Travis and I have been busy during our spare time coding up new features on Cheerful Ghost and today are launching a new way to look at comments, posts and profile pages. Once upon a time Cheerful Ghost had a Membership system and it was a pretty good way for people that love the site to contribute to it but I always felt like it wasn't the best it could be. Because of that we're rebuilding the Membership system from scratch and it's starting today.
Comments, Posts and Profiles oh My!
If you click open a comment stream or look at a post you will see a new thing we call badges. Badges are a cosmetic thing bestowed on certain users for things like post authorship,... Read All
Travis and I have been busy during our spare time coding up new features on Cheerful Ghost and today are launching a new way to look at comments, posts and profile pages. Once upon a time Cheerful Ghost had a Membership system and it was a pretty good way for people that love the site to contribute to it but I always felt like it wasn't the best it could be. Because of that we're rebuilding the Membership system from scratch and it's starting today.
Comments, Posts and Profiles oh My!
If you click open a comment stream or look at a post you will see a new thing we call badges. Badges are a cosmetic thing bestowed on certain users for things like post authorship, membership, site support and admin or mod status. These badges are shown on posts, comments and profile pages and can help give certain discussions some context. It's also a nice thank you to people that financially support the site or work closely with it.
If you have questions about what the user titles or roles mean, we have a handy page to explain it better linked below. If that doesn't work well for you drop your comments on this post.
Old Membership Is Dead, Long Live Memberships!
Since all former Cheerful Ghost site Members old memberships have lapsed they are now rolled over to supporters. We're still working on the new Membership system and process to become a Member again but the cosmetic enhancements were in place so we decided to roll those out now for comment. The new site Membership system should launch in the next bit the only real blocker here is me having enough time to come up with an interesting video about it. Right now we're thinking about using Paetron for site Memberships and we need to spend a bit more time to make that launch just right.
The Future
I don't want to talk too far in the future about what's coming but I do want to say that these changes are all in service of a larger goal that will become more clear later. When I think about what's the most fun about Cheerful Ghost for me trying to make that baked in to the DNA of this site sounds really interesting and hopefully these site updates get us there.
Itâs a pretty special time when a new Nintendo games comes out and Brad Smith has something with his latest entry to the NES lineup with Lizard. After reading about the game, playing the demo and quite enjoying my time with it I decided to reach out to him and ask him a few questions about the game and his process of creating it.
âChoose your lizard carefully. You can find six different ones scattered across the land, each with its own special ability.
You'll need these abilities as you make your difficult journey through many dangerous places. Carefully hop your way to the top of an active volcano. Surf down a surging river. Swim an underwater lake. Ascend a snowy... Read All
Itâs a pretty special time when a new Nintendo games comes out and Brad Smith has something with his latest entry to the NES lineup with Lizard. After reading about the game, playing the demo and quite enjoying my time with it I decided to reach out to him and ask him a few questions about the game and his process of creating it.
âChoose your lizard carefully. You can find six different ones scattered across the land, each with its own special ability.
You'll need these abilities as you make your difficult journey through many dangerous places. Carefully hop your way to the top of an active volcano. Surf down a surging river. Swim an underwater lake. Ascend a snowy mountaintop. What kind of strange creatures will you meet? Can you unravel the mysteries of Lizard?â
jdodson: Why create a new Nintendo game?
Brad Smith: I got interested in NES development first through a music program called Famitracker. I've always had an interest in video game music, but I found this program (more than 10 years ago now) that allowed me to write music for the NES, and I thought this was great. A few years later I used it to make an NES cover of the Pink Floyd album Dark Side of the Moon, and from public response to that I found my way to some chiptune communities. The more I worked with it, the more I had questions about the NES hardware, and finally I bought one and a PowerPak flash cart so that I could write my own programs for it and answer those questions.
The more time I spent with this machine, the more interesting it became. It's got a great balance of being just powerful enough to be versatile, but it's still very limited and something you have to constantly design your work around. Some aspects of the machine seem very simple, especially compared to modern computers, but in a lot of ways the simple premise will turn out to have very complicated consequences. There are also a lot of dark corners of the NES hardware that are very intriguing, things that are subtly broken, or didn't turn out to be useful in the way their design intended. It's an extremely fascinating machine, and all of its quirks really put their mark on every game that came out for it.
I very much feel like the machine becomes a partner in design for an NES game, in a way that stops being true when you have more computing power to play with. I liked having to deal with its limitations, and the end product is a game that really belongs to this console. The other aspect of it being so limited, is that its games are just small enough in scope that I can handle one on my own.
People often ask about nostalgia, and there is some of that too, but I never actually had an NES when I was a kid. A few of my friends did, but I grew up with an Atari ST and Sega Master System, and then a long string of others. While I have fond memories of those other systems the NES is the one that stimulates a creative urge in me.
jdodson: Now that Lizard has launched, how do you look at how the project has gone from the initial concept to Kickstarter to launch?
Brad Smith:Well, I am satisfied with the finished game. It very much is the game I set out to make, and while the specific details of what the game is were gradually decided as the project went along, it definitely fits within my initial plan for what it was supposed to be. It's a game I wanted to see, and I'm glad to have made it.
On the other hand, I am disappointed in how much time it has taken me. I have spent too many months, and too much money working on it. It's too early to see how well it will sell, but it seems unlikely that I will break even on it. It was more important to me that I finish the game I wanted to make, than to ensure it was profitable. I'm more disappointed in just the time itself, it's been years of my life of doing this one thing instead of many other pursuits I'd like to try. For that reason I'm extremely happy to be finished with it, finally.
When I ran the Kickstarter, I had been working on Lizard for about a year, and I was confident that I could finish that version of the game as it was going in another half a year or so. When the Kickstarter finished, it had raised a little more than I had asked for, and at the same time I had an opportunity to cut down my cost of living, so I decided to stretch it out. The demo version I had for the Kickstarter felt too small to me, and I decided then that I should double the size of the game, both the literal physical size of the ROM data, and the breadth of the game's world. I drastically underestimated how much extra work this would take to accomplish. I don't regret it, because it resulted in a much better game, but it cost me so much time.
jdodson: What are your top 5 NES games?
Brad Smith:In no particular order here are five current favourites:
StarTropics - The strange grid based action scheme of this game is really amazing to me. I've never played anything quite like that. It has some interesting puzzles, and a very charming theme as well.
Battletoads - I love how much variety this game has, every level is something new. Great tunes. It's notorious for its difficulty, but I think it's for the most part very fair difficulty, which is hard to pull off. When I die in Battletoads, I can usually blame myself for it.
Super Mario Bros. 3 - Another one that has incredible variety. The levels are small, but each one has something unique to it. Not like Battletoads where ever other level is almost a completely different game, but just a new novel situation created out of the existing blocks and enemies.
Mr. Gimmick - This is a fabulous platformer made late in the life of the NES. Gorgeous art and music, very well put together, and has a very solid gameplay mechanic of throwing a star that you can also climb on.
Sweet Home - A fantastic survival horror RPG only released in Japan. Has a very interesting story that is slowly revealed as you play. You have five characters and any of them can die before the end. It has standard JRPG random battles but the main difference is that healing is very limited; grinding won't help you, more battles will wear you down!
jdodson: Whatâs been the hardest part of launching Lizard?
Brad Smith:The launch part is a lot easier than everything that came before. Self publishing in itch.io is not hard at all. Steam is more tedious but still pretty straightforward, and mostly self directed. Marketing is harder, and that's an ongoing challenge. I'd like to see Lizard make it to some other consoles, but all of them require significant financial investment, so I have to wait and see how Lizard sells in its current form before I can take the risk elsewhere.
If I take the question to mean everything before the launch as well, the hardest part of making lizard is the design. I don't mean the high level ideas, like "what lizard powers should I have?" but the small details I have to work through day to day. Should I make this platform 4 or 5 tiles wide? Which of those is more fun? Should I make this crab jump higher, or faster? After making 200 other rooms, how do I make room 201 interesting? Is it better for this frog to be here, or 3 pixels to the left? Will this frustrate players? How much frustration is too much? Which combination of enemies or items fits the NES colour restrictions for this room? These are often subtle, but usually tricky and subjective questions, and there is an endless supply of them every day.
The big time sink here is that most of these questions have to be answered by building different versions of the game and trying them out. I test and test and test a hundred versions of every room. I shorten a platform and then try jumping off of it 20 different ways to try to get an idea of whether it's better or worse than it was before. All this testing takes more time than any other part of game development. A lot of the design difficulty is trying to find useful changes that don't have a large global impact, or just weighing how much work various ideas require. Changing how an enemy behaves will affect every instance of that enemy in the game. If there's 100 frogs, that's 100 things to test and re-evaluate if I ever make a change to how those frogs work.
After testing and design, programming is also difficult. Writing a program is like making a machine with a hundred thousand moving parts. When it takes 100 lines of code to make a dog jump, there's a lot of room for mistakes, and even if you write exactly the code you intended, there's a lot of room for unintended consequences. Think about kicking a koopa turtle shell in Super Mario Bros. What happens if it hits a block? What happens if it hits a goomba? What about falling off the bottom of the screen? What if it hits a springboard? A flagpole? A fish? A vine? A mushroom? Mario's foot? Mario's head? A block that's been bumped from underneath? When you have systems of things that can interact with each other there's A LOT of combinations to think about. This is not easy to manage. Complexity grows exponentially, and problems in programming can be extremely unpredictable.
jdodson: Creating a platformer requires lots of attention to how the gameplay feels. How did you approach getting it right for Lizard and when did things seem right to you? Were you taking inspiration from other platformers in terms of getting the game to feel at home with them?
The way a character moves in a game has a lot of components. There are a lot of decisions to make here: whether to include slopes, whether blocks are completely rigid or have "soft" edges that push you out, how fast to accelerate, how fast to slow down, how fast and how high you jump, how much control you have in the air, whether you lose momentum for pushing against a wall, whether you can release the jump button early to jump lower, is there water, is there ice, yada yada yada. Some questions are at least fairly binary, so you only have to try a version with it on or off, but a lot of these factors are quantitative... when it's a matter of how much you have to try a lot of different versions to answer that for yourself.
For Lizard, I made some rooms to test, and put together the character controller with the elements I thought I'd want. I experimented jumping over obstacles with different shapes and sizes, and tried a lot of different settings. I eventually narrowed toward something that felt good to me, and I went with that. Basically from that point on the character physics were set, because the design of nearly everything else in the game is dependent on them.
At the very end of production, when I began beta testing I was unsatisfied with how many people were reacting to it, and I decided to test an alteration to the character physics at that point. I won't go into all the details on this, as I'm planning to write an article about it, but I wasn't expecting to use this alteration. I just wanted to satisfy my curiosity. When I tested it, though, I was surprised by it. I had found a very low impact change that I think significantly improved the feel of the game for a lot of players. After a couple of complete playthroughs and some review of its design consequences, I decided to keep it. I didn't think I could mess with the physics without having to redesign the whole game, but it turned out I could, at least a little.
jdodson: How did you get into game development?
Brad Smith:I found a book on beginner BASIC programming in the school library when I was a kid. There was a whole series of these by Usborne, colourfully illustrated, and they got me started. Computer magazines used to have code listings in them too that you could type in and run. I learned a lot from reading and experimenting with others' code this way. I really liked video games, and I wanted to make my own, so I did. I made lots of very small video games growing up, and slowly learned more and more about how to do it.
When I was a teenager we got the internet, and suddenly I had access to some amazing information that I could never find at the public library. There was a set of documents called the PC Game Programmer's Encyclopedia that were shared on various FTP sites back then that I learned a tremendous amount from. At that point I was very interested in JRPGs, after having played Final Fantasy IV and some other Squaresoft games. I was determined to make one of my own. I also found an RPG engine community called VERGE, and hung out on IRC and forums with other people where were trying to make RPGs with that engine, even though I was trying to make my own from scratch.
Eventually I went to university. I got a bachelor's degree in music, and also in computer science. Between what I'd learned on my own in years prior, and everything I gained at school, I thought I was ready to apply for a programming job at game companies. I was hired by Obsidian Entertainment as a junior programmer. I moved to California, and worked for them for a few years, mostly on an Aliens RPG that would be cancelled, but I still learned a lot.
After a few years there, my dad died unexpectedly and I wanted to move back home to Canada to be nearer to my family. I left Obsidian, but I had a few friends who were trying to start a game company of their own, and they were willing to let me work remotely from home. For a few years I did that, until the company eventually fell apart (long story I won't go into). We had many dead end projects, but released one game at least (Yar's Revenge, 2011). After this I became a contract programmer for a game engine company for a few years. When that contract came to an end, I decided I'd had enough of making games for other people and wanted to make a game for myself. That's when Lizard began.
jdodson: Now that Lizard is released and the NES carts are on the way have you thought about what project might be next?
Brad Smith:I actually have enough game ideas to last the rest of my life, I think. I keep a lot of notes about these.
I want to make another NES game, but one very different from Lizard. I don't forsee myself ever wanting to make a Lizard 2, but it's not an impossibility either. I don't have too much to share on this future project yet.
The other thing I want to do is make a BASIC programming environment for the NES. Something that's free and open source, and good for learning. I've already begun work on this, and I'm hoping to be able to sustain myself through Patreon or proceeds from Lizard, but it remains to be seen whether this will be feasible.
I have a few other projects I'd like to continue as well, such as the NES music emulator NSFPlay, which I've been promising to update once Lizard was done.
jdodson: If you didnât have an idea I have a free game suggestion you can use for your next project if you want. A Super Nintendo game about a family of Super Nintendos where one Christmas they all decide to take a trip to Paris. That night one of the Super Nintendo kids gets dumped on and sort of yells at everyone and is sent upstairs early. That night a power outage resets the Super Nintendo parents alarm clocks and they are late for the airport. In a scramble every Super Nintendo makes it to the airport minus the one Super Nintendo kid who is left behind. Anyways, iâm thinking in the game other Super Nintendos might want to rob him and the kid can build traps and stuff to mess them up but not quite kill them. Anyways, one working title for the game could be SUPER DOMICILE UNATTENDED!
Brad Smith: Heh, well I'll say this about game ideas: the overall concept and idea for Lizard took maybe minutes or days, depending on what you consider the "full" idea. Building that idea took 4 years. There's a 1000:1 work to idea ratio here. Game ideas are really fun to come up with, but also not very hard to come by.
jdodson: Thanks for taking the time to do this, anything you want to say before we wrap things up?
Brad Smith: Nothing more comes to mind, but thanks for the interview.
Seriously great interview! It's sometimes a chore to read/hear interviews where the person being interviewed doesn't have much to say. This is the kind of detail I love seeing.
And the process is fascinating! Thanks for sharing, Brad!
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The new year is here meaning that Hearthstone will be rotating the amount of sets in standard. As part rotation a new expansion has been announced called The Witchwood. The above trailer seems like The Blair Witch Project meets... Hearthstone? It's a fun expansion reveal and the ending is well worth sticking around for.
The Witchwood is a traditional Hearthstone expansion but it seems the pre-order nets you 20 extra packs than it did before. Seems to be an adjustment on Blizzards part as it seems the general community consensus is the game is really expensive to play. Still is, but they seem to be tossing in more value, which is nice.
The Witchwood is also shipping with... Read All
The new year is here meaning that Hearthstone will be rotating the amount of sets in standard. As part rotation a new expansion has been announced called The Witchwood. The above trailer seems like The Blair Witch Project meets... Hearthstone? It's a fun expansion reveal and the ending is well worth sticking around for.
The Witchwood is a traditional Hearthstone expansion but it seems the pre-order nets you 20 extra packs than it did before. Seems to be an adjustment on Blizzards part as it seems the general community consensus is the game is really expensive to play. Still is, but they seem to be tossing in more value, which is nice.
The Witchwood is also shipping with a new single player game mode similar to Dungeon Run of the last expansion called Monster Hunt. In this mode you play as one of 4 unique heroes where you take on 8 bosses to complete the Monster Hunt. This seems to be a cool extension of the Dungeon Run mode added in Kobolds and Catacombs which was my most played aspect of the last Hearthstone expansion.
I have a special fondness for Hearthstone but the thought of getting back on the daily grind makes me get all queasy. It's a great game and possibly the best free to play game ever made but you either have to sink a ton of time into it daily to get enough gold to open packs or spend more than $150 a year to open enough packs to remain competitive. Both prospects, right now, seem unfortunate to me but i'm really happy the game is continuing on and people seem to love it which is awesome because it's a game that should continue to be improved.
In the 90âs Nintendo sold us everything from Mario underwear, trading cards and cereal. I was down to get all of it, or at least as much as Mom and Dad would buy me. One seemingly unattainable aspect of the 90âs Mario craze was Nintendoâs Cereal System that had a split box of Zelda and Mario cereal. The only time I ever had any was at my cousins house and it was pure magic to open the box, eat Zelda cereal and after breakfast play Nintendo all day. Fast forward to the dystopian hellscape of now and Nintendo doesnât sell us trading cards or underwear anymore but the cereal thing is back in the form of Kelloggâs Super Mario Cereal.
At this time Super Mario Cereal is a... Read All
In the 90âs Nintendo sold us everything from Mario underwear, trading cards and cereal. I was down to get all of it, or at least as much as Mom and Dad would buy me. One seemingly unattainable aspect of the 90âs Mario craze was Nintendoâs Cereal System that had a split box of Zelda and Mario cereal. The only time I ever had any was at my cousins house and it was pure magic to open the box, eat Zelda cereal and after breakfast play Nintendo all day. Fast forward to the dystopian hellscape of now and Nintendo doesnât sell us trading cards or underwear anymore but the cereal thing is back in the form of Kelloggâs Super Mario Cereal.
At this time Super Mario Cereal is a bit hard to find in stores but they seem to be getting it back in stock and if you canât find it the old fashioned way you can get it online. I luckily found some at a local grocery store for about $3 a box and picked up two. A few weeks later a work friend gave me some as a present(thanks Joe) so iâve had enough Super Mario Cereal to make a grown Italian plumber stomp on some poor Goombas.
According to Kelloggâs Super Mario Cereal is 8.4oz which means super mario cereal is in a small box. Itâs about the height as a normal-ish cereal box but itâs thin and itâs not as large as a normal box of Cheerios, think about the size of a box of Grape Nuts.
Howâs Mario Cereal taste? Well⌠about what youâd expect if youâve ever had Lucky Charms, Marshmallow Mateys, Flintstones Marshmallow Fruity Pebbles or Marshmallow Fruit Loops. Wait⌠Marshmallow Fruit Loops⌠*clicks some shit in Google* OH GOD THAT SOUNDS HORRIBLE WHO WOULD DO THAT TO A KID? *sigh* Since I donât eat this kind of cereal nor subject my kid to stuff like it trying Super Mario Cereal was like a blast back to the sugar rush of my youth. The cereal isnât really great outside of one bowl but that one bowl is pretty incredible if you like cereal that is way too sweet. Come to find out I do and eating a whole box was a fun ride down marshmallow lane.
Speaking of way too sweet if you read the ingredients one cup of Super Mario Cereal being 32 grams for each cup contains 10 grams of sugar. Thatâs right kids â of Super Mario Cereal is sugar. â . But itâs cool because it has 3 grams if fiber so you know that 10% really buffers out the sugar part.
But who buys this stuff as health food? Super Mario Cereal is supposed to be a glucose spike with an amazing sugar crash just like Saturday morning intended. Oh and while your at it you can also swipe your box by your Switch in the Mario Odyssey game for 3 gold coins. Not sure thatâs the worlds greatest in game reward but isnât â content being sugar itâs own reward? I think so.
Timogorgon: As luck would have it, the same day I finally found a box of the Mario cereal Jon sent me an email saying he was going to do a review of it and wanted to know if Iâd like to contribute to the post. I decided to rope in my children too, since kids are probably the target demo anyways.
I thought I knew what I was getting into since it looked like a lucky charms knock-off, but I was not prepared for the cereal itself being berry flavored. That was kind of an odd choice. Itâs like someone took the marshmallows from Lucky Charms and then dumped them into a bowl of Fruit Loops. However, the berry flavor must be a coating on the cereal because after about a minute in the milk the âberryâ flavor was basically gone.
To say this cereal is sweet is kind of an understatement. For the record I do normally like sugary cereals, but this one was a bit much even for me. The box is pretty small, which depending on your point of view might be considered merciful. All four of us each had a bowl and the box was nearly empty afterwards. Iâm glad I found a box and got to try it, but I have no plans to purchase another one.
But what do kids think of this? Letâs turn to our panel of judges:
Mia (age 9): I think it tastes really good and that it should be one of the top five cereals. (I asked her what the other âtop fiveâ cereals are and she informed me that they are: Fruit Loops, Cheerios, Cinnamon Toast Crunch, and Raisin Bran.) I like the fun marshmallows a lot.
Briley (age 8): Super duper good! I want this all the time. It tastes sugary good, really sweet. My favorite part is the marshmallows.
Micah (age 5): Two thumbs up! (I asked him if he wanted to say anything more, to which he answered âNope!â)
Timogorgon: In closing, let me say that the resulting sugar rush for all three kids was pretty epic.
When Valve started the hype train for Steam Machines in 2015 I was excited. I love consoles but I don't love having to re-purchase games for each device I own so the thought that you could by a game one and run it anywhere really interested me. Plus I love Valve and Steam so getting a dedicated Steam Machine for playing games in my living room seemed like a great idea. Since i'm not usually the first to adopt brand new tech I decided to wait for the reviews to come and had a thought to picking up a second or third generation machine because, by then, the kinks would all be worked out. Thing is... Steam Machines seem to be a first generation only thing because frankly,... Read All
When Valve started the hype train for Steam Machines in 2015 I was excited. I love consoles but I don't love having to re-purchase games for each device I own so the thought that you could by a game one and run it anywhere really interested me. Plus I love Valve and Steam so getting a dedicated Steam Machine for playing games in my living room seemed like a great idea. Since i'm not usually the first to adopt brand new tech I decided to wait for the reviews to come and had a thought to picking up a second or third generation machine because, by then, the kinks would all be worked out. Thing is... Steam Machines seem to be a first generation only thing because frankly, they seem dead.
Are Steam Machines Dead?
Officially Steam Machines don't seem dead as they are still listed on Steam itself but PC Gamer did an interview with three Valve partners that released Steam Machines and they have basically discontinued them due to lack of interest.
âNobody was buying it with SteamOS,â Digital Storm marketing manager Rajeev Kuruppu tells me over the phone. The manufacturer had already been building the Eclipseâwhich is still available with Windowsâwhen Valve pitched SteamOS, and added a Steam Machine build mid-project. That version has since been axed, and Digital Storm no longer has an active relationship with Valve.
âI think over time as the demand from customers wasnât there we basically had no reason to speak with Valve,â says Kuruppu. Digital Storm is still open to working with Valve, so long as its customers want what Valve is putting out. Right now, they donât."
Valve Released The Steam Link And It's Incredible
I wonder if part of the reason why the uptake of Steam Machines wasn't high was because alongside Steam Machines Valve released the Steam Link. The Steam Link is a $50 steaming device that let's you transmit your PC Steam games to your living room in 1080p and it seems that users decided to go that route instead. And it's not a bad choice either because i'm using it right now and with all the updates Valve has brought to it.... it's incredible.
When I attended Steam Developer Days I got a free Steam Link and Steam Controller with the ticket. After my son was born I really didn't have much time for PC gaming so the Link sat in the closet and recently I dusted it off and hooked it up. After 10 updates I started streaming games from my ASUS ROG laptop. The streaming was great but, occasionally, the game would lose a frame or two. It wasn't a huge deal but it was noticeable and I remember reading reviews that suggested you use it over wired ethernet. The Steam Link and my ASUS ROG are both connected to wireless and my router supports 5G Wireless 802.11ac 2x2 (MIMO) so I figured all would be fine but there were noticeable hiccups. I have a PC gaming desktop that is connected to wired ethernet and I decided to give that a go and the Link streaming was perfect. So it seems that if one of the machines is connected to wired internet that can help considerably and moreso if both are.
I've tested a few games on the Steam Link but the game i've played the most is Death Road To Canada, which is perfect for the living room. Fallout 4 ran well and I didn't notice any kind of performance issues with it either. I don't imagine i'll be playing a ton of shooters that way for but platformers, adventure games and rogue likes playing Steam games in the living room is a great way to experience them.
With wireless, the issue isn't the speed, it's the inherent latency. It's why even on 802.11b back in the day, even if your internet speed was 5mb and your wifi speed was twice as fast, people recommended you play online games while wired to the router.
The Steam Link is an amazing device. The only hiccups I ever noticed were when I was playing a CPU intensive game, since the pc you're streaming FROM needs some CPU cycles to encode the video on the fly.
I'm pretty OK with Steam Machines not going anywhere honestly, as long as Valve continues to support Linux. The work they've done for Steam OS has benefitted gaming for all Linux users, and I hope they keep that up.
It's also worth noting that the Steam Link goes down to like $5 on every major sale, so there's no reason not to try them. And it works with just about any controller you already have.
Plus, if you're a tinkerer you may choose a $5 Steam Link over a Raspberry Pi depending on what you're after(retro emulation and Kodi, for instance, can run as native apps on the Steam Link)
jdodson Admin Post Author
wrote on 03/13/2018 at 03:35am
Native apps is a great step. I wonder if subsequent versions will allow usb storage and a larger hard drive to make a mini steam machine? I mean, it already is but the storage is somewhat limiting.
jdodson Admin Post Author
wrote on 04/03/2018 at 11:52pm
Yeah, this doesn't surprise me. Again, as long as Valve continues pushing the Linux market (which they seem to be, and Steam OS seems to still be in active development for the time being) I'm totally ok with the fact that Steam Machines never went anywhere.
It was an interesting experiment, and I was way wrong about how effective the experiment would be, but in the process we got way more Linux support for gaming which, honestly, is a win for everyone, not just Linux gamers.
jdodson Admin Post Author
wrote on 04/04/2018 at 03:27am
Thanks for that update, it's awesome to hear that Valve is very committed to Linux. There is a hacking community for the Steam Link and you can install things on it using the bit of disk it has available. I wonder if Steam Link v2 that may potentially do 4k or more will have more disk and it will allow for certain games to install. Or maybe a Steam handheld? Who knows but his
"At the same time, we're continuing to invest significant resources in supporting the Vulkan ecosystem, tooling and driver efforts. We also have other Linux initiatives in the pipe that we're not quite ready to talk about yet; SteamOS will continue to be our medium to deliver these improvements to our customers, and we think they will ultimately benefit the Linux ecosystem at large."
Can't wait to hear more.
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Travis gives this an astounding "Must Play" on the Ghost Scale
This achieves something special, and it would be a shame to miss it.
Travis gives this a "Must Play" on the Ghost Scale
This achieves something special, and it would be a shame to miss it.
Hey everyone, weâd like to share an awesome new feature on Cheerful Ghost. You may have heard us using the Ghost Scale in our reviews on Cheerful Ghost Radio over the past couple of months, and now you can use the Ghost Scale on your reviews here!
When youâre creating or editing a post, just check âThis is a game reviewâ to show options for the Ghost Scale. You can give your game review one of four ratings that will show on the post:
Skip it : Whether due to bugs or other issues, people may have a hard time finding fun in this game.
Meh⌠: Itâs not amazing, itâs not bad. This game is ok but you may want to choose another title.
Rad : This is a fun game, with very... Read All
Hey everyone, weâd like to share an awesome new feature on Cheerful Ghost. You may have heard us using the Ghost Scale in our reviews on Cheerful Ghost Radio over the past couple of months, and now you can use the Ghost Scale on your reviews here!
When youâre creating or editing a post, just check âThis is a game reviewâ to show options for the Ghost Scale. You can give your game review one of four ratings that will show on the post:
Skip it : Whether due to bugs or other issues, people may have a hard time finding fun in this game.
Meh⌠: Itâs not amazing, itâs not bad. This game is ok but you may want to choose another title.
Rad : This is a fun game, with very few bugs or gameplay issues, and is well worth your time.
Must Play! : This game achieves something special, and it would be a shame to miss it.
I'm giving this post a rating so you can see what it looks like.
Weâve spent a few months baking this from the initial concept to launch and weâre excited to bring game reviews to Cheerful Ghost. As with everything weâre open to small tweaks along the way so please let us know you feedback and feel free to head back to past posts and add your Ghost Scale review to them!
Azurephile Super Member
wrote on 03/10/2018 at 02:37am
Azurephile Super Member
wrote on 03/10/2018 at 07:29pm
My only issue is that I prefer a 5 point scale, instead of 4. That way you have bad, lean bad, ok/neutral, lean good, and good (or great). So, I feel as there's no middle ground, which eliminates a comfort zone.
> My only issue is that I prefer a 5 point scale, instead of 4. That way you have bad, lean bad, ok/neutral, lean good, and good (or great). So, I feel as there's no middle ground, which eliminates a comfort zone.
With respect, that's totally as intended.
My thinking is that The Ghost Scale takes the typical thumbs up or down vote and gives it a bit more nuance. Plus since there is no middle ground you have to break in a particular direction. Personally I really want to know which direction someone leans and think that it's good to nudge people to choose. I'm not sure we got the wording right entirely for each of the 4 scale items because it's hard to make something fun yet easy to understand. That said, I think it's a good first pass and if people really think that a neutral review is useful we can look at that.
ALSO, I consider meh to be somewhat neutral. It breaks a bit negative but the scale isn't actually designed to be negative, just give someone an understanding of where you stand in a Cheerful Ghost "standard" way.
Travis Admin Post Author
wrote on 03/10/2018 at 08:33pm
We went back and forth on that on how many to include and what to call them.
Five options would make it feel like a five point scale which we didnât want. At that point it just feels like a number by a different name.
And when you see some outlets talking about a game they gave a 3, saying itâs an ok game, and then talking about a broken game they awarded a 2, itâs clear that the numbers donât necessarily mean anything.
If you want a middle-of-the-road option, you can think of âmeh...â filling that role for the most part.
Travis Admin Post Author
wrote on 03/10/2018 at 08:37pm
Heh, Looks like Jon already covered my previous answer before I had a chance to send it.
Azurephile Super Member
wrote on 03/10/2018 at 09:18pm
I understand.
Azurephile Super Member
wrote on 03/10/2018 at 09:26pm
I understand. I think in part I feel this way because of FFXV. It doesn't feel like an incredibly great game, I mean I don't love it as much as I loved FFX and before. It's still not a bad game. I kind of feel like it deserves a more ok rating than "meh" yet at the same time I kind of feel "meh" about it. Although sometimes I feel like I'm enjoying it.
I may go back through some of my posts, in which I wrote a review for, and rate them. I may edit my ratings, too.
But thanks for the new feature and telling me how you came to the scale. :)
Black Pantherâs claws are tearing it up the box office making this recording setting movie a main event in this review episode of Cheerful Ghost Radio!
T'Challa, the King of Wakanda, rises to the throne in the isolated, technologically advanced African nation, but his claim is challenged by a vengeful outsider who was a childhood victim of T'Challa's father's mistake.
Directed by Ryan Coogler and starring Chadwick Boseman as TâChalla
Black Pantherâs claws are tearing it up the box office making this recording setting movie a main event in this review episode of Cheerful Ghost Radio!
T'Challa, the King of Wakanda, rises to the throne in the isolated, technologically advanced African nation, but his claim is challenged by a vengeful outsider who was a childhood victim of T'Challa's father's mistake.
Directed by Ryan Coogler and starring Chadwick Boseman as TâChalla
Will_Ball Game Mod Super Member
wrote on 03/12/2018 at 03:50pm
Gabe Newell gave a presentation at the Valve offices about their upcoming game Artifact - The Dota Card Game. The big news isn't that Artifact is coming but that it seems Valve is focusing more on shipping games.
"Artifact is the first of several games that are going to be coming from us. So that's sort of good news. Hooray! Valve's going to start shipping games again."
It seems Valve has been focused on hardware in Steam VR, the Steam Controller and Steam itself which has taken focus away from making games which seems to now be coming back.
"The positive thing about the Vive is, in addition to making sure that nobody created an iOS closed platform for it, was also that... Read All
Gabe Newell gave a presentation at the Valve offices about their upcoming game Artifact - The Dota Card Game. The big news isn't that Artifact is coming but that it seems Valve is focusing more on shipping games.
"Artifact is the first of several games that are going to be coming from us. So that's sort of good news. Hooray! Valve's going to start shipping games again."
It seems Valve has been focused on hardware in Steam VR, the Steam Controller and Steam itself which has taken focus away from making games which seems to now be coming back.
"The positive thing about the Vive is, in addition to making sure that nobody created an iOS closed platform for it, was also that it gave us the opportunity to develop our in-house expertise in hardware design. Five years ago, we didn't have electrical engineers and people who know how to do robots. Now there's pretty much no project in the hardware space that we wouldn't be comfortable taking on. We can design chips if we need to, we can do industrial design, and so on. So that added to that."
"We've always been a little bit jealous of companies like Nintendo," Newell said. "When Miyamoto is sitting down and thinking about the next version of Zelda or Mario, he's thinking what is the controller going to look like, what sort of graphics and other capabilities. He can introduce new capabilities like motion input because he controls both of those things. And he can make the hardware look as good as possible because he's designing the software at the same time that's really going to take advantage of it. So that is something we've been jealous of, and that's something that you'll see us taking advantage of subsequently."
Seems like Valve is setup to drop a few games and i'm really interested to see what they come up with. Not too interested in VR games but if they are great, who knows?
Will_Ball Game Mod Super Member
wrote on 03/09/2018 at 05:20pm
The artifact video was terrible.
jdodson Admin Post Author
wrote on 03/09/2018 at 06:54pm
0/10 nothing showed.
It was a teaser though. I don't think they've released much else beyond it.
Will_Ball Game Mod Super Member
wrote on 03/09/2018 at 06:55pm
I am tired of teasers that don't show anything.
jdodson Admin Post Author
wrote on 03/10/2018 at 12:32am
Hahahaha, yeah. That's maybe annoying. I'm tired of the fact my car doesn't yet fly.
WHY HONDA WHY IT'S WELL BEYOND WHAT BACK THE THE FUTURE 2 PROMISED US!
So jaded.... so angry.
jdodson Admin Post Author
wrote on 03/13/2018 at 03:08am
Updated the post embed to a recording of the talk Gabe gave about Artifact. Apparently it won't be free to play and you can sell your cards on the marketplace. Interesting stuff and he said the game would be out this year.
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Mikey Neumann of the Movies With Mikey fame runs the incredi-dorbs YouTube channel Film Joy. Film Joy also includes the saucy Ben Paddon show Ports Center and in his latest episode he covers Street Fighter II and it's ports to the Amiga. It's a good look at Street Fighter, it's beginnings, influence and movement to it's most beloved incarnation in Street Fighter II.
"In this episode, Ben looks at three very different attempts to bring Street Fighter II to his home computer of choice, the Amiga."
Mikey Neumann of the Movies With Mikey fame runs the incredi-dorbs YouTube channel Film Joy. Film Joy also includes the saucy Ben Paddon show Ports Center and in his latest episode he covers Street Fighter II and it's ports to the Amiga. It's a good look at Street Fighter, it's beginnings, influence and movement to it's most beloved incarnation in Street Fighter II.
"In this episode, Ben looks at three very different attempts to bring Street Fighter II to his home computer of choice, the Amiga."
Starting today Blizzard is celebrating 20 years of StarCraft with a bunch of free in-game loot.
Log in to StarCraft: Remastered after March 6 to receive a commemorative 20th Anniversary UI Skin for StarCraft: Remastered.
Log in to StarCraft II after March 6 to receive a special UI Skin for each race. Additionally, log in between March 6 and April 3 to receive a Portrait and Decal.
Log in to Diablo III after March 6 to receive Dominionâs Revenge, a fearsome Battlecruiser-themed Pet.
Log in to Heroes of the Storm between March 27 and April 7 to receive a 20th Anniversary Portrait for Protoss, Terran and Zerg.
Play a StarCraft-inspired Tavern Brawl between March 21 and... Read All
Starting today Blizzard is celebrating 20 years of StarCraft with a bunch of free in-game loot.
Log in to StarCraft: Remastered after March 6 to receive a commemorative 20th Anniversary UI Skin for StarCraft: Remastered.
Log in to StarCraft II after March 6 to receive a special UI Skin for each race. Additionally, log in between March 6 and April 3 to receive a Portrait and Decal.
Log in to Diablo III after March 6 to receive Dominionâs Revenge, a fearsome Battlecruiser-themed Pet.
Log in to Heroes of the Storm between March 27 and April 7 to receive a 20th Anniversary Portrait for Protoss, Terran and Zerg.
Play a StarCraft-inspired Tavern Brawl between March 21 and 25 to receive three Kobolds & Catacombs packs!
Between March 31 and April 6, /salute one of the following StarCraft-themed companion pets â Zergling, Grunty, Mini Thor, Baneling, or Zeradar â to receive the âSalute to StarCraftâ Feat of Strength.
Log in to Overwatch between March 6 and April 3 to receive the Sarah Kerrigan Ghost skin for Widowmaker.
Blizzard is also launching a new StarCraft video retrospective StarCraft is Life: A Celebration featuring some of StarCraftâs biggest fans as they look back on their favorite memories from the past 20 years. If that's not enough for your StarCraft appetite on March 30 & 31st there will be a special 20th anniversary streaming event live on https://www.twitch.tv/starcraft.
Itâs been really fun over the past couple weeks making improvements to the site. And Iâm excited about even more of it!
Cool!
Super interested in seeing how the site evolves!
Cool! Let me know where to send my money! :)
Check your private messages for my bank account info ;)
@Travis, are you the Nigerian Prince?
Shhhhh. I donât want everyone to know!