犯罪心理捜査Posted: March 3, 2011
The first set of exams are over, and I’ve been able to laze around for a bit..
I’ve been watching Hanzai Shinri Sousa (It’s called Control, too, I guess. I don’t know). I’m enjoying it. I sometimes pause when they reveal the motives and think, “Wow, really?,” but I liked the characters. Matsushita’s face is really expressive, and I was surprised when I found out she was also in Taiyou no Uta. Didn’t notice. I think I’ll look for other stuff she did after watching this. Anyone who can play piano must be cool, right?
Maybe I’m easily amused but I still think Naohito’s character is quirky enough to be funny but not too overplayed. I was also surprised to find out it was him, because I didn’t recognize him either. Then again, I don’t watch much of anything. The only other thing I’ve seen him in was 1 liter of tears.
I tried to get back into Nethack and Dwarf Fortress, but after not playing either for a while I kind of lost interest quickly. I was pretty surprised with how long site searching took in Dwarf Fortress, even after I went through the trouble of getting an i7 2600k. As soon as I started playing Nethack I remembered how it would always mess up and show katakana, and I didn’t want to look at a tileset.
Some friends have recently taken to Dungeons and Dragons.. I’d like to try DMing but I still don’t know enough to play, hah.
Spent some of today playing around with bullet patterns, but it’s pretty difficult to achieve what I see in some STGs with an elegant solution.
I wanted to try to replicate “Duplex Barrier,” and originally I intended to have each bullet change direction and position upon colliding with a barrier, but I ended up having to hard code the “barrier walls” and positions in the bullet controller update code. So what I end up with is a class of bullets with really specific behavior that I’ll probably only ever use for that one card. Retrieving each bullet and changing its direction from a set of collision results was more complicated than I thought, and I’m still not sure how it’s “supposed” to be done. Another problem is the mass slowdown that occurs when I spawn more than ~100 bullets at once. I know how much space bullets tend to take up on the screen during bullet-heavy scenes, but I never really thought about the actual number. Fields of bullets that I thought would be enough turned out to be surprisingly sparse.