Happy Halloween, ladies and gentlemen! In honor of the spooky holiday at hand, Cheese and Bacon Games has created a terrifying trailer for your enjoyment.
Turn off the lights, shut the door, and feel yourself sweeeeept away into a brand new look at some of Hubert’s scariest foes. You will be shocked! You will be horrified! Or you might at least be interested to know that Hubert’s Island Adventure: Mouse o’ War will be coming to a computer near you next month!
Behold! A link to the video in question! Women and children may wish to avert their eyes. Men may weep. Your pets will just want a snack! And Hubert? Well, Hubert will see you all again very soon…
Years ago, I wrote an AI script for StarCraft. My friends and I enjoyed playing on money maps against large numbers of computer players, but were frustrated with how unchallenging the base game’s AI was on those maps. Thus, Dark AI was born. It was polished and tweaked and tested over years (very intermittently), and I’ve kept it up to date with each new version of StarCraft since then. It is extremely challenging, and it cheats like crazy. It is specifically designed for money maps, and I would not recommend playing against it in a regular game.
Today I have set it up with a page on Google Project Hosting, where my other open source stuff resides.
Check it out!
My apologies for the sparse updates on Hubert this year. I plan to begin posting updates more regularly leading up to the release, which shouldn’t be too far off, now!
As the title says, the game is now in alpha. It has actually been in alpha for about a week. Testing has been quite useful thus far, and I’ve been gathering bug reports and feedback on the gameplay. Additionally, work has finally begun on the creation of the actual levels (yay!) There are two levels now complete, and I am working on another today. Aneissa has been trying her hand at drawing up some levels as well, so look for her levels coming soon!
I have also been making some pretty major optimizations, and the game can now run much better and on lower-end systems. Along with the optimizations, I have added a software renderer. There was already a software mode in the past, but it was eventually removed because I couldn’t get it to look close enough to the hardware mode. That is no longer the case, and software mode has returned!
Here is a video showing the software rendering mode in action.
And here is a video demonstrating the two levels that are currently in.
I’ve been running a small Minecraft server for a while now, and some time ago I wrote a little program to keep backups of the currently running world. It looks at the server’s config file to determine the currently running world, and then copies that world to a date/time-stamped folder within a folder with the world name. That way, I can easily keep backups for several worlds at once.
You can specify how many backups to keep per world (the default is 7), and each time the program is run, it backs up the world and then deletes the oldest backup if there are more backups than the set limit.
I setup a Windows task thing to run the program once a night, and so I have nightly backups for the past week for the server. It is pretty handy!
I’ve been using it for a while now, and so far it hasn’t blown up my computer or killed my server/worlds dead, so I think it is now safe to share it with the world.
You can check it out here.