Saturday, February 19, 2011

Taking a break from life, the definition

Assuming "taking a break from x" => break (x, length) =
           ~x if t > time.now and t < time.now + length where t <- time
           ~~x if t > time.now + length
Also ~life = death

Also ~death = zombie since zombie <- undead and ~death = undead

then break (life, y)  = ~life if t > time.now and t < time.now + y
=> death if t > time.now and t < time.now + y
      ~death if t > time.now + y

=> zombie if t > time.now + y

Therefore, after the break from life, you become a zombie.

Thursday, February 17, 2011

More stuff


Cake. Trying my hands on some... food shooting. Taken with the HTC HD2.

The old vintage that is the Fujifilm F30

Seriously, unless you go for the G12 or something at this day and age, this frigging 6MP shooter will outdo everything you throw at it in the image quality department.

Testing the blogger app on the Android

Google on Google - you think they should have had something like this earlier on?

Tuesday, December 28, 2010

Random Thoughts 2

Random thoughts on game plots, stories, and plays.
The Hero/ine:
    - Usually completely oblivious until some "thing" tells him/her, and usually denies the role. Then completely got involved and ignores all facts of life just because.
    - Usually emo, or crazy.
    - Carries 6932 items around, including 60 swords, 9 types of bows (no, not arrows, they are expensive,) 600 completely random objects, 6 rocks, and 4 gold bricks and still walks around with ease.
    - Doesn't get hungry, EVER.
    - Picks up food from random strangers and knocked over garbage bins.
    - Hellbent on not jumping over a 3 feet wall, despite higher than normal strength and dexterity, but will gladly jump down a 600 feet cliff to a gruesome death.
    - Takes about 600 bullets, 60 sword through the heart, and 5 chops in the head to kill.
    - or dies stepping on an ant, or walking into a door.

The companions:
    - Usually do most of the work and let the hero takes all the credits while they fade back into the unknown.
    - Swarm around the hero, or form a neat line behind the hero, or worse, hermit <i>inside</i> the hero.
    - Often state the complete obvious details of the environment.
    - First to headbutt into conflict to get hurt, only to create <i>more</i> of a hassle for the hero to fight.
    - mostly useless in fights.
    - major source of discouraging advice.
    - Usually imperative to yell the name of the spell when using said spell.
    - When companion offers to do something, usually screwing it up, BADLY.

The Villain:
    - Overly confident, despite the hero killing all of his minions and every single guard in his hideout.
    - Never, EVER sends powerful troops to overwhelm the hero when the hero is still weak.
    - Only acts when the hero has matured and more than a match (root the source, eh?)
    - usually stops expanding his influence as soon as the hero started exploring, instead just sits and does absolutely nothing.
    - has a tendency to not send more than 2 bosses at a time.
    - usually takes about 58432908 hits to die.

The national army:
    - completely useless.

The NPCs:
    - Stand around the same spot for eternity.
    - Have little concerns for home security.
    - Will tell you the same thing over, and over again.
    - Gets in the way.

The Creatures:
    - usually carry spare change of the relevant currency, despite of their size. Sometimes they have weapons inside their bodies.
    - groups neatly from weak creatures to strong creatures.
    - always attacks the hero, and just the hero; never attacks NPCs unless told to do so.

The Environment:
    - A locked door is mostly invulnerable to all damage, despite you shooting at it with a thermal nuclear device.
    - will have something to block you from the next step. Anything, including an NPC you can kill in 1 hit.

Wednesday, August 24, 2005

I am blog-o-mazing (too!)

The thing with the thing is the thing with the thing.

That should start this off with a complementary BANG!