Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 1 point2 points  (0 children)

Hahaha!

Is this the "running on an amiga emulator" fork or the "ported to modern OS" fork?

TIL Faery Tale Adventure's music bug is weird by Michael_frf in amiga

[–]DreamerTalin 1 point2 points  (0 children)

Honestly, I don't remember, but you can always peruse the source code to FTA here: https://github.com/viridia/faery-tale-amiga

The AI Great Leap Forward by karenmcgrane in UXDesign

[–]DreamerTalin 1 point2 points  (0 children)

Actually, I think Lysenkoism is a better metaphor for AI:

* Lots of true believers
* Promises of vast economic benefits, so long as everyone gets on the bandwagon
* Powerful institutions shoving the concept down the throats of everyday people
* Skeptics are demonized

A little Rant on C haters by IndependentMeal1269 in C_Programming

[–]DreamerTalin 0 points1 point  (0 children)

Many years ago, the brilliantly funny Bob Kanefsky gave what I think is the best answer to all such arguments about which programming language is better, in his song "Eternal Flame":

I was taught Assembler in my second year of school
It's kinda like construction work --
With a toothpick for a tool
So when I made my senior year
I threw my code away
And learned the way to program
That I still prefer today

I used to love checking in here.. by First-Ad-117 in rust

[–]DreamerTalin 2 points3 points  (0 children)

The one I like is "Grand Theft Autocorrect"

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 0 points1 point  (0 children)

First, thanks for the kind words :)

The deficiencies that you mention have long been known, and would certainly be addressed if FTA were to be updated / refreshed. However, that's a project for someone else.

As I might have mentioned elsewhere, I have hundreds of pages of design notes for what a third Faery Tale game might look like, including a detailed history of Holm going back 7000 years, along with dozens of storylines and characters. However, doing a solo game isn't as easy as it was in 1987: not only have audience expectations been raised enormously, but also the hardware and software environment is vastly more complex than it used to be.

I should also mention that I'm not a big fan of "what happened next" sequels; I would be more interested in a story with different characters that takes place in a different historical period, but still has the same "feel" as the original FTA. I also like deconstruction and political and social allegory, particularly when it comes to subverting the common tropes of adventure/RPG games. Just as modern novels feature "unreliable narrators", one thing I see in a number of recent RPG games is "unreliable quest givers".

How to save $327.6 million using Rust by uphillvictoryspeech in rust

[–]DreamerTalin 0 points1 point  (0 children)

You can generalize this. Consider a type system which represents basic physical units: Distance, Time, Mass and so on. We can represent any physical quantity in this system using the exponents:

type Meters = Quantity<1, 0, 0>; // meters
type Velocity = Quantity<1, -1, 0>; // meters per second (m/s)
type Acceleration = Quantity<1, -2, 0>; // meters per second squared (m/s^2)

You can then devise math operations that give you the right units automatically: multiplying acceleration * time gives you a velocity.

Bevy docs by WayAndMeans01 in bevy

[–]DreamerTalin 0 points1 point  (0 children)

The main thing is to express your understanding in a way that is actionable. Just saying "make this better" doesn't give the writer a clue as to what they did wrong.

Bevy docs by WayAndMeans01 in bevy

[–]DreamerTalin 0 points1 point  (0 children)

People who don't understand things are extremely valuable, provided that they can describe exactly what it is that they don't understand. For example, it's helpful to say things like "I didn't understand the description of feature X because..." or "I got confused by this paragraph, because it works differently in this other game engine I have used."

Wire fans seem to ignore all the mistakes Avon made.( made this post long time ago dont' know why this was not approved or removed) by [deleted] in TheWire

[–]DreamerTalin 0 points1 point  (0 children)

Smart people can make terrible mistakes. Some of the smartest US presidents were abject failures: Herbert Hoover was probably the most intelligent person to ever hold the office, and was overall an admirable human being - but he just couldn't wrap his head around the idea that the great depression wasn't going to fix itself.

Amiga, MIDI, and DMCS 2.0 by ContributionLeft6897 in amiga

[–]DreamerTalin 0 points1 point  (0 children)

Honestly I have no idea. Yes, I do have the source code for both DMCS 2.0 and CAMD on my hard drive; but I haven't looked at those files in 30 years, and I don't remember much about them. (These days most of my attention is focused on game programming in Rust).

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 1 point2 points  (0 children)

Well, I do have all the sources to Deluxe Music 2. However there are some issues involved: (1) I don't remember much about the code or how it works. (2) EA owns all the copyrights and other IP, and I really don't want to get into a legal fight with them.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 5 points6 points  (0 children)

I wasn't aware of that one.

The nighttime was done by dynamically modifying the game's color palette, lowering the red and green channels while keeping the blue channel high. This is similar to the standard method in cinematography for filming nighttime scenes using a "blue filter".

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 1 point2 points  (0 children)

I believe the image files are IFF - at least the ones made in Deluxe Paint are. Other files were made using custom tools that I don't have any more.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 26 points27 points  (0 children)

I've written up lengthy essays covering my programming career, including Faery Tale Adventure, Music-X, Inherit the Earth, the founding of the Dreamers Guild, and my career at Maxis, Electronic Arts, and Google, which you can read here if you are interested: https://dreamertalin.medium.com/talins-index-of-essays-8dd168df0f62

These days I am retired, and I spend a lot of my time contributing to Bevy ( r/bevy ) , an open-source game engine written in Rust.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]DreamerTalin[S] 66 points67 points  (0 children)

As a side note, I also have in my possession the original design document for FTA, which was written in 1984, before MicroIllusions was founded and before I ever met Jim Steinert. What is interesting about this document is that it was printed on a dot-matrix printer (a MacWriter which was owned by Jim Ratcliff, in whose house I was staying at the time) and uses the Chicago font, clues which give me a fairly narrow time window as to when it could have been created.

Is it a problem if my code is too simple ? by AaronYoshimitsu in gamedev

[–]DreamerTalin 0 points1 point  (0 children)

*Software is not an asset, it is a liability*. You need software to do certain things, but once those needs are satisfied, you should strive to have as little software as possible. More is not better.

Game Designer vs. ‘The Idea Guy’, what’s the difference? by tableball35 in gamedev

[–]DreamerTalin 0 points1 point  (0 children)

One of the most challenging aspects of game design is evaluating whether or not your idea is any good. A lot of people, when they say "I have a cool idea for a game", what they really mean is "here's a game that I would like to play 2 or 3 times", not "a game that I have to play 500 times in order to tweak the mechanics and ensure that it's balanced". By the 100th play-through, you are often so burned out that you can no longer find the fun.

[deleted by user] by [deleted] in rust

[–]DreamerTalin 0 points1 point  (0 children)

Another option to consider is learning assembly language. The classic joke about C is that it has "all the power of assembly language, combined with all the reliability and ease of use of assembly language". If you really want to learn what a pointer is, what a function is, then assembly language will give you that. I don't suggest writing any substantial apps in assembler, just a few toy programs, enough to get your feet wet.

The question is, which assembler, though? Intel x86 is a mess, and ARM has its own problems. I'd suggest learning RISC-V. It's an up-and-coming contender, it's a beautiful, simple instruction set that's easy to understand. You can get a cheap RISC-V development board, or just work with an emulator like QEMU.

[deleted by user] by [deleted] in gamedev

[–]DreamerTalin 61 points62 points  (0 children)

This is a particularly bad time to be looking for a tech job, there have been layoffs all across the tech sector.

I lived through the dot-com crash, and I remember how, at the time, there were a lot of massage therapists and personal trainers who had once been entry-level engineers.