The first black astronaut to walk the bare moon

Hikikomori Complex

konjakonjak:

Game makers: You can have wacky worlds and ideas without the need for ’80s references and breaking the fourth wall, so that it actually remains a world of its own that’s consistent and has rules. Even if those rules are silly.

When you use reference humour you date your creation, and you place it at a point in history. If you leave your world consistent with itself, it is only itself, separate from our world. That fourth wall helps hold up a universe worth remembering and returning to.

Anonymous asked: how do i into unity?

nihilocrat:

u just gotta MAEK GAEM!

lessiconic:

so there’s a really fun story behind this and I’ll try to tell it real quick and hopefully not horribly.
way back when, there was the Atari 2600. There was only one entity making games for the Atari 2600. Atari. There were no game developers, only employees. 
as employees, atari’s developers weren’t often recognized for their work. So far as Atari was concerned, these guys were just doing their jobs and didn’t deserve credit or a share of profit generated.
so four of these employees (David Crane, Larry Kaplan, Alan Miller and Bob Whitehead), guys responsible for some of the biggest games Atari’d released, decided they’d had enough with being employees. They wanted to set out on their own and establish a game company where developers were afforded the same concern that artists, musicians got. Royalties, recognition, all that nice shit.
So Activision is born. the FIRST THIRD-PARTY videogame developer. EVER. That’s a big fuckin deal. The landscape changed, the oxygen mix got a little easier to deal with and some of the dinosaurs started to feel a bit weak.
Anyways, not sure where I was going with that.
So you might be wondering if Atari was pissed. Well, Atari was madder than a rattlesnake at a Thai wedding. 
and we all know how mad that is.
Getting back to this gif, Venetian Blinds. Atari hounded Activision with lawsuits for near on two years. One of the suits that went furthest concerned a technique that Bob Whitehead had developed. The Venetian Blinds technique, a trick to make the Atari 2600 display more objects than it could normally.
Atari claimed ownership of the technique and was convinced that Activision was using it without permission. Knowing that Atari has no case, Activision invites Atari’s lawyers over to show them what they’ve been doing. A squad of Atari lawyers are brought into a room and shown this.
It’s a simple demo where you raise and lower a set of venetian blinds. Revealing and hiding a picturesque sunset scene.
Atari decides to push through with the lawsuit and loses. Activision goes on to release some of the best and most remembered games for the Atari 2600.
~fin~
There’s more to it but that’s beyond the scope of this post and I already made this too fucking long.
looped gif had too many frames for tumblr’s dumb ass

lessiconic:

so there’s a really fun story behind this and I’ll try to tell it real quick and hopefully not horribly.

way back when, there was the Atari 2600. There was only one entity making games for the Atari 2600. Atari. There were no game developers, only employees. 

as employees, atari’s developers weren’t often recognized for their work. So far as Atari was concerned, these guys were just doing their jobs and didn’t deserve credit or a share of profit generated.

so four of these employees (David Crane, Larry Kaplan, Alan Miller and Bob Whitehead), guys responsible for some of the biggest games Atari’d released, decided they’d had enough with being employees. They wanted to set out on their own and establish a game company where developers were afforded the same concern that artists, musicians got. Royalties, recognition, all that nice shit.

So Activision is born. the FIRST THIRD-PARTY videogame developer. EVER. That’s a big fuckin deal. The landscape changed, the oxygen mix got a little easier to deal with and some of the dinosaurs started to feel a bit weak.

Anyways, not sure where I was going with that.

So you might be wondering if Atari was pissed. Well, Atari was madder than a rattlesnake at a Thai wedding. 

and we all know how mad that is.

Getting back to this gif, Venetian Blinds. Atari hounded Activision with lawsuits for near on two years. One of the suits that went furthest concerned a technique that Bob Whitehead had developed. The Venetian Blinds technique, a trick to make the Atari 2600 display more objects than it could normally.

Atari claimed ownership of the technique and was convinced that Activision was using it without permission. Knowing that Atari has no case, Activision invites Atari’s lawyers over to show them what they’ve been doing. A squad of Atari lawyers are brought into a room and shown this.

It’s a simple demo where you raise and lower a set of venetian blinds. Revealing and hiding a picturesque sunset scene.

Atari decides to push through with the lawsuit and loses. Activision goes on to release some of the best and most remembered games for the Atari 2600.

~fin~

There’s more to it but that’s beyond the scope of this post and I already made this too fucking long.

looped gif had too many frames for tumblr’s dumb ass

Alpha 13 Released!

nihilocrat:

Changelog:

  • Sky Carriers! Aircraft carriers are now airborne, ‘cause it’s fun and looks cool.
  • Flight School! The game now teaches you how to play it, no need to crack open the readme file.
  • A few enemy aeros are now patrolling the skies. Formerly, the only aeros you would encounter would be launched from aerodromes or carriers.
  • Your progress is saved every time you complete an island. This means if you quit the game, you’ll have all your progress since starting the current island.
  • Range calculation is more accurate, rocket and gun ranges are now shorter, as was intended.
  • The LRSAM has been nerfed to do half damage and have only slightly higher range than a SAM. This means it’s less likely you’ll get missile warnings and have no idea who’s shooting at you.
  • Fighter stats were rebalanced a bit. All fighters have slower dive rates, which means you’ll go a little slower while diving and therefore lose less altitude.
  • Ramming into things now causes damage to them….. but it’s not recommended. :)
  • Mac Players: You will probably still have problems using gamepads. I am looking into a permanent solution, but it requires me to rewrite all of my input code to use the InControl library. This is a primary goal of Alpha 14.

Ever since I released Alpha 10, I’ve noticed that the game is harder to understand than I expected. I always knew I’d eventually make a tutorial, so I’ve finally gotten around to it. I’ll figure out its full efficacy once I show it in person to someone other than my wife, in the meantime all of you guys get to try it out!

I also noticed that players would always fly very low, dangerously low, and never really try to gain altitude merely for safety’s sake, as any experienced flight sim junkie would do. Most arcade flight sims like HAWX or Ace Combat alleviate this by starting you off in the air, which didn’t really work with launching from a carrier. So, rather than removing the carrier, I just moved them up into the sky! Having enemy carriers in the sky also gives you a lot more things to do up above the clouds, and in my opinion makes the battlefield feel a bit more “full” than it used to.

Participate in the player community at the subreddit (well, uh, at this point, CREATE the community):
http://www.reddit.com/r/skyrogue/

If you’d like to keep better track of the project, just follow me:
Twitter: @nihilocrat

Hydra Castle Labyrinth - Translation

Hydra Castle Labyrinth is a really nifty adventure-platformer in the same vein as La-Mulana and Maze of Galious. You can download it from the website of the creator, Buster. (ver. 1.03 at time of writing). Unfortunately, the game is entirely in Japanese. But here’s the good news: I wrote a full translation patch to English! You can download it here:

Download from MediaFire

Alternate download from DropBox public

The patch was written for version 1.00 but should be compatible with all versions up to 1.03 and beyond. Thanks to /r/IndieGaming where I originally posted this and also to DeceasedCrab and /v/ for helping spread the word.