Raptor

Fake gamer; real girl.

🏳️‍⚧️ Amateur game scholar.
Social worker. Events Person
Living on stolen Duwamish lands.


Old website I made for travel writings that droped a database
elucidovia.com/
Mastadon I probably won't use
tech.lgbt/@Raptor
Tumblr I probably won't use
www.tumblr.com/ohthatraptor
Username pretty much everywhere
OhThatRaptor

littleampton
@littleampton

...but it can run a silly point-and-click version! Enjoy! (Only tested in Firefox and Chrome, desktop recommended)

Special thanks to @blackle for basically discovering variables in CSS and to @corncycle for showing how it can be abused to create incredible things.
Also thanks to id Software for Doom

i was thinking of maybe making an engine for short point and click games that could be embedded in chosts but i don't think i have the patience
bugs
  • due to how i made them, enemies and items move 1px to the right every time one is clicked. kind of ruins the immersion. uhh, it's probably really simple to fix that but i don't know how.
  • probably many others but i didn't notice them
nerd shit
  • Source code (warning: bad)
  • It's not even visible but while creating this I basically discovered how to create range conditionals in CSS using sums of min() and max() functions - thanks to this there aren't blockers absolutely everywhere!
  • Adding "skill levels" by simply showing a different version of the set of enemies and/or items probably wouldn't be TOO difficult...
  • Cohost has a max post size of about 192KB. Who would've thought....
  • A huge part of the HTML is the counters system. Right now there's a div with a background for every digit, it'd probably be better to make one huge div with a background with all the numbers in the right places. I had to remove a few items and enemies simply to limit the counter's max value. Even better would be to not repeat the list of numbers for every single screen they are visible on (spoiler: for the HUD counters it's every single one).


lunemercove
@lunemercove

my steam account is nearly 14 years old

EDIT: adding picture because the quotes/replies are making my initial post feel inadequate.



FauxWren
@FauxWren

my steam account is a legal adult

also jesus i need to update my avatar


Raptor
@Raptor

I still feel like I joined late because I intentionally waited until one of my favorite Half-Life mods (I think Science & Industry?) forced me to sign up as they switched to the Steam version.



Why are 2023(?) games being nominated for a 2022 award!?

"Oh, well you see, it's for the 'Most Anticipated Game' award. It's to recognize 'an announced game that has demonstrably illustrated potential to push the gaming medium forward.'"

But why then is it another Bethesda Soft game, Blood Libel The Video Game, Resident Evil 4 the Remake, Breath of the Wild 2, and a Final Fantasy!?

"Well, it's really just a popularity contest, how much people want what game."

WHY IS AN AWARD THOUGH!?

"Because the Video Game Awards are about promoting unreleased titles, that's why it has so many trailers and new announcements, it's pretty exciting!"

THEN WHY IS IT AN AWARD SHOW!?!!?!?!

"Well, you know, so gamers and the management at companies can feel like they have the artistic legitimacy of film and television while pumping up sales for the Anglosphere celebrating their Cultural Christianity by means of feeding capitalism! That's why it's in early December instead of early the next year. Who cares about whatever releases in December."

∗cries∗



lorenschmidt
@lorenschmidt

announcement:

here is a new open source alternative to perlin noise: octavia noise

it is a lightweight fractal noise algorithm. it is generalizable to n dimensions. it is not based on gridded points, and does not exhibit linear artifacts.

this is suitable for terrain and other procgen work where organicity and reducing grid artifacts are important, especially situations where slope artifacts are important. the initial js implementation takes 4x as long as value noise.