Haba
Harbinger of Decline
I will be quite upset on the day it is finally and definitively FINISHED and FEATURE COMPLETE.
Most probably. 'cuz that'll be the day we all die.
I will be quite upset on the day it is finally and definitively FINISHED and FEATURE COMPLETE.
Apocalypse of St. John (the original unaltered version):I will be quite upset on the day it is finally and definitively FINISHED and FEATURE COMPLETE.
Most probably. 'cuz that'll be the day we all die.
8:1. And when he hadopened the seventh sealmade Grimoire feature complete there was silence in heaven, as it were for half an hour.
8:2. And I saw seven angels standing in the presence of God: and there were given to them seven trumpets.
(...)
Zep will have to go back to molesting children in Vietnam after V2 comes out because he has been unable to crack the current encryption, which was only added because Zepo is a bore and I wanted him to have no reason to ever post to this forum ever again.
Mr. Blakenfeld, slowtard would appreciate it if you could help to explain why Australians are attacking ambulance personnel. It is perplexing. Were these literate people, a horde of Outsiders, or is the Road Warrior coming true?
Many thanks.
He called for faster intervention by police and said attacks on paramedics in the Bankstown area had become a regular occurrence.
https://www.cbcity.nsw.gov.au/commu...ers/aboriginal-history-places-of-significanceThe Aboriginal groups of the entire Sydney region were part of the Australian south-east coast cultural group, and they are the original people of Canterbury Bankstown. It is believed that the Daruk and Eora people were the original inhabitants of the Bankstown and Canterbury area, for many thousands of years before European settlement. The Daruk is the largest Aboriginal language group in the LGA.
Mr. Blakenfeld, slowtard would appreciate it if you could help to explain why Australians are attacking ambulance personnel. It is perplexing. Were these literate people, a horde of Outsiders, or is the Road Warrior coming true?
Many thanks.
There is a longstanding threat to ambulance personnel showing up in rough neighborhoods from rats, funnelweb spiders and Australians. The difference is that you can make an appeal to reason with rats and funnelweb spiders.
My 25 years in Australia have left me with a deep, abiding respect ... for the British.
There is a longstanding threat to ambulance personnel showing up in rough neighborhoods from rats, funnelweb spiders and Australians. The difference is that you can make an appeal to reason with rats and funnelweb spiders.
My 25 years in Australia have left me with a deep, abiding respect ... for the British.
Well do us all a favour and get the fuck out. You'll have to soon anyway, you won't fit for much longer, you fat clown.
Must be a real shit of a place, living here for a quarter of a century and all.
...let me know who you are...
I was a Grimoire beta tester in the very early days of this. I wasn't one for very long, because of the interface issues. I think the last words Cleve and I had (an amicable parting it was) went along the lines that "I wasn't suited" to the game. We parted ways.
What he meant was that he wasn't prepared to listen to construcive criticism. It wasn't as if these were radical new fangled ideas. FFS, how hard is it to make Esc = click on EXIT button?
In the early days of RPGs (Bard's Tale, MMI and such) interface issues almost didn't exist, I guess partly because there were no standards, and partly because the mouse was almost an afterthought.
A decade later though, I didn't get why these things weren't in the game from day 1, and frankly I am astounded that these same 'features' haven't been addressed. It isn't as if I am the first one to mention them.
Forget Monthy Python taking him to task, think of all the future RSI and carpal tunnel cases this clickfest will cause.
Forget no excuses in the 2017s, there were none in the 90s. A poorly designed interface is a poorly designed interface (think Elminage). Get past this, and you most likely have an amazing game. I wasn't able to get past it back then, (probably because there were so many alternatives) and now... I dunno, I might be able to It is such a freaking pity that a true gem may be hidden underneath an interface that will turn even fans of the genre off, and not let potential new fans to enjoy it.
...let me know who you are...
It shouldn't be to hard for you to figure it out, he already said some things that could point to him, like he was testing the game for you and then he told you this and that and you had some argument, should narrow it down quite a lot:
I was a Grimoire beta tester in the very early days of this. I wasn't one for very long, because of the interface issues. I think the last words Cleve and I had (an amicable parting it was) went along the lines that "I wasn't suited" to the game. We parted ways.
What he meant was that he wasn't prepared to listen to construcive criticism. It wasn't as if these were radical new fangled ideas. FFS, how hard is it to make Esc = click on EXIT button?
In the early days of RPGs (Bard's Tale, MMI and such) interface issues almost didn't exist, I guess partly because there were no standards, and partly because the mouse was almost an afterthought.
A decade later though, I didn't get why these things weren't in the game from day 1, and frankly I am astounded that these same 'features' haven't been addressed. It isn't as if I am the first one to mention them.
Forget Monthy Python taking him to task, think of all the future RSI and carpal tunnel cases this clickfest will cause.
Forget no excuses in the 2017s, there were none in the 90s. A poorly designed interface is a poorly designed interface (think Elminage). Get past this, and you most likely have an amazing game. I wasn't able to get past it back then, (probably because there were so many alternatives) and now... I dunno, I might be able to It is such a freaking pity that a true gem may be hidden underneath an interface that will turn even fans of the genre off, and not let potential new fans to enjoy it.
I just pulled this little prick's punk card. He's in Melbourne. He should have no problem meeting me in Ringwood at the MMA gym. None at all. We're going to find out what this asshole is made of very shortly.
I want to release video of this with V2 to show the naked face of decline in action.
At 6'5 92kg this guy would look like a walking pencil, 202 pounds. One of my hands weighs 202 pounds.
Mark started playing with games and programming early in life. In junior high he wrote a pillbox artillery game for the TRS-80, and learned the value of comments when he couldn't understand his own code the day after writing it.
Mark began his career in the industry at Interplay during his last summer vacation from college. He started testing Buzz Aldrin's Race Into Space, and soon moved into design work on Stonekeep. After receiving his BS, he returned as a programmer.
Mark worked on a handful of ports before he joined the Fallout team for the last eight months of its development, and worked on Stonekeep II after that.
When not coding, Mark enjoys playing computer games, especially strategy titles, and watching Red Dwarf or anything by Hayao Miyazaki, and it seems he can never get enough sushi.
Like Chris Jones, Mark is no longer with Troika. He is currently working for AOL. We will miss you and we wish you the best of luck in your future endeavors as well.
Mark Harrison? isn't he from Troika?
http://members.tripod.com/troika_connection/Home/id2_m.htm
Mark started playing with games and programming early in life. In junior high he wrote a pillbox artillery game for the TRS-80, and learned the value of comments when he couldn't understand his own code the day after writing it.
Mark began his career in the industry at Interplay during his last summer vacation from college. He started testing Buzz Aldrin's Race Into Space, and soon moved into design work on Stonekeep. After receiving his BS, he returned as a programmer.
Mark worked on a handful of ports before he joined the Fallout team for the last eight months of its development, and worked on Stonekeep II after that.
When not coding, Mark enjoys playing computer games, especially strategy titles, and watching Red Dwarf or anything by Hayao Miyazaki, and it seems he can never get enough sushi.
Like Chris Jones, Mark is no longer with Troika. He is currently working for AOL. We will miss you and we wish you the best of luck in your future endeavors as well.