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@codl and for the next trick--we call it page skip: if you input a frame-perfect page turn at just the right time, we can skip the entire story segment of the run!

it's a dangerous trick though, because if they're even one page off, they'll need to improvise from an unknown part of the story

this strat isn't marathon safe, but the potential savings make an attempt worth it

let's see how it goes! but we'll need silence from the audience in the meantime

@noiob oh, i hope you like it! i know i personally enjoyed it a lot~

it's a little slow to start; it really starts to kick off in their second arc: Murder on the Rockport Limited

but even so, the first episodes have lots of things in them that get referenced later, so it might not be a good idea to skip them if you wanna immerse yourself in the storytelling later

@noiob that's probably for the best

some early MBMBAM episodes are just, uhhhh...not so good. i wouldn't overly recommend it

on the other hand, i'm happy i started from the first episode of TaZ. even if it was pretty slow to start, that whole thing basically became legit the best thing i've ever listened to

@noiob nice!

i'm still catching up with MBMBAM since i only really started getting into podcasts because of The Adventure Zone a few months ago

self care is deciding you don't need to engage with people who make you feel bad

you don't need to feel guilty about controlling your environment to be something that makes you just a little bit happier!

@ulvra thank you @ulvra..! ^^

(and maybe! i still don't know if this is really gonna go anywhere yet)

@ulvra oh yeah! i would definitely go recursive in clojure, though cl's spec doesn't actually specify tail call optimization

the implementation i'm using has it, but i'm not sure i wanna use things that aren't in the actual language

for general dungeon generation, drunken walk seems like a decent starting point–iirc, the original rogue always had set rooms, but with random paths connecting them. i also think mystery dungeon used random shapes, and connected those

there's lots of approaches..!

does anyone know of any neat articles on procedural dungeon generation?

i have some ideas, but i wanna see what else is out there before diving into it!

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what i mean is, if i wanted to change any of these things, i can just change it and hit ctrl+c, ctrl+c on it to swap it right into the game *while it's running*

but if i wanted to step-by-step debug any of these things, i have to put a (debug) statement in it and hope the stack tells me what i need to know as i step through things

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the fact i can swap code into a running game to change things on the fly has always been one of my favorite things about common lisp!

but i forgot how silly its debug support was--i've been spoiled by clojure's tooling

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i made a quick placeholder sprite in azpainter so i could experiment with player movement, and ended up accidentally drawing Not-Good Kirby

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video game corruptions as art 

@Xkeeper this localization is an aesthetic!

it's like the tonal difference between michelangelo the artist, and michelangelo the ninja turtle

video game corruptions as art 

@Xkeeper ahahah, you weren't kidding!

@ctrlaltdog@chitter.xyz (also good morning, @ctrlaltdog@chitter.xyz..!)

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