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Tourniquet

My home town featured (33rd!). We considered it vindication!
The versions and branches and spin-offs almost sound sane until you realise they didn't mention Haage & Partner 'Amiga Forever' lineage, which is what I imagine most users are using today - via the included WinUAE, Amiberry, or various FPGA Minimig (e.g. MiSTer) based devices.

This one claims to be AmigaOS 3.9 which is a best of breed cobbled together AmigaOS and roms.

I have no idea if/when this might venefit from the fixes to 3.2.3, but I'm imaging never.

Re:How Doom didn't kill the Amiga on Monday February 05, 2024 @04:34AM (#39259142)
I enjoyed this read. It mirrored my own experiences closely, growing up in the 80s/90s in the UK. My first home computer being the C64, then A500, and later an A1200 with 6MB RAM, HDD, squirrel SCSI with various optical media and a 1084ST (originally bought second hand, stuffed full of lowres porn...). I too chased the ultimate desktop - MagicWB, newicons, MUI (licensed!), heavily configured DOpus, various file format plugins, alt disk formats etc.

97 or so was when I had an old 386 handoff, and 98 when I first installed Linux. I triple booted into BeOS for a while. Coming back from Uni in '98-'02 and using the Amiga less and less, until I finally got rid of it after a trace on the keyboard burned out and the HDD gave up.

I have continued to play with emus over the years, CAPS with the IPF for.at was an interesting project for someone who didn't care for 'cracktros' and respected the physical copy protections lf the day. Lately, AmigaVision running on FPGA 'emulation' is my choice. Don't chase the upgrades - the Amiga was a machine of it's eta - when hw tricks got you a long way, and it wasn't pure cpu cycles and blitting.

Re:Topaz Unicode on Saturday January 27, 2024 @07:51PM (#39161422)
If you're British, then you might recall 'The Chart Show' in the 80s/90s that used an Amiga interface as the overlay. Otherwise, it's pretty iconic..
I'll also highly recommend GBG. My eldest had a good time building very creative things when he was about 9, and my younger son who is 6 has built a 3d platformer. i haven't a clue how to program it, but they pick it up easily! Also, they both love Scratch (not Jr) on a browser. Not 3D, but a great outlet for their ideas.

If it's just level building, then Super Mario Maker 2 (also Switch) and Levelhead (Steam, more accessible on Switch). There's also BQM (Steam,Switch) for isometric dungeon designing.

Hi, My son has taken a shine to this after I sent him the link (he's up to 100 cards now...). Online, drafting, and the most important bit - user created content (he'd have been as happy with a traditional editor for the cards rules, but has had fun trying to convince the parser to do his bidding).

The Discord link is timing out for me. Hopefully you don't mind a brain dump here.

He had one feature request - the ability to restrict the number of Rare/Uncommon cards to be included in a deck built off of a given set (if that makes any sense).

Also, we hit a few bugs. One time we had a major state desync - on one player one team was entirely wiped out with a given card play, whereas on the other it had no/limited effect. From that point, the games diverged in their entirety - including the log. It was only because we were sat next to each other we even knew.

Some form of hashing of the engine state and comparisons every play could ensure that at least a desync identified (which would hopefully lead to a fix).

Another time, the 'End Turn' button was unresponsive for one player, and we instead had to force a draw.

He had an issue with a card he created that read "when you draw a card, ...", which was triggering when the opponent drew too.

The final thing is more of an irritation, which is the 'Activation' overlay can make it hard to move/attack to the hex immediately to the right.

Otherwise, great game and it's obviously a labour of love. Jist hope for a bit more interest and player activity.

Thanks for this, will pick through it to see if we can pick up any better practices or patterns. My 11yr old son and I playing with Love for a few weeks, learning OO, LUA, and some game engine principles.

https://github.com/ppriest/love if interested.

Re:MAME is now Free and Open Source Software on Saturday March 05, 2016 @06:38AM (#11229211)
China is mostly blocked from MAMEdev.org/MameTesters due to an annoying chap or two that used to hassle developers. Since at least one of the core team is based in China it's an annoyance.