Friday, October 23, 2009

Synchonising a folder on two systems...

Finally i found a program that does the work of synchronising a folder from my desktop to my laptop based on the timestamp in a useful way. I hereby introduce RichCopy! It's a bit of configuring at start, but hell, that thing is powerful, clean and pure, just like i want my software to be. You can choose updates depending on various properties of files, you can also move two folders into one, it copies in a chosen number of threads, you can exclude certain files, ... the list is endless!

What i do for example for my actionscript project: As you can store update settings in a file, i pretty much have two files called "FromLaptop" and "ToLaptop" on my desktop and the vice versa on my laptop. As i use PSPad as my text (and therefore code) editor, i just added those files as source files in the project structure and can start them via a context menu entry. That way i can update the project from each machine whenever i want! The versions on both machines are identical whenever i need them to be.

Over are the times when i couldn't continue my coding ambitions because i forgot to update the files!

Saturday, October 03, 2009

Whats the deal...?

I found a nice litte game called "Alien Assault" on an indie-gaming-site. At first i thought it might be nice, as it is a clone of "Space Hulk", a game my best mate Mike used to love and he looks back in sweet pink nostalgica everytime it's name is said.

Oh god, not a good idea. The game is more than hard. It is unfair. I played the tutorial missions until the flamer/alien-mission. Then i couldn't take it anymore. Thing is: You have six space marines, each of them packed with a flame granade thrower, on the way from one end of a space ship to the other. The problem is it's filled with aliens. Those buggers are quick and pretty much lethal in melee combat.

The unfainess comes with two problems: The aliens spawn in spawnpoints. And those are endless. The ammunition of your granade blasters though is quite limited. Furthermore these blaster have no guarantee to kill an alien, which makes a daring offensive attack on one of these pretty much as surviveable as a round of russian roulette. Endless aliens, limited ammo and random surviveability mixes to a highly frustrating cocktail that only the most masochistic players will happily endure.

Respawning enemies should be a big "Nono" also for indie programmers... goddamnit...