May 28, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:05 pm

Shared bookmarks for del.icio.us user
shasticon

May 21, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:05 pm

Shared bookmarks for del.icio.us user
shasticon

  • Save Nazanin
    An Iranian was convicted and will be hanged because when she and her niece were attacked by rapists, she used a knife to defend herself and one of the attackers died as a result. Why isn’t this on every front page? Tagged as: [activism belief law politics]
  • CNN.com – Town won’t let unmarried parents live together – May 17, 2006 —
    This is just another step toward strictly controlling what sort of lifestyle is deemed “acceptable.” Tagged as: [law politics society]
  • The Blotter – Government attempting to discover news sources through phone spying
    This goes too far. Something must be done before it gets any worse. Tagged as: [law politics]
  • FF: Baby’s First Fudge Dice
    I’m thinking about running The Shadow of Yesterday, but I don’t have any Fudge dice. Luckily, TSOY pointed me to this. Tagged as: [diy rpg]
  • Rename Windows files in bulk – Lifehacker
    I very often need to rename a whole batch of files (that are legitimate and NOT STOLEN) and this is going to make it quite a bit easier. Tagged as: [bittorrent music video]

May 7, 2006

This Week’s Del.icio.us bookmarks

Filed under: general — Matthew Glover @ 11:05 pm

Shared bookmarks for del.icio.us user
shasticon

  • DailyOlive.com: Got $1,000? Why Not Try a Golden Opulence Sundae?
    You know, if I had an extra thousand dollars, I can’t think of anything better to do with it than this. Tagged as: [food money]
  • America’s Second Harvest – Childhood Hunger In the United States —
    Oh, wait. Maybe there IS something better I could do with that thousand dollars. Tagged as: [activism money society]
  • Mexico’s Fox to OK drug decriminalization law – Yahoo! News —
    This is fascinating. I’m looking forward to seeing how this affects our neverending War on Drugs. Tagged as: [drugs law politics]
  • ZUG: Comedy Articles: Electronic Road Signs and Me
    This is the best kind of prank. UFO Crossing Ahead. Tagged as: [diy humor]
  • Take Action: Stop the Senate from Gutting Your Health Coverage!
    The U.S. Senate is about to vote on S. 1955, better known as the “Lose Your Benefits Bill,” which would allow insurance companies to ignore state laws that protect health coverage. People in every state will lose benefits. Tagged as: [activism health law politics]
  • YouTube – Stephen Colbert on D&D and D&D Online
    I love seeing a celebrity who has bona fide roleplaying experience and isn’t ashamed to bust out his chops on camera. Tagged as: [humor rpgs video]
  • Gentium — a typeface for the nations
    I’m not a big font geek, but I like the idea behind this: a free multilingual font project. Tagged as: [design text writing]

May 3, 2006

Nunchaku Adjustu

Filed under: kung fu — Matthew Glover @ 2:05 pm

At class last Thursday Adam showed us how to figure out the approximate length of rope or chain you should have between the handles of your nunchaku. Mine was a little too long, so I knew that before the next class I sat down to adjust them. The pinching on my hands that I got when I reversed grips confirmed it.

I’d done some research and found the Sei Shin Kan guide to traditional nunchaku tying. That’s not how mine were tied.

The SSK method has one piece of cord looped once between the handles, giving you two strands. When I looked at mine, I saw three strands. Rather than a knot on one handle, I saw a coil of cord in each handle.

I resolved to consider the issue so that I could make sure I wouldn’t untie my chucks and foul the binding without being able to fix it again. I’ve done crap like that in the past. “I’m sure I can put this printer back together!” Watching Shana’s difficulties in adjusting hers made me wary.

When I gave it a little thought, I realized immediately how the cord had to be tied. A quick look at the ropes showed me that there was a simple looping method used.

As you can see in my crappy png, it’s just a loop with an extra turn. The blue areas represent where the cord is coiled around itself to bind it tight. No knotting necessary, easy to adjust.

With that said, I’m considering getting a set of chucks with a chain and ball-bearing swivels. I borrowed a set of those to see how I liked them and the action is really smooth.

Oh, and I managed to make it through class without bashing myself with the chucks. I’m a little less frantic about getting some foam practice ones. A little.

May 1, 2006

Persia, and the Prince(s) thereof.

Filed under: gaming — Matthew Glover @ 5:05 pm

Yesterday while reinstalling Windows on my living-room media PC for the ninety-twelveth time to try to figure out a stupid crash/reboot issue (which I still have not resolved, thanks) I finished up the third Prince of Persia game. The Xbox version, natch.

I loved the first game, Sands of Time. It had a dreamy fairy-tale quality to it that really grabbed me. I liked the characters, the music, the visuals, and the gameplay was fantastic. Some people complained about the simplistic or repetitive fighting, but by the end of it I wasn’t bored with it. There were some frustrating fights, but that was mostly because I hadn’t taken the time to really learn the combat maneuvers very well. The ending was sad, but the way the story was tied together was fantastic.

The sequel, Warrior Within, was a rather different experience. Having read reviews I was prepared, but it was still more than a little obnoxious. The soundtrack was harder and modern, with a rock/metal influence. The storybook feel of the game was gone, replaced by a “dark” motif that did nothing for me. The whole characterization of the Prince was changed from the first game, for the worse.

The gameplay involved a lot of going back and forth over the same terrain, often making it very difficult to figure out where exactly I was supposed to be going. I had to refer to a walkthrough at nearly every stage. I’d rather check gamefaqs for a hint than spend hours figuring out exactly what’s expected of me, but the constant need to flip back and forth was frustrating. The new fighting system was very overwhelming at first, but once I started paying attention and actually trying to use the combos rather than just button-mashing, the pay-off was worth the effort. Fights because a great deal of fun. I liked some of the new special abilities quite a bit, some others not so much. I liked that the save function was changed so that fountains not only restored your health, as in the first game, but were also save points.

The story was convoluted, but pretty decent. There’s a twist about 80% of the way through that I found particularly entertaining. Just when I thought I was done, a whole new aspect of the story opened up. I didn’t bother going for the alternate ending, as I’d missed several of the health upgrades that were necessary and really didn’t want to try to figure out where they were. Aside from the continuance of the storyline and the new fighting system, though, this was mostly a letdown. The bossfights were especially a pain.

The finale, The Two Thrones, was something of an improvement over the second. There was a marked attempt to restore the fairytale feeling, using some of the same techniques. The fighting system from Warrior Within was refined and improved, though many of the special abilities were removed. Or maybe I just missed picking them up. I know I missed at least power upgrade and several health upgrades, possibly more. The story tied the first and second games in very strongly and very well. I was quite pleased with the way that unfolded. The main premise of the game, though, the main character’s switching back and forth with his dark alter-ego, seemed tacked-on and unnecessary. I loved the way it was handled, but it just seemed like it was thrown in. It was mostly unimportant to the plot.

Again, the bossfights were a huge pain. A new feature to the game, the “speed kill” added a strange new facet, though. For normal bad guys, if you sneak up on them you can initiate a speed kill, a cinematic sequence that requires you to hit the Attack button at key moments to complete it. If you miss your timing, the speedkill fails and you get hurt.

For boss monsters, in some cases the speed kill is the only way to kill them. The cinematics trigger automatically and you have to hit that button at exactly the right moments, otherwise you die and have to start over from the last save point. That was a major pain.

Also, the way savegames were handled was really odd. Throughout most of the game, you save at fountains as in Warrior Within. At some points, particularly after long non-standard game sequences (like the chariot-chases through the city) the game just stops and asks if you want to save. Other times, particularly after cinematic sequences, if you die it will start you after the sequence rather then back at the last actual save point. I have to wonder why it bothered with save points at all. Code for auto-save at waypoints was obviously included, so why not just use that for the whole game?

I was also irked by exactly where some of those waypoints were placed. For example, for the last boss the auto-save was just before a long elevator ride. After the elevator, the cinematic for the boss-fight was triggered, then the fight starts. I’m not sure why I had to ride that elevator twenty or thirty times while I tried to kill that boss. Oh, and speaking of cinematics, in Warrior Within there was a nice feature where if you’d viewed a cut-scene once, you could hit a key and it’d rush through it on fast-forward. It was a very cool nod toward the central theme of the game, rewinding time. In Two Thrones, except for the final boss fight, you had to re-watch every cinematic every time you hit it. That’s a huge pain.

Anyway, the ending of Two Thrones was really great. It handled the “dark prince” alter-ego nicely, tied up the time-travel / alternate-past / can’t-change-your-fate / fixing-your-mistakes-just-makes-things-worse themes very well, got rid of a character I never liked, and then to satisfy me even more it completed a circle from the first game.

vast expanse of springs

Filed under: general — Matthew Glover @ 10:05 am

This weekend my dear wife and I made a significant lifestyle choice.

You see, we have 110lbs. of dog. Two of them, split not quite evenly. Once we got them both housebroken, Sam (not to scale) and The Professor (ducks and lake not included) were allowed to sleep at the foot of our bed. Our queen-sized bed. This worked out pretty well for everybody. At the time, The Professor was full-grown at fifty pounds and Sam was still a puppy at about thirty.

Now Sam is sixty pounds and has never outgrown that puppyish tendency to sleep in piles. He’ll cheerfully sprawl directly on top of your legs. He also loves to streeeeetch out and occupy as much space as he can. If that means pushing you right the heck off the bed, fine.

This has begun to wreak havoc on our spines. The dogs seem unaffected, but Deirdra and I are walking wounded, crippled by our own canines. Unacceptable.

So this weekend, we took a chunk of our tax refund and bought ourselves a king-sized bed. We’d expected it to make our room look crowded and small but it turns out that it seems to work just fine. Of course, despite each of us saying “Oh, I’m pretty sure my frame will adjust to fit a queen or king, even if yours doesn’t.” Neither will. It doesn’t matter, though. Now there’s room for both of us and both dogs. There’s even room left over for the cats, which seems to make them very happy.

At this point, you’re probably thinking “If it were ME I’d just kick those dogs to the floor. No way would they sleep on the bed with us.” That’s what everybody else has said. That’s fine, I suppose, if you’re a cold and heartless robotronic Vulcan animal-hater with no feelings who gets a charge out of kicking puppies. You evil bastard. How do you live with yourself?

Better to be a warrior in a garden than a gardener in a war.
prochoicemississippi.org: prochoice, proactive

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