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    <title>Stu&#39;s Rusty Bucket</title>
    <link>http://mega-tokyo.com/blog/index.php/site/index/</link>
    <description>Mind the gap between the keyboard and the chair</description>
    <dc:language>en</dc:language>
    <dc:creator>yakumo9275@gmail.com</dc:creator>
    <dc:rights>Copyright 2010</dc:rights>
    <dc:date>2010-03-15T15:53:48+00:00</dc:date>
    <admin:generatorAgent rdf:resource="http://www.pmachine.com/" />
    

    <item>
      <title>Minor Updates</title>
      <link>http://mega-tokyo.com/blog/index.php/site/minor_updates1/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/minor_updates1/#When:15:53:48Z</guid>
      <description>What? no activity in a long time?? Lots of things have been happening in the personal life, parents came for a visit, grandmother passed, wife directing a play so I get both kids in the afternoons/evenings, etc. Huge project crunch at work..

But I did find the time to tweak some of my tools to remove more of the handwritten code and replace it with data generated from the maps. The final piece was for auto generating the teleport locations.

I have also enlarged my map, I felt it was too cluttered so I embiggened it and spread the continents out more. It always irked me a little to hop in a sailing shop and sail only a few spaces and traverse the seas.. So I made more use of some open space and moved things out further making sea travel longer, but not monotonous. Sea travel is important and it needs to feel like it takes you a while to get from A to B (and the movement speed of the ship is slower than that of land speed movement). It certainly wont be as redundant and monotonous as it was in Demon&#8217;s Winter which had huge tracts of open ocean and a very poorly laid out world.

Still beavering away on the combat engine affects</description>
      <dc:subject>Computers, Development, Fishguts</dc:subject>
      <dc:date>2010-03-15T15:53:48+00:00</dc:date>
    </item>

    <item>
      <title>Expression Engine Plugin AddToAny</title>
      <link>http://mega-tokyo.com/blog/index.php/site/expression_engine_plugin_addtoany/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/expression_engine_plugin_addtoany/#When:20:30:56Z</guid>
      <description>I knocked out a plugin for ExpressionEngine, it adds the &#8216;addtoany&#8217; bar at the bottom of posts.

Adding the tag
&#123;exp:addtoany name=&quot;{title&#125;&quot; url=&quot;{title_permalink}&quot;}

to your templates generates the javascript for the AddToAny code.

You can get it here;

https://redmine.bloodycactus.com/projects/ee1addtoany</description>
      <dc:subject>Computers, Development</dc:subject>
      <dc:date>2010-02-09T20:30:56+00:00</dc:date>
    </item>

    <item>
      <title>Grafx2</title>
      <link>http://mega-tokyo.com/blog/index.php/site/grafx2/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/grafx2/#When:22:32:05Z</guid>
      <description>With the internet down at my house this weekend being under a tonne of snow (ok its back up now).. I&#8217;ve been working some minor patches against my favourite pixel editor, Grafx2, which is very Deluxe Paint / Brilliance oriented, written in SDL and free  so it wins all way around&#8230;

Normally I&#8217;d use promotion by Cosmigo but that costs, and this does all I need so it wins out.</description>
      <dc:subject>Computers</dc:subject>
      <dc:date>2010-02-06T22:32:05+00:00</dc:date>
    </item>

    <item>
      <title>Haiku + Ruby</title>
      <link>http://mega-tokyo.com/blog/index.php/site/haiku_ruby/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/haiku_ruby/#When:20:38:34Z</guid>
      <description>Building ruby 1.8.6 on haiku is a PITA. Aftere much mangling (swapping in new config.sub/guess files) and several segfaults I got through configure but there is such a mash of include files it confuses itself. arugh. sed throws errors, sometimes it cant deduce the size of short or long.. The old beos build of runy 1.8.4 has a broken etc.so file when trying to build rubygems. Everytime I try and get a haiku dev box setup something pops up.</description>
      <dc:subject>Computers, Development</dc:subject>
      <dc:date>2010-02-01T20:38:34+00:00</dc:date>
    </item>

    <item>
      <title>Combat</title>
      <link>http://mega-tokyo.com/blog/index.php/site/combat1/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/combat1/#When:19:42:46Z</guid>
      <description>Aaah the smell of freshly upgraded stats when casting a haste spell.. Yes I spent some time this weekend working on the combat engine, I&#8217;ve got all spells working that run over set number of rounds and alter stats.. I need to enable the targetting code and the animation code is mostly built to handle the spells being thrown across the map. Once targetting is done I can better do the fireball explosions and other area affect spells. Thankfully code reuse is good, I can use my existing ranged weapon target code.</description>
      <dc:subject>Computers, Development, Fishguts</dc:subject>
      <dc:date>2010-01-31T19:42:46+00:00</dc:date>
    </item>

    <item>
      <title>Install dir patch for UCC</title>
      <link>http://mega-tokyo.com/blog/index.php/site/install_dir_patch_for_ucc/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/install_dir_patch_for_ucc/#When:00:42:04Z</guid>
      <description>I hate apps that hardcode install paths.. I found one while I was messing with UCC (a chinese authored c compiler).

svn diff against the head


Index: ucl/Makefile
===================================================================
&#45;&#45;&#45; ucl/Makefile	(revision 10)
+++ ucl/Makefile	(working copy)
@@ &#45;5,7 +5,7 @@
               ucl.c uildasm.c vector.c x86.c x86linux.c
 OBJS        = $(C_SRC:.c=.o)
 CC          = gcc
&#45;CFLAGS      = &#45;g &#45;D_UCC
+CFLAGS      = &#45;g &#45;D_UCC &#45;D&quot;UCCDIR=&quot;$(UCCDIR)&quot;&quot;
 UCC         = ../driver/ucc
 
 all: $(OBJS) assert.o
Index: driver/linux.c
===================================================================
&#45;&#45;&#45; driver/linux.c	(revision 10)
+++ driver/linux.c	(working copy)
@@ &#45;4,7 +4,9 @@
 #include &quot;ucc.h&quot;
 
 #define _P_WAIT 0
+#ifndef UCCDIR
 #define UCCDIR &quot;/usr/local/lib/ucc/&quot;
+#endif
 
 static char *CPPProg[] = 
 { 
Index: driver/Makefile
===================================================================
&#45;&#45;&#45; driver/Makefile	(revision 10)
+++ driver/Makefile	(working copy)
@@ &#45;1,5 +1,5 @@
 CC          = gcc
&#45;CFLAGS      = &#45;g
+CFLAGS      = &#45;g &#45;D&quot;UCCDIR=&quot;$(UCCDIR)&quot;&quot;
 
 all: ucc.c linux.c
 	$(CC) &#45;o ucc $(CFLAGS) $^
Index: Makefile
===================================================================
&#45;&#45;&#45; Makefile	(revision 10)
+++ Makefile	(working copy)
@@ &#45;1,4 +1,4 @@
&#45;UCCDIR = /usr/local/lib/ucc
+UCCDIR = /opt/ucc/
 export UCCDIR
 
 all:


&amp;nbsp;</description>
      <dc:subject>Computers, Development</dc:subject>
      <dc:date>2010-01-02T00:42:04+00:00</dc:date>
    </item>

    <item>
      <title>Two odd thoughts on Pool of Radiance</title>
      <link>http://mega-tokyo.com/blog/index.php/site/two_odd_thoughts_on_pool_of_radiance/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/two_odd_thoughts_on_pool_of_radiance/#When:17:10:50Z</guid>
      <description>I was thinking about things to add to my CRPG (Not like it needs MORE stuff added), was two things that stood out for me in Pool of Radiance, the attract screen or demo, and the computer guided introduction for the player.

Now POR was not the first game to have the attract demo screen, the Ultima series had them since what? Number III I think, only it was more cut down, you did not see the real combat action.&amp;nbsp; Pool of Radiance cycled through lots of different screens and displayed a really great demo setup.

The second thing was when the player started a new game, you got that awesome guided tour that brought you into the game. I remember when you first walk in and see ivy on the wall, it was like, AWESOME in its pseudo 3D&#45;ness.

I want this type of introduction in my game, but I&#8217;m not sure how to go about it. For the 3Dlik ness of POR it worked, everything is hidden that is not in the immediate view and reveals as you go through doorways and around corners, yet with my 2D tile approach you don&#8217;t get so much of the &#8216;reveal&#8217; factor. Whats there is there, the LOS hiding does not have the same affect.

Right now I have a simple attract screen much like Ultima III with characters walking around the screen in random fashion (unlike Ultima III&#8217;s scripted sense). I would like to have an entire scripted display of some 2d tile action with a AI controlled combat (so it should be different each time).</description>
      <dc:subject>Computers, Development, Fishguts</dc:subject>
      <dc:date>2009-12-29T17:10:50+00:00</dc:date>
    </item>

    <item>
      <title>Hacking on the combat</title>
      <link>http://mega-tokyo.com/blog/index.php/site/hacking_on_the_combat/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/hacking_on_the_combat/#When:02:58:45Z</guid>
      <description>Wow, its been ages since I&#8217;ve hacked on Fishguts. Tonight I managed to get some free time so I whacked a few thorns on the combat engine. 

Managed to split out the Cluebook from the Players guide so I can print separate booklets, for some reason I like that idea more than stuffing it all in one booklet. XeTeX rocks, I wonder why I never bothered with Latex years ago.

Tweaked some AI + A* pathing.

I need to fix some horse issues, and generate a list of enemies from nearest outward so the Next/Prev automatic targeting works.</description>
      <dc:subject>Computers, Development, Fishguts</dc:subject>
      <dc:date>2009-12-28T02:58:45+00:00</dc:date>
    </item>

    <item>
      <title>VPS</title>
      <link>http://mega-tokyo.com/blog/index.php/site/vps/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/vps/#When:14:46:55Z</guid>
      <description>If you noticed a blip in downtime, thats because I moved my VPS. I switched from slicehost to linode, gaining heaps more speed, more disk/ram/bandwidth for the same price. very nice  Also switched from a 64bit host to a 32bit host, saving more memory in the process as well.

Took a bit for DNS replication to go around, and annoyingly I think I was one of the last to see the changes go live, tho I saw the logs that others had seen the changes very quickly but for me it was a day. Seems some places don&#8217;t respect the DNS time to live setting.

Everything should be back up and working just fine.</description>
      <dc:subject>Computers</dc:subject>
      <dc:date>2009-12-17T14:46:55+00:00</dc:date>
    </item>

    <item>
      <title>Two little Git helpers</title>
      <link>http://mega-tokyo.com/blog/index.php/site/two_little_git_helpers/</link>
      <guid>http://mega-tokyo.com/blog/index.php/site/two_little_git_helpers/#When:03:19:22Z</guid>
      <description>Git is really powerful but some of its commands can be very obtuse. Two little helpers I have in my .gitconfig that I thought some of you might find useful are


&#91;alias&#93;uncommit&amp;nbsp;=&amp;nbsp;reset&amp;nbsp;&#45;&#45;soft&amp;nbsp;HEAD^unstage&amp;nbsp;=&amp;nbsp;reset&amp;nbsp;HEAD&amp;nbsp;



The uncommit will back out the last non&#45;pushed commit. Unstage will do as it says, remove a file from the staging buffer.

The alias section is a great place for your shortcuts.

&amp;nbsp;</description>
      <dc:subject>Computers, Development</dc:subject>
      <dc:date>2009-12-06T03:19:22+00:00</dc:date>
    </item>

    
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