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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Wilbefast</title><link>http://disqus.com/by/Wilbefast/</link><description></description><atom:link href="http://disqus.com/Wilbefast/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sun, 30 Nov 2014 09:43:23 -0000</lastBuildDate><item><title>Re: Overgrowth a208 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2014/11/Overgrowth-a208-video-changelog#comment-1718978164</link><description>&lt;p&gt;Nice to see things are still moving along :)&lt;/p&gt;&lt;p&gt;There's so much cool procedural stuff in the game now that, with multiple playable characters weapons and so on, I think a good level designer could churn out literally hundreds of unique encounters. I'm waiting for the "canon" campaign, still psyched about exploring the consequence of violence after all these years ;)&lt;/p&gt;&lt;p&gt;Keep up the good work :D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Sun, 30 Nov 2014 09:43:23 -0000</pubDate></item><item><title>Re: SDL/GLES/Android: We need to go deeper!</title><link>http://wilbefast.com/2011/08/06/sdlglesandroid-we-need-to-go-deeper/#comment-1120221354</link><description>&lt;p&gt;The solution is after the "--edit--" though somewhat cryptically I'll admit. My problem turned out to be that I was providing the wrong values to 'glTexImage2D' when the texture was created in the first place: &lt;a href="http://www.khronos.org/opengles/sdk/1.1/docs/man/#glTexImage2D" rel="nofollow noopener" target="_blank" title="http://www.khronos.org/opengles/sdk/1.1/docs/man/#glTexImage2D"&gt;http://www.khronos.org/open...&lt;/a&gt;&lt;br&gt;OpenGL allows a **different value** for format and internalFormat, GLES **doesn't**. If glGetError isn't giving you anything though it means that your problem is different from mine. Not sure I can really help: it's been a long time since I did any GLES.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Tue, 12 Nov 2013 16:38:11 -0000</pubDate></item><item><title>Re: SDL/GLES/Android: We need to go deeper!</title><link>http://wilbefast.com/2011/08/06/sdlglesandroid-we-need-to-go-deeper/#comment-1119322127</link><description>&lt;p&gt;Is glGetError giving you anything? Android uses OpenGLES, not OpenGL, so unfortunately it's very possible that the same code will do different thing :/&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Tue, 12 Nov 2013 05:31:03 -0000</pubDate></item><item><title>Re: Overgrowth a199 video changelog - Wolfire Games Blog</title><link>http://blog.wolfire.com/2013/06/Overgrowth-a199-video-changelog#comment-935785665</link><description>&lt;p&gt;Nice to see that this is still alive and *kicking* :P&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Wed, 19 Jun 2013 16:34:02 -0000</pubDate></item><item><title>Re: SDL for Android in 10 drunken steps</title><link>http://wilbefast.com/2011/07/29/sdl-for-android-in-10-drunken-steps/#comment-866298894</link><description>&lt;p&gt;Yes, SDL_image works on Android, as does SDL_mixer and SDL_TTF :) I'm not sure about all the others though.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Wed, 17 Apr 2013 15:25:16 -0000</pubDate></item><item><title>Re: 7DRL: we lost the battle, but not the war!</title><link>http://wilbefast.com/2013/03/22/7drl/#comment-841549903</link><description>&lt;p&gt;I'm being paid to work with Unity, important difference ;) in my spare time I still user Open technology. Indeed, at the "Game Dev Party" jam I refused outright to use Unity, which meant that I had to join another group (who were using Löve 2D) rather than working on my own idea.&lt;/p&gt;&lt;p&gt;I'll checkout out roguelikeradio, thanks for the tip :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Mon, 25 Mar 2013 07:06:31 -0000</pubDate></item><item><title>Re: Introducing Humble Indie Bundle 3 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2011/07/Introducing-Humble-Indie-Bundle-3#comment-806191323</link><description>&lt;p&gt;Quite, that's classified information!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Wed, 20 Feb 2013 17:45:55 -0000</pubDate></item><item><title>Re: RTS games: &amp;#8220;all about speed&amp;#8221;?</title><link>http://wilbefast.com/2012/08/18/rts-games-all-about-speed/#comment-785629742</link><description>&lt;p&gt;I'm not a top-tier Starcraft player, so it's not really for me to judge. It does seem to depend a lot on properly executing a pre-set "opening book" strategy (ie. build order) while identifier and countering the other player's, which is rather like Chess in a sense. The late game is often one of attrition and economic superiority, more closely resembling investment-based games like Plants vs. Zombies: bad investments result in a loss of advantage, and the game has a great deal of positive feedback so this tends to lead to a downward spiral.&lt;/p&gt;&lt;p&gt;Take a look at Extra Creditz "Depth vs. Complexity": &lt;a href="http://www.penny-arcade.com/patv/episode/depth-vs.-complexity" rel="nofollow noopener" target="_blank" title="http://www.penny-arcade.com/patv/episode/depth-vs.-complexity"&gt;http://www.penny-arcade.com...&lt;/a&gt;&lt;br&gt;What is suggested is that the time granularity of the decisions (ie. APM) of a game directly influences the complexity of the decisions that can be made, and the complexity influences the depth of possible strategies. This would suggest that turn-based games do indeed have the potential for a far deeper experience, if they play their cards right.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 01 Feb 2013 06:16:57 -0000</pubDate></item><item><title>Re: 5 obligatory Firefox plugins</title><link>http://wilbefast.com/2012/12/07/5-obligatory-firefox-plugins/#comment-730438169</link><description>&lt;p&gt; Nice one :) I hadn't heard of Ghostery!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 07 Dec 2012 15:15:44 -0000</pubDate></item><item><title>Re: RTS games: &amp;#8220;all about speed&amp;#8221;?</title><link>http://wilbefast.com/2012/08/18/rts-games-all-about-speed/#comment-725312724</link><description>&lt;p&gt;The idea is to cap the player's APM to a fixed maximum value, the cost would be subtracted per action, not per unit. I'd go for something like 20 APM to start with, or 1 action every 3 seconds. If you only have 1 action every 3 seconds you *really* have to think about  what that action will be. However these kinds of things need to be tested and tweaked around during prototyping.&lt;br&gt;It's a good point about "death-ball" degenerate strategy though: there's &lt;br&gt;certain a risk the game would devolve into a case of "throw all units at&lt;br&gt; enemy and wait". I'll have to think about how this could be avoided...&lt;/p&gt;&lt;p&gt;What I want to stress is that I'm not trying to make a better Starcraft. I'm trying to make a completely different kind of RTS for those who don't like "the twitchy feel" and want something more slow and ponderous. I never said there wasn't an element of strategic thought in the -craft games, but memorising a build order and executing it very quickly generally beats having a genius plan at 20 APM. Hence it's only when both players have similar speed (ie. pro games) that strategy need come into play. By capping the maximum speed, player are *forced* to compete based on strategy.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Sun, 02 Dec 2012 04:37:51 -0000</pubDate></item><item><title>Re: Announcing "Desperate Gods" - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/11/Announcing-Desperate-Gods#comment-717099849</link><description>&lt;p&gt;"They might not care about the rules as much" lol :D&lt;/p&gt;&lt;p&gt;Wow, too - much - awesome - brain - is - overload o_o&lt;/p&gt;&lt;p&gt;I was planning on participating too (my genre was JRPG) but ended up going to a 48-hour physical jam in Lille instead. &lt;br&gt;I'm not sure the mouse would provide the necessary haptic feedback, but this kind of system would be absolutely brilliant one of those  1280x720 multi-touch screens. We had a few in Lille to fiddle with (though I didn't use one myself).&lt;/p&gt;&lt;p&gt;Awesome stuff - please continue to be an inspiration: it's great to have something to look up to like this ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 22 Nov 2012 15:17:47 -0000</pubDate></item><item><title>Re: Art Asset Overview #37 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Art-Asset-Overview-37#comment-692813513</link><description>&lt;p&gt;If Lugaru is anything to go by...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 26 Oct 2012 06:56:43 -0000</pubDate></item><item><title>Re: Art Asset Overview #37 - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Art-Asset-Overview-37#comment-692269437</link><description>&lt;p&gt;I'd call them "sharpened stakes" myself, but then I have no artistic flair. "Pointy sticks" is a far more awesome name :D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 25 Oct 2012 14:19:01 -0000</pubDate></item><item><title>Re: StarCraft: Orcs in space go down in flames</title><link>http://www.codeofhonor.com/blog/starcraft-orcs-in-space-go-down-in-flames#comment-689441515</link><description>&lt;p&gt;I somehow managed to miss this when it came out, and to think I'm been looking forward to it: great article! I've also implemented intrusive lists in a LinkedElement class: I find myself using it everywhere because it's so simple to set up! These little C++ programming gems always come in handy...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Mon, 22 Oct 2012 16:34:25 -0000</pubDate></item><item><title>Re: Aleona's Tales (Stratagus game)</title><link>http://freegamer.blogspot.com/2012/10/aleonas-tales-stratagus-game.html#comment-685140911</link><description>&lt;p&gt;I can't help but notice the "Battle for Wesnoth" music with some "Warcraft 2" voices yet to be replaced. Other than that: serious levels of awesome abound :D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Wed, 17 Oct 2012 08:41:00 -0000</pubDate></item><item><title>Re: Comic Week Thursday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Thursday-Update#comment-673385331</link><description>&lt;p&gt;Luckily games like Overgrowth have completely desensitised me to seeing that amount of blood ;)&lt;/p&gt;&lt;p&gt;As for my games - it's very nice of you to stay so :)I stopped bugging John a while back (he seems to be very busy nowadays), but if you like I can let you know next time I have something to show off.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Sat, 06 Oct 2012 09:56:34 -0000</pubDate></item><item><title>Re: Comic Week Friday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Friday-Update#comment-673324084</link><description>&lt;p&gt;Yo dawg, herd you like cliff-hanger, so we put a cliff-hanger in your cliff-hanger so you can hang while you hang ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Sat, 06 Oct 2012 08:12:15 -0000</pubDate></item><item><title>Re: Comic Week Thursday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Thursday-Update#comment-672330100</link><description>&lt;p&gt;Not to mention the rabbit be slightly inside himself ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 05 Oct 2012 09:52:43 -0000</pubDate></item><item><title>Re: Comic Week Thursday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Thursday-Update#comment-672329557</link><description>&lt;p&gt;It seems life imitates art: today my hand was mauled by a dog. Fun fact today is that animal bites shouldn't be stitched shut or they're likely to fester ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 05 Oct 2012 09:51:54 -0000</pubDate></item><item><title>Re: Comic Week Wednesday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Wednesday-Update#comment-671323480</link><description>&lt;p&gt;According to &lt;a href="http://grammarist.com/usage/fish-fishes/" rel="nofollow noopener" target="_blank" title="http://grammarist.com/usage/fish-fishes/"&gt;http://grammarist.com/usage...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;The plural of fish is usually fish, but fishes has a few uses. In biology, for instance, fishes is used to refer to multiple species of fish. The word also serves as the plural possessive for fish—i.e., fishes’. And of course, fishes is the present-tense verb (e.g., she fishes in the river).&lt;/p&gt;&lt;p&gt;edit: I suppose he was saying "you are a species of fish, and I eat species of fish"... so I guess, you're right Aubrey ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 04 Oct 2012 14:43:23 -0000</pubDate></item><item><title>Re: Comic Week Wednesday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Wednesday-Update#comment-671293102</link><description>&lt;p&gt;Awesome cliff-hanger :D The plural of fish is "fish" though :P&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 04 Oct 2012 14:05:45 -0000</pubDate></item><item><title>Re: Comic Week Wednesday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Wednesday-Update#comment-671290648</link><description>&lt;p&gt;You beat me to the punch! +1 for Watership Down&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 04 Oct 2012 14:02:40 -0000</pubDate></item><item><title>Re: Comic Week Monday Update - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/10/Comic-Week-Monday-Update#comment-668781349</link><description>&lt;p&gt;The joy - it burns - my eyes *_*&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Tue, 02 Oct 2012 12:27:27 -0000</pubDate></item><item><title>Re: No new alpha this week - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/09/No-new-alpha-this-week#comment-650608208</link><description>&lt;p&gt;It depends on what you call "short". Most of my games are fairly long. I mean, "Mass Effect" had like 12 characters right? My game has 24 characters:&lt;br&gt;int main() { return 0; }&lt;br&gt;That's twice as many! Then of course there's the sequel:&lt;br&gt;int main() { return 1; }&lt;br&gt;I know, exciting stuff right?&lt;br&gt;edit: just how absurd do I need to get before people realise OP was sarcasm?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Fri, 14 Sep 2012 14:33:57 -0000</pubDate></item><item><title>Re: No new alpha this week - Wolfire Games Blog</title><link>http://blog.wolfire.com/2012/09/No-new-alpha-this-week#comment-648981586</link><description>&lt;p&gt;Nonsense I'm so leet I never need to debug my code. Real programmers get it right first try ;-)&lt;br&gt;edit: the above is *sarcasm*.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Wilbefast</dc:creator><pubDate>Thu, 13 Sep 2012 08:21:28 -0000</pubDate></item></channel></rss>