My my, how time flies. It's been a busy couple of months since my last post with school and work running at high capacity. There has still been time to play some games, but nothing I really want to talk about, so here's a one-sentence summary of each:
- Alice: Madness Returns: I haven't seen quadruple jumps since ... actually I don't remember ever seeing quadruple jumps before.
- Oddworld: Stranger's Wrath: A pretty cool twist.
- Torchlight 2: Fooled ya! That's not the final boss!
- Shadow Warrior: 17 chapters with enough ideas for maybe 8.
- Darksiders 2: Look boss I made the level huge so there's room for all the players ... wait what do you mean it's not an MMO?
- Viscera Cleanup Detail: Whoops you brushed the bucket against my arm and now I'm dead.
Now that's taken care of, here are some other things. I want to say "things not about video games" but of course it fucking is.
For one of my school projects, we created Monospace Hero, which is part game, part level building tool and allows you to write your own platforming levels using only a text editor. Basically, you're a symbol jumping around on other symbols. Check this page for more details.
For a few years I've been using my own web based video game collection app to keep track of my growing collection across several platforms and services. I still feel that things like Playfire, while great in many aspects, do not give me enough control over my data, which is really the most important feature to me. So for the time being I'm relying on my own custom solution.
A year ago, the app was just a for-each loop in PHP spitting out all the rows in a database table. Today, that's still a part of it, but the entire thing has been rewritten as an AngularJS application using a JSON API and Bootstrap. It provides advanced filtering, high customizability, statistics, and a whole bunch of other features. I even wrote an installer that makes it about as easy to install as WordPress! I now call it g_. I'm still working on getting it a nice description page (and probably publishing the source somewhere), but for now, my actual live version that I use can be found right here.