(cross-posted from tigsource)
i tell you, if you are not interested in this topic, do not post here.
alright. this isnt the second campaign. that's june. this is the thread where tocky tells you what he's been working on lately. and this thread will not be a mighty thread that spans ten pages, or it might not be, because this would be too good, too perfect, and i promise you that this thread will be worse and not as good as we deserve, in the more-traditional tigsource style. i will pretend i am one of you and not some kind of strange space wizard. but let me tell you, i am that. i will smoke some weed so that - i will be more likely to forget what i am saying - and so i will be better at explaining all this weird space wizard math to you. for you, this thread is a gift. i know we have had our troubles, but i tell you this is true.
because i am now devoted to being WORSE and not BETTER in deference to those persons who do not wish to see me, i will keep everything in this first post, even my replies to things that other people have said in this thread. i am on tigsource. and i am asked to frame my replies a certain way. this is not as GOOD as replying in the way i am accustomed to to, but it allows me to respond and not tie up the archive and also to keep in accord with filthy accelerationist principles. i will blog SLOW in that thread, ie not as fast as before, but i will blog FASTER in this one, and also i will include a CHALLENGE at the end of this post, for you the reader, because i wish for you to respond, and also because there havent been any OFFICIAL COMPETITIONS LATELY.
so like, this is in the art forum. what are you working on lately, tocky? this is a bad question because it assumes an idea must be new to be worth your time. the BUDDHA is not a new idea, though, and the BUDDHA is worth money.
so i was thinking about the doom roguelike and i think it is a shame that there is only one doom roguelike. liek it is a good doom rogue but we deserve more of them. we should hug every doom. we should hug every rogue. and so we should hug every doomrogue - map all possible dooms onto all possible rogues.
so, while there is already a doom roguelike, we will make another doom roguelike. this is not as good as making a totally new mind blowing idea but we will try to sneak those into the game.
roguelikes are drawn in text mode - that is, using a symbolic palette - which means that we dont really need an artist, all we need is a programmer, or something better than a programmer.
roguelikes use a symbolic palette - the ascii range - and a color palette - whatever you like. lets say rgb333 so soething like the amstrad cpc.
http://i2.photobucket.com/albums/y13/tocky/rgb-8-bit.png( btw i did not map this palette today - i mapped it a long time ago and you can see it on my livejournal
http://ramirus.livejournal.com/ among other palettes that i mapped at that time - all these posts are good and tbh you can use the Good Ideas within if you wish, i will not try to sue you. if you use my ideas to make bad games, though i will not be super happy about this. this is one way to kill me. another way is to tell me that i am wrong, and not think about whether i am right. another way is to take a thing i like and then get a picture of calvin pissing on that thing and to show it to me. did you know that calvin was named for john calvin and hobbes for thomas hobbes? i have digressed. you can see that i made this map in a pixel artist way and not a programmer way, because i am more of a pixel purist and less of a programmer - like most of us here. )
i later realised that even here i am being not generous enough. we should use all colors and all symbols, and not just the ones our ancestors did. we should use every palette and not the same palette every time. but whatever, these small spaces are still nice. i would use them to make games and i have done this - only they are small.
so we have access to 32-bit color (do they have 64-bit color now?) and the entire unicode range including - and this is the best bit - all of the emojis. but also like the georgian characters, the han characters, futhark runes, everything you can think of. you name it, its in there. we can make roguelikes that show any of these symbols in any of these colors.
so we can map every color to every symbol, but even here we are not being generous enough. we will need a background and foreground color for a roguelike and - hey, why not map every symbol back onto every other symbol.
bgcolor * fgcolor * bgsymbol *fgsymbol
so now we have a symbol we draw in front, and the symbol we draw behind that, for example, but instead we could blend them or chop and screw them or animate attack and decay or or something. we could get a pixel artist to draw every combination but lets not do that because it seems exhausting.we do not want the pixel artist to be exhausted, we do not want him to be extinct, we do not want him to be dead. how can this best be achieved?
in fact you can map the symbols back on themselves 16 times, and so have 16 frames of animation to mess around with.
so instead of just one guy in a turban emoji we have, for each symbol - a guy in a turban emoji version of every symbol in every symbolic language we can name. and not just for guys in turbans, also for giraffes or whatever. you can get a giraffe dragon and a ghost dragon and a dragon king and a king dragon if you map every symbol onto every other symbol. all of these are good puns, good names, and good urls. but only two characters long, so not a set of initials (3) that you enter into the high score table, and not a set of knuckle tattoos (4-4), but any 2 possible characters (2). but (2) is also a devil-number, even if we need it for binary systems. i tell you we need non-binary systems. the only good number is not even (12), which has lots of factors, but (n) which has all factors.
anyway i realised all this later. what i have uses more-traditional but not truly traditional symbols of the atascii range - but, like, with the symbols we would need to make doom, and not for text mode apps on telnet or whatever. the default dwarf fortress character set is a 16block atascii or something like that - i made a 10block one that was a popular heresy for a while, i made my own custom palette also, and all this is good, but listen - this is still a community which also does not show me the respect i deserve, one which tbh doesnt value my input either, but whatever. i made a character set, a palette, and i was working on the dwarf emojis when mayday took over for me, which is awful nice of him all things considered but it is important to note that i would not ask for this. and so we have the mayday set and not the tocky set we would have, which tbh would have been better. it cant happen now because mayday beat me with my own product, which is something that happens in these places quite a lot. but whatever. games are cheap these days and now i have to sell you this, the good idea, when truly you should just wish to buy it from me. in any case i now give it freely: use it. i dont care. i will not sue you. when the mayday set was on the tigs frontpage, in a way, i was on the front page - but not truly. i give you the doomscii (this is actually the second version, the first one had more likes on twitter, but i doubt anyone actually uses it because its sort of still a work-in-progress and i hadnt checked every tile for errors. but this one is more sound - it's rigorous - because it lines up with the grid better and if you find any errors ill try to fix them - i did this stuff in game maker 8, the last-good one, because i like the tile editor even though it is not the best tile editor. in the pixel editor in game maker 8 you can set up the grid to be whatever you want, different on the x and y axis, choose what color you want it to be, all this good stuff. you need to be able to see the grid when you draw this kind of thing. in a more-good tile editor than the game maker room editor id be able to zoom and use palettes and stuff, but i digress, heres the doomscii-v2, the one that should always work (but if theres still errors pls help me fix them) )
http://i2.photobucket.com/albums/y13/tocky/bg0.pngthis might not look like much to you, but i promise you this: it is the monad.
these tiles are 12 by 12 and this is not by accident. i understand that 12 is not a power of 2, but its actually better than a power of 2, because it has more factors which means more good ways to slice it. thirds, sixths, halfs or quarters.
why would you want to break a tile into thirds? well you know how you do that 3-by-3 block thing, usually with with some extra inside corners so that you can make an autotile? well here you can treat each symbol like that, and the code for this isnt even super hard to do. all that matters is that you should want to have 12blocks instead of 8blocks or 16blocks - in fact this is intuitive. a programmer would tell you different, and this is what happened when i first came to the pixel art community - i switched from intuitive 12-blocks to traditional 8-blocks because i was told, immediately, they are more-right. but they're not really.
anyway - most of you are pixel purists like me, and and not programmers. many of you are pixel artists that have had to learn to be programmers. but in the future you will not have to be programmers because mcc or someone will have solved the problem. thats the most-good thing that could happen but this thing that is happening to you right now is still a good thing. now we're thinking with lizards: how can i make the all-games while not actually doing very much work?
but as pixel artists you can still get some use out of this thing: why not edit it to be more like the doomscii you would make? why not edit to still be a rogue but not a doom-rogue? put in mermaids or something.
as bonus content: i will also give you panels and bubbles:
http://i2.photobucket.com/albums/y13/tocky/bgb.pngso now we can make bullets and speech bubbles and particle effects and walls and stuff.
i realised after playin with the first set that i would need these tiles, also. but maybe we can do better than this: can you think of a set of 255 tiles that we havent defined that could fit in with these pages - do you think we could make a book of 16 pages that would contain all of the symbols we might want for a doomrogue game? what should go on those pages, then? if you tell me a good-enough idea for a third page, i will try to make it.
i have told you that 12 is better than 16 and yet i am still chained to this heretic number 16. can you make a set of 144 tiles that is better than this 256 tile map?
all of this should come to pass. should this scare us? wont it make pixel artists extinct? well obviously lots of people don't prefer roguelikes to not-roguelikes. but we can revolutionise games in the same way that we can with roguelikes - by understanding the block, the gender, the monad. it is not enough to ask, should we make these games - they are already being made. we should ask, how can we best make these games, in a way that still respects the work of creators? because i do not wish to make pixel artists extinct. noone should have to be dead in 2015. i wish to accelerate the discourse. i wish for the function of the pixel and of the artist to be better understood.
as a bonus content: my dad always framed my sexuality in terms of my little sister's sexuality. if i look at porn thats bad because what if my little sister found out about porn? this is not good for me and it's not good for my sister. it's not even good for my dad. there's a reason i dont call my dad more often. and there's a reason i dont come to tigsource more often.
so like, im not your dad and you're not mine. neither one of us is the other one's dad. each of us should be self-moderating and i understand that this is hard. why, tocky, would you ask me to consider sexuality - gender - a valid part of pixel art? why not?
doomscii's kind of a dumb pun and i apologise for it. but its also the monad, the gender, the block:
bg = doom * scii
col = r * g * b
bgcol = bg * col
and then we can have as many bgcols as we need:
bgcol * bgcol * bgcol ...
this is an extensible language for roguelikes but more than this - it's an extensible language for dreams. its the monad. welcome to the lizard mud. we have the monad, and we have copy-and-paste, so we also have object-orientation. welcome to the lizard moo. but listen - read A RAPE IN CYBERSPACE. it's more likely than you think.
the maths is good when you map everything onto everything because it's not heavily notational - easy to read. this is a good language for games because it's easier to teach. this is why we should study puns and lyric poems and emotions and language and cellular automata and procedural generation, and the difference between motif and gender, and homestuck troll romance and the critter code and the nerd code and dragon code. this is why we should study transgenderism and transhumanism. because we wish to. can we make a doom where you can talk to the monsters? and if not why not? dont those monsters deserve to speak and have opinions about stuff, to argue with one another, and to be right? dont they deserve to be alive and not dead? i tell you we can take all those people who are not alive and bring them to life on our screens. have you played STRANGETHINKS SECRET HABITAT yet? bc that is a game that understands the monad.
so listen, i have come back. i will not be stopped. i could post all this shit somewhere else but im gonna post it here too. please make use of these concepts and symbols.
welcome to the new game, which is LEGACY. welcome to the new game, which is LEGION - this is lizard moo. welcome to the new meme. welcome to the new flesh. welcome to the lizard race.
i understand the monad and it is lizard people. the virtues of mappin everything to everything else
the first campaign is the treatises:
https://plus.google.com/+MattRundle/posts/Ua5dRLJpH9Jthe second campaign i will talk about morrowind and how it is not the best game because it is not the monad. but it is better than what we have now.
i should mention that i am devoted to being worse and not better on tigsource, but here on wayofthepixel i can be better and not worse.