I mean I knew both of those, but details had faded.
(And Bob Hoskins is soooo good.)
Posts by Ian Thomas
Things I have been enjoying this weekend after forgetting how good they are:
* Who Framed Roger Rabbit?
* All tracks by System of a Down
This week on the Game Narrative Kaleidoscope Podcast:
Veteran narrative designer @wildwinter.bsky.social takes us on a wild tour of the boundaries of story design and LARPs. One for all, and all for one!
Check it out here:
www.inklestudios.com/kaleidoscope...
... or any-podcast-place!
I got annoyed that my pipeline tools might fail when writing files into Perforce, Github or any other repo.
So here is a tiny open-source library that handles checking out, adding, and deleting files for whichever version control system happens to be in place.
wildwinter.medium.com/simple-versi...
I got annoyed that my pipeline tools might fail when writing files into Perforce, Github or any other repo.
So here is a tiny open-source library that handles checking out, adding, and deleting files for whichever version control system happens to be in place.
wildwinter.medium.com/simple-versi...
important
I've been using Logic Pro and Final Cut and Affinity on an 8GB M3 MacBook Air with no problems.
Well, Microsoft codesigning sucks for individual hobbyist developers.
Game Subtitles - what to do if your text is just too long?
I've created a tool to make this easier - paginating and hyphenating where it needs to, in a variety of languages. In the vain hope that maybe I won't have to worry about it ever again!
You can find it here:
medium.com/@wildwinter/...
PSA: a lot of people asked for an ebook edition — and we’ve been able to put one together! And with hyperlinks, of course.
Game Subtitles - what to do if your text is just too long?
I've created a tool to make this easier - paginating and hyphenating where it needs to, in a variety of languages. In the vain hope that maybe I won't have to worry about it ever again!
You can find it here:
medium.com/@wildwinter/...
Greg Davies: Great task, well done. Didn‘t eat a thing.
Persephone: Thank you.
Alex Horne: Ah. Well. Let’s take another look at that pomegranate.
@jon.inkle.co It reached Sweden. :-)
Note that I totally failed to hit the brief here and so said more than one thing. Ah well!
(Good stuff in this book. Lots of good juicy crunchiness, in fact. From a lot of familiar names!)
📖 THE GAME NARRATIVE KALEIDOSCOPE ❄️ is out NOW!
www.inklestudios.com/kaleidoscope
100+ essays on writing & narrative design, with articles from the writers of Baldur's Gate 3, Control, Call of Duty, Prince of Persia, Tomb Raider, Sam and Max...
ALSO the Kaleidoscope Podcast with 2 full eps!
Ah, shit... woke up in a mysterious and abandoned location, and I've lost my memory. I hope a series of gradually escalating challenges positioned between me and escape can instruct me how to open doors, use my powers, and double jump.
New feature for Dinky (the dialogue Ink editor) - record scratch audio for each line while in the editor, and be notified when it goes out of date.
medium.com/@wildwinter/...
New feature for Dinky (the dialogue Ink editor) - record scratch audio for each line while in the editor, and be notified when it goes out of date.
medium.com/@wildwinter/...
One think I have learned though (in other projects) is that the compiled Ink is useful, but combining it with the raw source file gives you way more useful data.
Sure - it's still baby steps and will undoubtedly have missed a bunch of edge cases. I think if you're trying to introspect the Ink structure itself there are maybe better versions out there.
bsky.app/profile/wild...
Horses/courses, and I'll continue noodling away at things which make my life slightly easier. :-) Definitely not saying "This is the way!" because for many people or even different projects, it's not. But the more that's in the ecosystem, the better, IMO.
Ink as a flow tool I really like, though. And the runtime side of it is really good, way better than some solutions that try to fill a similar gap and have different authoring approaches.
I'm not a fan of node-based myself, really. But I have other people who much prefer to consume things that way.
These definitely use Ink in different ways for different reasons, some of which restrict its inherent power. And there are other solutions and other engines out there.
And having a bunch of tools in the toolbox are handy. It's why Ink-Tester exists, to do some brute force "did this line ever get hit?" analysis. And why Ink-Localiser exists, which only makes sense if you don't glue together lines. And why Dinky exists, to deal with spoken dialogue lines.
Interesting feedback on "but this doesn't make sense for use with Ink" and that's true, for a bunch of 'proper' uses of Ink it's not necessarily useful. Mostly this is me noodling to see what tools I can build, but a lot of ways Ink is being used now is not necessarily what Ink was designed for.
A bit more acceptable I think.