are is quite hazy, ask again later.

- I plan to work very hard during the week and take the weekends completely off except for answering emails!

- All that stuff I listed for the beginning of each month - There's officially a goal to successfully get those out every month. It's also a goal to Journal daily (or at least to sit down at an official journal time and decide I have nothing to say, which should certainly encourage more entries anyway), draw something on paper daily, and read 10,000 pages worth of books, because I don't think I've touched a book in a year or more. I've started with Carl Sagan's The Demon-Haunted World which I got for Christmas. I also have some exercise goals.

And one other thing, not so much for the coming year as the coming days: I'm working on a Robot Wants Kitty update that I plan to release with the newsletter in 2 days (and at that time give it an official page on the site instead of having it all hidden away). In theory it will expand the adventure a bit (not too much - part of the fun is that you can finish it in a short time) with one new ability, a new enemy, maybe a new boss, and a little bit of new terrain to get that new ability. And some alternate routes perhaps, to increase the speedrunning intrigue. It also fixes quite a few issues and improves balance, adds time-keeping (with a penalty for dying), and hopefully will integrate with the site to share your top time on your Dumb Page and offer a trophy for getting the kitty.
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Downtime Warning!06:58 AM -- Wed December 30, 2009

Hello all. It seems we are ending the year with a bang, and hopefully not a bad one, as the server undergoes an OS upgrade tomorrow (December 31st) at 9AM PST. That's 12PM EST, and whatever it is wherever else. This procedure should only take 1-2 hours of downtime, but the reason I chose to have it right in the middle of the day rather than an off-time is that it could also really badly break a lot of things. I want to be available and ready to fix them all (or tell the smart people to fix them). This is a really major procedure that is very scary, so let's hope the site survives it! No, it's not adding anything new or interesting that you will notice. It'd be nice if it sped the site up a bit or something, but I wouldn't expect that either. It's just a necessary thing to keep up with the times. And then it's a new year full of new surprises and an actual newsletter every month and actual games being released and actual t-shirts.

Hamumu.com will be down for up to 2 hours at 9AM PST on December 31st for an upgrade!
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Dude, Seriously09:37 AM -- Sun December 20, 2009

I know, it's been very very quiet 'round here. Go play Robot Wants Kitty for a quick holiday distraction. That was my entry for the Ludum Dare 16 contest (theme: Exploration). I think it's fun! I'll be spicing it up with a few little improvements and a website integration (get a trophy for getting the kitty) before the new year rolls around.

But that's what I'm trying to say: it's the holidays and nothing is happening around here except slacking and tons of non-business things that keep me very busy, so don't expect anything much going on for the next week or two!

In fact, dude, I will be at a dude ranch for the next few days. Seriously. I don't know how that will be, but dude.
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T-Shirt Time!11:57 AM -- Fri December 4, 2009


It's priced as low as Cafepress will let you price stuff ($18.99 for this color), so I ain't making no money bucks. I'm just hoping some people will enjoy dressing up as Bouapha. It has no words, no ads, no accoutrements, just a straight-up Bouapha shirt, as accurate as you can be with the color options at Cafepress. If you wear this, pumpkins will fear, and people will wonder what your problem is. There are several other interesting shirts, clocks, and more up there too, if you haven't seen those.

I was thinking about this design way back, I believe I even had a journal up about it somewhere back there, but I just decided to, as Wil Wheaton says, Get Excited And Make Stuff. I'm thinking of doing a T-shirt a month, so get your Bouapha Pumpkin shirt now, because it may disappear on January 1st (not the actual shirt, just the ability to purchase it)! I thought it'd be fun to just have whatever fun little Hamumu shirt idea up there, and if you want to grab it, go ahead. They're not hard to make, and there's no risk since it's print-on-demand. I would commit to a T-shirt a week, but I know I wouldn't keep up, so that's a bad plan.

Also of no interest, I was going to try doing a shirt at Zazzle instead, but the only green they had was wayyyy off! Cafepress seems to be doing the job nicely.
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It's Been A Long December...11:15 AM -- Thu December 3, 2009

Okay, it's only the 3rd of December, but the Counting Crows know what's up because it's already been long! I got home from a Minnesota trip for Thanksgiving to find myself ill with, I am pretty sure, H1N1 (the symptoms match, and really if you get sick nowadays, and have those symptoms, the huge pandemic is probably the most likely bet). Today I am feeling cured, but that's a good 3 days of my life shot, and shot very very slowly... lots of sitting and staring at the wall. And today I don't intend to do much either, it's recovery time. But hey, it's time after that big break to figure out where we are and what's to come! I feel at a loss for what I should be doing at the moment.

In the grand scheme of things, I think December will be spent primarily getting the website to something more like 100%. There are quite a few things I need to upload too (worlds, fan art, etc). There is also a Ludum Dare 48-hour game development contest coming up next weekend, December 11th. I really want to participate in that one hardcore-style... it'd be nice to make something new just for fun! So that's December.

Then the new year means back to Loonyland Tactics, and Behind The Dumb, right? I'm not that excited about either one. It's mainly the need to comb my hair that makes me hesitant to do Behind The Dumb. Tactics is suffering from "really old code I forgot about that's overly complex and ugly" syndrome, as well as "how did I make that art?" and "I was excited about turn-based strategy at one point...". Feels like hard work. I think I am going to try to scale back Behind The Dumb into more of a 'video log' than an entire television show (of sorts), so it's a bit less overwhelming. Actually, much like LL:T, I can't remember how I made Behind The Dumb either!

Beyond that, what's to come? I'm so confused by all the new ways to make games (for me, mainly Flash and Unity), all of which feel more awkward to work with than C++. But they open up new opportunities that make it seem ridiculous to keep making Windows-only, downloadable games. Seems like some soul-searching is in order! After the Great Pumpkin's Field adventure, I'm deeply intrigued by the idea of MMO gameplay and how it doesn't seem that hard to achieve. So who knows... a small project would sure be nice to stick in between, though. I really think there will need to be an extended period of just plain learning some stuff first. Maybe mini-games made to learn with.

In addition to that though, the site itself is a key part of the Hamumu world now. I have several features I want to add, to keep it exciting and more involving, fun stuff to do. I'm kind of hoping to add 'something of interest' each month, but how you define 'something of interest' is up in the air. Doesn't seem too crazy to think that I would add the first one this month. Though I suppose that would entail actually creating it.

So that's what should go on, sometime... maybe. Or not. It's all potential.
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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.

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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.
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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.
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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.
18 commentsBack to top!
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?
27 commentsBack to top!
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.
10 commentsBack to top!
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.
8 commentsBack to top!
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!?
18 commentsBack to top!
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?
8 commentsBack to top!
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.
8 commentsBack to top!
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!
8 commentsBack to top!
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.
8 commentsBack to top!
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.
12 commentsBack to top!
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.
4 commentsBack to top!
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.
6 commentsBack to top!
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!
8 commentsBack to top!
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!
9 commentsBack to top!
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.
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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!
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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