8626
Living Room / Re: Dreamhost mistakenly bills customers for the entire year
« Last post by Deozaan on January 22, 2008, 01:42 PM »Nice.
The lynchpin of this latest article is thiswith no real transparency into the Gerstmann firing we still don't really know what happened last November
We have no reason to believe that Gerstmann's not hiding something unless he publicly authorizes GameSpot to release all information related to his employment history.-CWuestefeld (January 22, 2008, 12:17 PM)
At the end of the day, the real reasons that a review site publishes what it does aren't important. The only thing that matters is how well those reviews work to direct us to try things that we end up liking. If they steer you toward stuff that you enjoy, and don't let you miss much that you would have, then heed their reviews. If they point you to garbage while missing the gems, then remove them from your bookmarks.
Why do you care if the reviews are underwritten by advertisers at one end of the spectrum, or divinely inspired at the other? As long as they work, that's what counts. If they don't work, ignore the site and let it die.-CWuestefeld (January 22, 2008, 12:17 PM)
Everybody wants a prosthetic forehead on their real head.-We Want a Rock, by They Might Be Giants
So it's not that bad that they fired that one guy, it's bad that all the others who are "compliant" still write for them.-tamasd (January 22, 2008, 09:39 AM)

?There was also these threads with similar questions :
- https://www.donation...46.msg94249#msg94249
- https://www.donation...dex.php?topic=8094.0
A few books were recommended (by f0dder and CWuestefeld):
"Effective C++" by Scott Meyers
"More Effective C++" by Scott Meyers
"Effective STL" by Scott Meyers
"C++ Coding Standards"-Armando (January 22, 2008, 12:07 AM)
I look only at a CPU when I buy a PC. I upgrade everything else afterwards. The only reason I went single core was simply because I don't want to go multicore yet. I don't see the point. (And I am one of those people that still compares GHz speeds, regardless of CPU type/cache/size etc)-wreckedcarzz (January 18, 2008, 05:42 PM)
Wrecked, game FPS is mostly tied to graphics card, and program launch speed to harddrive (and possibly running antivirus apps)... so it's not smart to judge CPU based on comparing your pc to your dads on those terms. Do yourself a favour and get a core2duo, even the low-end models are likely to beat the crap out of your celeron d-f0dder (January 18, 2008, 05:47 PM)
POWDER is a roguelike developed specifically for the Gameboy Advance (GBA). It is not a port of an existing roguelike as the controls of the GBA are very different from the traditional keyboard, and the screen imposes some additional limitations. It is built around replayability and long term ergonomics, not short term learning. It uses actual graphic tiles (16x16) rather than the traditional characters. You may wish it didn't as I drew the tiles and am not an artist.
I created POWDER for one simple reason: I wanted a roguelike on my GBA. The standard RPGs were annoying me with endless battle screens against weak enemies to unfold a drug induced plotline. I wanted a game I could just jump into, and start killing things. Having had more hours than I'd care to log playing Nethack, ADOM, and the Diablos, I knew the exact type of game I wanted. The problem was I didn't see anyone publishing it any time soon.
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
* Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
* Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
* Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
* Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
* Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
* Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes, there is the Rogue Basin, a Wiki documenting this genre: http://roguebasin.ro...likedevelopment.org/

Deozaan: if you use opera or firefox, you can edit the search link and add it "&num=100", to have 100 results for the query. Notice that it'll only work when you use the search box or the address box.-jgpaiva (January 14, 2008, 11:54 AM)