diff --git a/Lewd Interlude.html b/Lewd Interlude.html new file mode 100644 index 0000000..7dfa152 --- /dev/null +++ b/Lewd Interlude.html @@ -0,0 +1,14 @@ +


+

+ +

So a few weeks ago, I wrote about how traditional Japanese aesthetics can help make games seem bigger and full of life with mere suggestion.

+ +

This doesn’t change that sometimes, some games are just fucking huge.

+ +

Take the original Pokémon games (red and green, 1996). They contain one hundred and fifty monsters. The number of Pokémon is currently ridiculously high, but for the initial pair of games to contain so many unique monsters, that act both as enemies and playable characters, each with their own sprite, blows me away. Compare this to the first Final Fantasy (FF1), which had 128 enemies. Granted, the Pokémon R/B/G world really isn’t so big by itself (Not including dungeons). Yet the areas that seem to be just unnecessarily stretched and winding corridors, are actually playing two parts: They are sort of dungeons by themselves, and most importantly, they are wildernes to hunt more pokémon.

+ +

While the individual Pokémon don’t really differentiate mechanically, the game does have 55 different spells/attacks, divided across the now classic expanded rock/paper/scissors system. Again, compare this to FF1. 32 spells. It’s a lot, especially from such an old game, but Pokemon just seems huge in comparison.

+ +

Another GameBoy title that manages to feel huge by simply just containing an enourmous amount of content, is Link’s Awakening (LA). This game is structurally pretty much a remake of the original Legend of Zelda (LoZ), but with more advanced controls, more complex tools, an actual narrative and a fuller world. While LoZ was 8x16 screens big, plus 8 dungeons of monsters to kill, LA is 16x16 screens big and has 8 far more complex dungeons of unique architecture, changing perspectives, and even a few good puzzles. The game even has _eighty-one enemies, 16 traps and 9 bosses, many of which function mechanically pretty differently from each other, which is pretty damn impressive.

+ +

Size doesn’t matter, but when somebody manages to fit games like the original Pokémon and LA on friggin’ GameBoy cartridges, I can’t help but be impressed.

diff --git a/Lewd Interlude.md b/Lewd Interlude.md new file mode 100644 index 0000000..f6935c0 --- /dev/null +++ b/Lewd Interlude.md @@ -0,0 +1,14 @@ +![](/images/2017-02-24/a.png) + + +So a few weeks ago, I wrote about how traditional Japanese aesthetics can help make games seem bigger and full of life with [mere suggestion](http://takunomi.space/post/156927119787/suggestion-a-wabi-trait-in-video-games-when). + +This doesn’t change that sometimes, some games are just **fucking** **_huge_**. + +Take the original Pokémon games (red and green, 1996). They contain _one hundred and fifty_ monsters. The number of Pokémon is currently ridiculously high, but for the initial pair of games to contain so many unique monsters, that act both as enemies and playable characters, each with their own sprite, blows me away. Compare this to the first _Final Fantasy_ (_FF1_), which had 128 enemies. Granted, the _Pokémon R/B/G_ world really isn’t [so big by itself](http://socks-studio.com/img/blog/tumblr_lkshcyoNE81qhydr5o1_1280.png) (Not including dungeons). Yet the areas that seem to be just unnecessarily stretched and winding corridors, are actually playing two parts: They are sort of dungeons by themselves, and most importantly, they are wildernes to hunt more pokémon. + +While the individual Pokémon don’t really differentiate mechanically, the game does have 55 different spells/attacks, divided across the now classic expanded rock/paper/scissors system. Again, compare this to _FF1_. 32 spells. It’s a lot, especially from such an old game, but Pokemon just seems _huge_ in comparison. + +Another GameBoy title that manages to feel huge by simply just containing an enourmous amount of content, is _Link’s Awakening_ (_LA_). This game is structurally pretty much a remake of the original _Legend of Zelda_ (_LoZ_), but with more advanced controls, more complex tools, an actual narrative and a fuller world. While _LoZ_ was 8x16 screens big, plus 8 dungeons of monsters to kill, _LA_ is 16x16 screens big and has 8 far more complex dungeons of unique architecture, changing perspectives, and even a few good puzzles. The game even has __eighty-one_ enemies, 16 traps and 9 bosses, many of which function mechanically pretty differently from each other, which is pretty damn impressive. + +Size doesn’t matter, but when somebody manages to fit games like the original _Pokémon_ and LA on friggin’ _GameBoy_ cartridges, I can’t help but be impressed. diff --git a/drafts/7th dragon post.md b/drafts/7th dragon post.md new file mode 100644 index 0000000..e2ad589 --- /dev/null +++ b/drafts/7th dragon post.md @@ -0,0 +1 @@ +talk about the experience of this superbly linear, grindy, strategic anduncensored game diff --git a/drafts/Takunomi Relaunch.md b/drafts/Takunomi Relaunch.md new file mode 100644 index 0000000..872632e --- /dev/null +++ b/drafts/Takunomi Relaunch.md @@ -0,0 +1,8 @@ +![](/../images/2017-12-02/a.png) + + +Takunomi has relaunched on a new website, handcoded in Go. It's hosted on a friend's server, and the source code can be seen [here](https://gitfub.space/ohayo-jacob/takunomi-blog). It used to be important to me that I updated rather regularly, and as a challenge, that was fun. That won't happen again, but I definitely have some posts that I want to write, and I'd like to merge some of the content from my old site, [sketcwhales](https://sketchwhales.com). + +Since this is the first site I've built from the ground up, I'll talk a little about it for other people who are interested, even though it's very basic: + +It's a simple Go program that uses so-called _templates_. These are like html documents, except they take variables from the Go programming, and a finished html document is then served to the sites visitor. I use [tmux ](https://github.com/tmux/tmux/wiki)to run the program in the background, and have I have it check once a minute if the folder I add new posts to has been changed (by checking the folder's metadata). The program is stored in a git repo, and so I simply push to posts to the repo to update the blog. Hopefully the relative simplicity of the program is a testament to Go as a language and not my inadequacy as a programmer. diff --git a/drafts/skyward sword hub, underworld dungeons.md b/drafts/skyward sword hub, underworld dungeons.md new file mode 100644 index 0000000..8a69546 --- /dev/null +++ b/drafts/skyward sword hub, underworld dungeons.md @@ -0,0 +1 @@ +talk about the structure, incorporating the overworld, turning it into a sort of underworld like diablo has diff --git a/postCollection.go b/postCollection.go index e03129a..b10d32c 100644 --- a/postCollection.go +++ b/postCollection.go @@ -79,9 +79,10 @@ func newPost(path string, f os.FileInfo, err error) error { } title := strings.Replace(path, "posts/", "", -1) - if title == ".DS_Store" { + if !strings.Contains(title, ".html") { return nil } + title = strings.Replace(title, ".html", "", -1) s := string(content) doc, _ := html.Parse(strings.NewReader(s)) dateParsed := getDate(doc) diff --git a/posts/Dr. Advanced Wargroove: Orcs and Humans b/posts/Dr. Advanced Wargroove: Orcs and Humans.html similarity index 100% rename from posts/Dr. Advanced Wargroove: Orcs and Humans rename to posts/Dr. Advanced Wargroove: Orcs and Humans.html diff --git a/posts/Dumb Puzzles Mixes up Combat b/posts/Dumb Puzzles Mixes up Combat.html similarity index 98% rename from posts/Dumb Puzzles Mixes up Combat rename to posts/Dumb Puzzles Mixes up Combat.html index ad47911..2ae3992 100644 --- a/posts/Dumb Puzzles Mixes up Combat +++ b/posts/Dumb Puzzles Mixes up Combat.html @@ -1,4 +1,4 @@ -
+

Link's Awakening only has few good puzzles. The third boss (Splitting the eyeball), the 7th dungeon's premise (Navigating the tower with a ball) and the moving floor things in the 8th dungeon.

They aren't hard though. They are opaque. I was stuck for several months as a child due to the first in that list. Not being a native English speaker didn't help me either back then.

diff --git a/posts/Energetic Inspirational Takunomi Recap Saturday b/posts/Energetic Inspirational Takunomi Recap Saturday.html similarity index 100% rename from posts/Energetic Inspirational Takunomi Recap Saturday rename to posts/Energetic Inspirational Takunomi Recap Saturday.html diff --git a/posts/Game Development Essentials - The Terminal b/posts/Game Development Essentials - The Terminal.html similarity index 97% rename from posts/Game Development Essentials - The Terminal rename to posts/Game Development Essentials - The Terminal.html index 996e8b7..e35cf8e 100644 --- a/posts/Game Development Essentials - The Terminal +++ b/posts/Game Development Essentials - The Terminal.html @@ -1,4 +1,4 @@ -
+

Around december I spoke with the butter-voiced-blessed Declan Dineen, for his podcast show Checkpoints.

Now that it's out there, and our conversation has been edited into a pleasant little bite, I thought, well, it's nice and all that I'm praising learning how to code, but it's important never to forget: Getting started is never as easy as an experienced person might make it sound.

diff --git a/posts/Less is Bore b/posts/Less is Bore.html similarity index 97% rename from posts/Less is Bore rename to posts/Less is Bore.html index ea2bbf0..26abf3f 100644 --- a/posts/Less is Bore +++ b/posts/Less is Bore.html @@ -1,4 +1,4 @@ -
+

So a few weeks ago, I wrote about how traditional Japanese aesthetics can help make games seem bigger and full of life with mere suggestion.

This doesn’t change that sometimes, some games are just fucking huge.

diff --git a/posts/Lewd Interlude b/posts/Lewd Interlude.html similarity index 100% rename from posts/Lewd Interlude rename to posts/Lewd Interlude.html diff --git a/posts/March Exam Break b/posts/March Exam Break.html similarity index 89% rename from posts/March Exam Break rename to posts/March Exam Break.html index b1ca9af..249103d 100644 --- a/posts/March Exam Break +++ b/posts/March Exam Break.html @@ -1,3 +1,3 @@ - +

I'm going on a short blogging break till later in March (around the 22nd) due to exams. There'll still be a recap tomorrow. For today, let's just enjoy this brilliant analysis by Mark Brown, whom you can always count on for insightful thoughts on video games.

diff --git a/posts/Romantic Japanese Christmas Takunomi Saturday Recap b/posts/Romantic Japanese Christmas Takunomi Saturday Recap.html similarity index 100% rename from posts/Romantic Japanese Christmas Takunomi Saturday Recap rename to posts/Romantic Japanese Christmas Takunomi Saturday Recap.html diff --git a/posts/Takunomi Coffee Reveries, Vol. I b/posts/Takunomi Coffee Reveries, Vol. I.html similarity index 97% rename from posts/Takunomi Coffee Reveries, Vol. I rename to posts/Takunomi Coffee Reveries, Vol. I.html index 99b246e..fbd1275 100644 --- a/posts/Takunomi Coffee Reveries, Vol. I +++ b/posts/Takunomi Coffee Reveries, Vol. I.html @@ -1,4 +1,4 @@ -

Takunomi Coffee Reveries, Vol. I

+

Takunomi Coffee Reveries, Vol. I

Contents


@@ -46,11 +46,11 @@

4 - LoFi Hip Hop Radio


Hiphop-like music coupled with looping images from amazingly relaxing anime is apparently a thing, and I see no reason not to endorse it one hundred percent. Below you see Shizuku Tsukishima from Whisper of the Heart feeling as relaxed as I hope you do. The image links to one of those previously mentioned hiphop radios.

-

ChillHop

+

ChillHop



Return to contents?


5 - Enticing for Computer Science

-

ChillHop

+

ChillHop

The video above is one of toco toco tv's fantastic interviews with interesting and creative Japanese people. Manao Kagawa is a professional Shogi player, and, as far as I can understand, apparently somewhat uncommon, being female.

Besides being a wonderfully relaxing interview, it features a great part in the beginning where Kagawa-san goes to browse the Shirataki Gofukuten kimono shop. It seems that being a Shogi player requires you to wear somewhat formal wear, and the result is that the players looks insanely dashing.

What's even better though, is the mentioning of the Shirataku Ayumi Hai, a yearly Shogi tournament for female players to win beautiful and (I assume) quite expensive kimono.

diff --git a/posts/Takunomi Relaunch.html b/posts/Takunomi Relaunch.html new file mode 100644 index 0000000..7077b04 --- /dev/null +++ b/posts/Takunomi Relaunch.html @@ -0,0 +1,8 @@ +

+

+ +

Takunomi has relaunched on a new website, handcoded in Go. It’s hosted on a friend’s server, and the source code can be seen here. It used to be important to me that I updated rather regularly, and as a challenge, that was fun. That won’t happen again, but I definitely have some posts that I want to write, and I’d like to merge some of the content from my old site, sketcwhales.

+ +

Since this is the first site I’ve built from the ground up, I’ll talk a little about it for other people who are interested, even though it’s very basic:

+ +

It’s a simple Go program that uses so-called templates. These are like html documents, except they take variables from the Go programming, and a finished html document is then served to the sites visitor. I use tmux to run the program in the background, and have I have it check once a minute if the folder I add new posts to has been changed (by checking the folder’s metadata). The program is stored in a git repo, and so I simply push to posts to the repo to update the blog. Hopefully the relative simplicity of the program is a testament to Go as a language and not my inadequacy as a programmer.

diff --git a/posts/Zerudo no CM b/posts/Zerudo no CM.html similarity index 100% rename from posts/Zerudo no CM rename to posts/Zerudo no CM.html diff --git a/websiteTemplate b/websiteTemplate index a3e91db..0eb9642 100755 Binary files a/websiteTemplate and b/websiteTemplate differ