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Messages - WHAM

#181
General Discussion / Re: Steamdeck!
Sat 17/07/2021 20:49:45
I can't help but wonder who the real target audience for this. The only ones I can think of would be hardcore gamers who travel long distances frequently, and want to play their games on thet rain or plane or such. Even with the 720p 60fps performance goal stated, I can't imagine this thing actually getting solid enough performance for most major new releases (Hell, my GTX 1080 can't run Control at a stable framerate, which is a game they feature prominently on the ads for the Steamdeck!). As for families with kids who might want portable gaming, I'd imagine Nintendo winning them over with the lower price point of the Switch, and the far better brand recognition and reputation.

My gut instinct is to call this thing the same way I called the Steam PC's and Steam Controller, or the Stadia, which also promised the world in portable gaming, though with vastly different tech of course: it will die off due to just not having a wide enough potential market to take root in.

I guess we'll see in the coming year or two how it actually performs, though. First deliveries planned for January 2022, and I'll be very curious to see what the sales figures look like.
#182
Votes are cast, and just in time, I think. Damn near missed both deadlines this fortnight!

Stupot

Short, sweet and very effective. I feel there is room to tidy up the writing a little bit, smooth out things here and there for better flow, but the concept is very good!


EjectedStar

I feel the deadline of the contest gnawed at this tale toward the end. Just a little bit, though, giving it a rushed quality that sets it apart from the earlier parts. From a sickening start to an equally sickening finish, I found this tale a good read that seems to draw from a whole host of classic inspirations.


Sinitrena

Wholesome daemons? What slimy, sickening adorableness is this!? It reminds me of a Lovecraft themed webcomic callsed the Unspeakable Vault of Doom, with how the two worldviews are depicted and mixed. I like it!
I see we both could use a proof reader, though: 'Too much rows of teeth..' and '..hollered and jump towards him..' :) These only seem to come up toward the end of the story, so perhaps a looming deadline struck here as well?


Mandle

I'd need that extension to read all of this, but here is what I can say: I want pecan pie...
Beyond that I can't say much. I'm a little bothered by the frequency of F-bombs for some reason, possibly because of the way the story involves kids, but other than that it's an impressive effort for a fortnight.


As for my own little story
Spoiler
I was too lazy, left writing too late, and had no time for my usual routine of begging a friend of mine to read my work and point out issues before I put it up here. I should have fleshed out the tale more, possibly with a small flashback into the past of the Red Velvet Lounge to show how the three mobsters came to strike a deal with the band manager, believing that nothing could be worse than their 'boss' from back then. But, as the tale shows: a magical big band of the undead controlled by a wizard CAN be worse, after all!

This story was actually heavily inspired by a song I came across a while ago: Mr Pinstripe Suit by The Big Bad Voodoo Band.
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#183
Recruitment / Artist wanted - Paid project
Wed 14/07/2021 12:01:50
EDIT: I'm going to have to overhaul this thread, because wiser people than myself (Oh, hey Chomba!) have made me realise how bare bones and limited this request of mine was.
I'm going to come back to this thread with proper references on the art direction I'm looking for, as well as more detail, at a later date.

For the time being: sorry for the mess below.

Spoiler

I'm looking for an artist to work with on creating an expanded version of my February MAGS game: One More Fathom ( https://www.adventuregamestudio.co.uk/forums/index.php?topic=58887.0 )

Project detail

My goal is to rebuild the game with a higher resolution, new artwork, audio and music, as well as new content, expanded story and more. I am hoping to move from away from a pixel art style, toward a more cartoony or comic-book art style, as permitted by the higher resolution of the new version.

Open position

I am searcing for an artist to draw backgrounds, characters, objects and creatures, replacing the low-res pixel art of the MAGS version, while adding new characters, objects and scenes to go with new gameplay mechanics.

Other open positions may become available at a later date, and I will update here or create a new thread as appropriate at that time.

Project timeline

There is no concrete deadline, but my goal is to start the project during the summer of 2021, with a goal of finishing the project either by end of 2021, or early 2022, depending on how well sourcing art, audio and music go. However, as there is no external pressure on the project, delays are possible.

Payment & Funding

I am paying for this out of pocket, and my budget is limited to what I have left of my salary after my living expenses.
If you are a potentially interested artist, feel free to reach out to me to discuss the project, scope and potential price offers, as well as other detail.

You can contact me via email at wham@whamgames.com or via PM on the AGS forums.
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#184
What if I cast 9 votes and leave 1 uncast? WIll that one be fractioned out to all participants? Or will Baron choose who gets it? Randomize? It's a mystery!
#185
Red Velvet Lounge


The Lounge was in a quiet mood again that night. Only a few patrons sat at the counter nursing their drinks, while the sullen bartender polished a glass in an absent-minded manner, his bald head nodding slowly to the tune of the band on stage. In the round tables, parted from one another by seemingly impenetrable chasms of shadow, sat the scattered patrons, numbering barely two dozen. Moody illumination provided by candles and small lanterns situated on each of the round tables turned said tables into crimson islands of flickering light, with the faces of the few patrons seated around them drawn as shimmering silhouettes. In the outermost tables, off to the sides, the patrons were silent, but closer to the center of the room there was tension as a heated discussion of loud whispers spilled forth.

“We can’t afford it no more! It’s a bad deal and we should’ve seen it from the start!”

“I feel ya on this, Johnny, but we signs the damn deal, remember? Ours names is on the paper!”

The two voices sounded irate. A third one, calmer and slower in tone, joined in:

“The offer was good. Nothing more to it. We had to open the business up somehow, and boss was having none of it. But now I see them up there, I got to admit: I don’t like it.”

“Yeah, good deal if you don’t read the fine-frickin’-print. Sure, we got rid of the boss and all, that’s fine, but now it’s... it’s like we got a new boss, complete with a goddamn crew!”

“An’ nowhere near ‘nuff business! And we all knows why!”

A hand was raised, pale in the faint light, and pointed rudely at the band on stage. Ten men of dark ivory skin, in pristine black suits and pressed white collars, sat and stood on the stage. Brass and drums and a grand piano, the equipment better suited for fast swing music, were now playing a mellow ambient to suit the mood of the bar. There was an undertone of tension to the music, something out of place, but easily missed by the untrained ear.

One of the three men shook his head and spat on the floor, visibly disgusted.

“I says we jus’ shoot ‘im.”

The suggestion was made as casually as one might suggest a walk in the park, or ordering a sandwich at the corner shop. The hand from before reached deep into a pocket, but the calmest of the three voices intervened.

“Let me have a word first. I don’t think we really want a shootout in the Lounge, hm? Too much fuss, and bad for business.” There was a murmur of agreement. “

Maybe we can come to an agreement with him, you know: like gentlemen?”

The conversation carried on for a moment longer, covering various ifs ands and buts. Eventually, however, all three men stood up in unison and turned towards the rearmost corner of the Red Velvet Lounge, where a single table sat apart from all others. In that table sat a single man, the manager of the band playing that night, and most nights. He wore a tidy pinstripe suit, his finger toying with his hat which had been placed on the table before him, next to a glass of water and a pack of imported cigarettes. Not many knew the manager by name, but all did by reputation. A businessman of some notoriety, with the ability to somehow reach into the deepest, darkest depths of the city and to pull out whatever grimy secret he happened to need. Eyes and ears everywhere, and business partners and crew as loyal as can be. It was his band up on that stage, and while the audience was sullen and quiet that night, the music was performed to perfection. He smiled. He always smiled.

The three men crossed the room, causing a few heads to rise and look, then quickly look away again. Many of the patrons slowly nodded their heads, tilting side to side, as if the music around them formed waves to which they might sway between drinks. The men reached the table of the band manager and stepped close enough for the light of the candles to illuminate them. Two of the men were tall, thought one was girthier than the other, while the third man stood only to the shoulders of his companions, and had a twitchy look to him, like a rat sniffing the air as he turned and glanced about. It was the tall and slim one, with a pencil moustache on his upper lip, who stepped forward. There was a stiff smile on his lips as he leaned over the table.

“Evening, mister.”

The band manager nodded his head slowly to recognize the arrival of guests to his table.

“Good evening, gentlemen.”

The three exchanged brief looks, as if to verify they still wanted to go through with this, though none could say what made them quite so nervous. The manager lifted his glass and sipped the water. He always drank water. The tall man cleared his throat, looked over his shoulder one more time, registering the band on the stage, before returning his focus to the manager before him.

“Look, uh... me and the boys, we’ve been talking, and, uh...” He wasn’t usually this uncertain, but the words were difficult now. An errant thought fluttered through his mind, wondering what really had happened to the old boss, who hadn’t been seen in weeks now. “
We’re not ungrateful or anything, but, well... it’s gotten awful quiet in the Lounge since we started our little arrangement.”

The Red Velvet Lounge had been a busier place before, that much was true. It still got that way sometimes, with an influx of new guests, but somehow things died down and quieted over time. People, the regulars, kept coming back, sure. They sat and kept ordering their usuals while listening to the music, but it wasn’t exactly cheerful most nights.

“So, uh... we were hoping to negotiate a change. A new deal.”

The manager set his glass down on the table again and steepled his fingers beneath his cleanly shaven jaw. He had a smooth, light skin that seemed to reflect the flickering light from the candle, and a pair of piercing green eyes that looked right through you.

“You don’t like the music?”

The music stopped. Silence washed over the lounge, as if the air had turned solid. The three men stood at the managers table jolted and turned their heads only to find the band had taken an unexpected break. The only sound in the lounge was now the faint clatter from the glasses the bartender was stacking behind the counter.

“No... Well, I mean, there are complaints. Not everyone likes this stuff.” -the tall one explained again, sounding stiff and uncertain.

“Oh? I’ve not heard these complaints. In fact the clientele seem quite content to listen.”

The short, ratty man rolled his eyes.

“Yes, well...”

“And the agreement was that my band gets to play here three nights a week until we move on to another town, was it not?”

“...yes.”

“And I fulfilled my side of the agreement in a timely manner and without flaw, did I not?”

The tall man simply nodded now. The three hadn’t liked their old boss, but the money was good. Now the money was still good, and they shouldn’t have had much to worry about, but something felt off. The air felt heavy in the lungs of the tall man, and his tongue felt dry and stiff behind his teeth. The manager seemed to contemplate the matter for a moment, examining each of the three men who came to challenge him in turn. In the end he simply shook his head.

“No. I’d rather not deal with the hassle of finding a new place for my boys to perform. A deal is a deal.”

It was flat rejection, but well reasoned and calmly delivered. Not something that should stir drama or cause outrage, but the simple verbal blow seemingly knocked the air out of the collective lungs of the three men.

A thump of a footstep stirred them from their stunned state, with the short, ratty one turning instantly to face the source of the sound: a tall black man in a pristine black suit standing uncomfortably close, his polished leather shoes having made the sound announcing his arrival. The gunshot rang out half a second later, muffled by the stomach of the band trombonist, as the short man had just unloaded the barrel of his ‘38 without warning. Chairs screeched as people all around the Red Velvet Lounge stood and stared, mouths agape and eyes wide, as the black man toppled backwards and fell to the carpeted floor, lifeless.

For a few seconds there was a stillness in the air again, a sense of shock and surprise, of disbelief.

The rest of the band began to play again, this time a mournful slow piece of music that seemed to distinctly lack something. One of the patrons, a regular, sat down at his table and looked down. Another soon followed. One by one they all did.

“What the...?”

The ratty man, his revolver still smoking in his hand, turned to the band manager with a shocked expression on his face, his teeth gritted tightly.

“He... he was... they...!?”

It seemed he could not form the words he wanted, couldn’t sort out his thoughts enough to speak his mind. The revolver, wisps of smoke rising from the barrel, was now aimed at the band manager. The two other men stood like statues, motionless.

“I want ‘em out! Th’ music! Stopped! Y-ya hear!?”

His hand shook as it gripped the revolver, knuckles white. Another hand emerged from behind him, then another. Two hands, black as night with pale palms wrapped around the ratty man’s throat and squeezed until his eyes bulged out. The music swelled in volume and drowned out his last, gargling breath as it hissed out of his constrained throat. The saxophones covered up the brutal crack that followed.

The small, ratty man fell to the floor now, collapsing at the feet of the black man in a pristine suit, with a clearly visible bullet hole in his gut, circled by powder burn.

“Gentlemen...” -the band manager spoke softly, but clearly enough to be heard over the music.

“...I believe you have some cleaning up to do. And you owe my boy here a new shirt and jacket as well. See to it.”

The smile on the manager's face flickered, briefly wider, unnatural.

“And have a fine evening.”


EDIT 17.7.2021: Fixed some of the worst typos and mistakes. Thanks to Sinitrena for pointing out there was so much work to do!

#186
Got my jab a week ago as well, arm sore for a day and a half, nothing more.

My brother apparently managed to get some degree of side effects, and wound up bedridden for a solid week, though. Apparently he got moderate covid symptoms after the jab, but fortunately he didn't need hospital care and has recovered well since.

Gotta admit they've arranged the vaccinations nicely in here. You book your time online, show up, and the whole process took 20 minutes, of which the latter 15 were sitting and waiting for the mandatory observation period in case of adverse reactions to the jab. Big halls with lots of space for social distancing, lots of staff, good instructions and guidance all around. Will be getting the second jab in September.
#187
I'll be writing something over the weekend. Hopefully I'll come out swingin'!
#188
Quote from: rongel on Thu 20/05/2021 11:21:41
By the way, there's no 3D computer stuff in the film at all. Majority of the effects are practical effects and miniatures that have been composited on the screen.

Hot damn, now that is impressive! And a perfectly valid reason to show off the good work, too!
#189
Yeah, Finnish people speaking English is grating to our ears, but foreigners don't seem to mind as much. In fact they often find it kind of endearing. "Ooh, look at the little northerners, they're trying so hard!"

As for my own preferences, I think my biggest gripe with the movie is that it reveals a bit too much too early, and seems a bit too eager to get to use all that fancy CGI and show it off. Lovecraft was always keen to hide the horrors and mysteries, so the movie showing as much as it does so early on kind of dampened the mood for me, but I feel the urge to show off the fancy CGI was in part a proof of technical ability for the team, a way to show off what they can pull off, and thus understandable.

In this sense, the project reminds me of Start Wreck, but definitely with a way more professional feel to it all, though obviously the two movies are in very different genres as well.
#190
I had a bunch of friends from the US, Canada and other countries who are Lovecraft fans, and they all really loved the movie back when I shared it with them upon first release. Tons of really positive feedback, so I think you folks nailed it pretty darn well!

Hyvää työtä, ja eikun uutta putkeen!  :-D
#191
Oh, hey, awesome! A Finnish movie, too.
Back when this came out, I recorded it off the Finnish national broadcasters website and had a copy of it up so I could share it with friends, but didn't dare make it public for copyright reasons. Good to see it's out in the open now!
#192
I know full well it can feel disheartening to not see the download numbers go up and the comments don't pour in, but rather than dwell on that, I suggest you think of it like this: You finished a project, and can take pride in that! And you likely learned a ton of things from that project as well, which you can use in future projects. And on top of all that, a number of people have played and most likely had some fun with your creation, which is a great bonus on top!

Some of my older games seemed stuck with very few players ever seeing them, but as I went back to look at them many years later, there were thousands of downloads over time. Sure, it took years, but just the thought that over a thousand people have downloaded and seen something I made makes me feel all fuzzy inside.
#193
Quote from: DBoyWheeler on Sun 04/04/2021 18:20:31
Could it also be a cure for a supernatural disease?  Like magical, or perhaps a variation of one of the Resident Evil viruses, or whatever?  Just thought I'd ask.

Yes, definitely. As long as someone, somewhere, thinks or believes there is a disease or a condition, and for that: a cure.
Real. Fake. Imagined. Made up. Magical. Fantastical. It's all good!
#194
I mentioned this idea in another thread back in the General area, and finally got around to making it. I'd imagine there are quite a few projects that have been started on the AGS forums over the years, and sadly many of them are still unfinished, and in extreme cases, are completely abandoned. I felt it might be interesting to look back on some of these projects and share them with people, hopefully encouraging others to also share their lost projects. Who knows, maybe going back down memory lane will encourage people to dig up their old project, or at least help others pick up on common issues, hopefully learning to avoid them.

(This is by no means a full list. I know I have many more of these, but these are the ones I had imagery for.)

1. He Watches
Let's get this out of the way, and start off with the most painful one for me. He Watches was my first serious effort at making a really big and complex game, with multiple characters, branching story paths and a fully explorable mansion as the main setting. I had plans for things like having the NPC's move around the mansion around the player, and ways for the player to call out to them to draw them into specific rooms to have private conversations with them or to secure their assistance with puzzles or obstacles, as well as a sort of parallel reality ghost world version of some rooms, where the player would be allowed glimpses into the past events that took place in the mansion, which would provide clues for later puzzles. A point of pride was the overlay based lighting system that would let the player use a lighter and candles to light up rooms in order to create safe areas from the shadows that haunt the mansion later on, as well as allowing them to spot hidden objects. The design document was a mile long, and I had a ton of art and animations and even a playable demo, which I think is still out there somewhere.

The mansion exterior


The main entrance hall, with Sarah, the protagonist of the game


Sadly the project died in the dumbest way possible. For one, the project was already massively delayed due to the far-too-ambitious scope of it all, and the more months passed the more challenging it became to work on it. The final blow came one day when I had a cold and a bad fever, and I had the bright idea of updating the firmware on my SSD hard drive. I messed my computer up big time and ended up bricking all the hard drives I had, including the backup drives, and this was in the day before I had cloud  backups or source control, so I lost literally everything except some of the art I'd copied to my work computer. All the code: gone.




2. CJ Zombie Escape

This was a MAGS project I once built. The concept was fairly simple and inspired by 28 Days Later the movie. The player is some dude stuck in his apartment, waking up from a massive hangover, when he discovers a zombie apocalypse has begun. An evac chopper could pick him up, but he has to draw its attention with coloured smoke, which means puzzling it out to craft a homemade smoke bomb by using supplies stolen from the crazy man mixing up explosives in his bath tub upstairs, all the while doing time based puzzles to block zombies from intruding too soon. The game borrowed a lot of ideas from LaSol, an older MAGS entry of mine, where time-based puzzles where key to making an otherwise dull puzzle game more interesting.

The bottom of the stairwell. The player had to pick up their lost cellphone or something from their mailbox.


Bedroom, with what was a sort of functional computer through which the player could chat with NPC's to gain hints.


Most of this game was done. All the backgrounds and animations were finished, along with all the characters, but I just ran out of steam on the project. The zombie idea was too dull and my initial ideas of trying to turn a mundane apartment and stairwell into an interesting puzzling environment just felt flat and boring. I dropped the project but preserved the graphical assets in the hopes of reusing some of them in some future project.




3. Space King

Inspired by a really cool platformer demo someone had built on the AGS forums I tried to build my own from scratch. I used the Megaman games as a template for things like jump height and air time, and even based the test animation I had on Megaman X sprites. The concept worked all right, and I had a playable one room demo which could even support things like breakable objects and moving platforms. The concept was a sci-fi space opera where the player takes on a role of a super soldier serving the eponymous Star King. The game would have been split into two halves, with one being a vertically scrolling space shooter during which the player could damage enemy forces and collect powerups, and a side scrolling platforming shooter with enemies to shoot and light puzzles to solve. However, the more I tested my keyboard movement engine out, the more janky it proved to work with, and even trying to program things like moving enemies with their own movement patterns or any other kind of projectiles than hitscan was, at the time, well beyond my ability. As such I gave up on the project and set it aside, deeming it a fun side project to toy with, but unfeasible as a one man game project.

Character concept art


Test animation for the player character





4. Civil Unrest

I've always loved board games, and the idea of designing my own has always tickled my brain. There was also a point in time in which I considered trying to make a sort of digital board game, and one of the themes I selected was a sort of riot police versus anarchist setting, in which players would try to control regions of a city while managing escalation levels and media attention, trying to make the other side look bad and unjustified while using as much force as possible without looking too evil themselves. The game borrowed heavily from the much praised Twilight Struggle in its card and influence mechanics, but I ended up scrapping the idea of a digital board game of this nature due to challenges with enabling multiplayer, as well as it just not feeling right due to lacking physical pieces and cards to play with.

I actually still have the rough rules document for this, and have been toying around with printing my own cards and making some simple pieces and boards out of cardboard so I could prototype this as a physical board game rather than a digital one.

The game board drafted with placeholder art assets





5. Infiltration Strike Insertion Squad

This was my second attempt at taking a board game concept and turning it into a digital game. This time the model I went after was the Games Workshop game Dungeon Quest, which I modified into a single player sci-fi dungeon crawler with influences of Space Crusade, Aliens and more. The idea was for the player to assemble a team of 2-4 characters, gaining cards for their deck based on those characters, and then venture into a randomly generated tile-based dungeon representing a space station or a colony or a ship. Here the player would explore new rooms, collect keys and loot, and try to complete some final objective that would trigger a new boss encounter and allow them to beat the level. The idea is still perfectly valid, I think. I made a rough draft of the game with a fully working map generation function as well as card decks representing doors, encounters, secret passages and basic weapons and health packs, but tried to make the combat work with a sort of quick time event system that was just utter rubbish, so I scrapped it and instead began to expand the idea of the game being a deck builder as well as exploration game.

Out of all my scrapped projects, and especially with my recently released MAGS game One More Fathom sharing some ideas with this, this one feels most likely to be worked on against in the future.

A test view of the main view of the game. I already had the map generation in place, and rooms would get randomly assigned doorways, floor sprites and wall segments to make them look unique. The placeholder character sprites are concept art from some Aliens -themed mobile game, I think.
#195
Update 1.1.0.0 has been released (same download link as before). It contains the following fixes:

- Fixed button for returning equipped O2 bottles to ship storage.
- Fixed artefact display in ship not updating properly.
- Fixed bug that could cause too many artefacts to spawn in the game.
- Removed a dive depth requirement for story progression in a late game stage, as it was making story too difficult to progress. This should make Friend more friendly.
- Added a reset function to the in game save / quit button position to try and resolve a bug that could cause the buttons to not appear.
- Fixed a broken function that could cause tangleweeds to get shredded even if player had no tools.

#196
Quote from: eri0o on Fri 26/03/2021 11:54:44
Man, is that a light strip as desk lamp? That looks awesome! I think I will borrow some ideas from your setup when I have more space to setup my stuff. :)

It's a modular LED strip with adjustable brightness. I use it as a makeshift studio light when streaming on Twitch, and using the webcam. Helps to have stable lighting, and since it's all modular I can adjust and adapt it as I want.
#197
Quote from: Khris on Fri 26/03/2021 09:32:28
It also looks like when you shutdown your computer in the middle of an update, Windows goes into hibernation instead. This makes sense obviously, but it's not actively communicated in any way.

I actually learned about this recently, and wasn't aware: by default Windows has a power option called "fast boot" enabled. What this does in effect is that Windows never actually shuts down, even when you tell it to. It always just goes into hibernate mode and just doesn't tell you about it. I'd always selected "shut down" every evening when I stop using my computer but found out I had several weeks of uptime in my task manager, telling me the OS never actually shut itself down.
#198
Quote from: eri0o on Fri 26/03/2021 02:24:49
Wham, it's not a mess at all, it's a pretty cool setup! Can't say from the rest of the room, because it doesn't show, but if you can occupy a bit more space in it, I would suggest getting a desk that the chair can actually enter under it, that and having something to hold legs below, gives a ton of extra comfort when using the computer - at least my legs hurting, tend to be the major factor recently for putting me off of the computer.

I never had a keyboard with those extenders on the wrist, how do you feel, does it feels better than using without them?

The arm rests are adjustable, so I can push them down and slide the chair under the desk, though due to how the room is built it doesn't matter much. The setup is in a secluded corner of my bedroom / office, out of the way. A foot rest does sound good, though. I tend to twist myself into weird positions, sometimes having my feet or knees up on the desk, and other times resting them on top of the PC itself.

The wrist rest on this keyboard isn't that great, but it's a lot better than letting my wrists rest against the hard corned of the desk itself. I used to have an old keyboard with a lot nicer, rounder shape that suited me better, but a friend of mine destroyed that keyboard by spilling his drink in it, and it was so old that I can't get one anywhere nowadays.
#199
Quote from: milkanannan on Thu 25/03/2021 03:43:47
Nice setup! I'm not a tech guy: what hardware/software makes the dual monitors possible?

Don't need any software, Windows can handle dual screen itself, but the graphics card installed on the machine needs to support it and have the ports for it. The specs you gave in your post don't mention a graphics card, so my guess is that it only has the graphics chip integrated into the motherboard and thus likely only supports a single monitor. That also makes it poorly suited for gaming in general, though I can't really say how those particular games will run on it. Modern 2D games are a bit weird in that they often run on 3D based engines and can require surprising amounts of processing power to run.
#200
The machine has enough legs to stand on to have space for cool air intake off the floor (though I do need to get some platform to lift it up off the floor now that I have cats. Too much cat hair, so I need to clean the filters on the intakes more often. The image doesn't show it well, but there is a solid 10~ cm of space behind the machine, into which the hot air is vented, and from there it has space to dissipate.

It is by no means an optimal setup, but it's worked for me so far. I'm planning on getting a tall shelf next to my desk, and moving the computer into a lower shelf on that to get it in a more airy and elevated position. Plus I can then add pillows on the shelves so the cats can perch up there and watch birds through the windows.

EDIT: I hope it's not too far off topic from the original "what kind of computer do you use", but how about expanding that out to "what kind of battlestation does your computer live in?"

(Excuse the mess, I've been streaming lately, so I've got extra controllers and stuff plugged in. The wires on the right side are supposed to be stuck to the wall, but the cats keep pulling them free.)


And behind my back there is a cat tree, with two fuzzy observers keeping an eye on my every move.
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