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Alan Adventure System V3.0
The ALAN Adventure Language Reference Manual Version 3.0beta2 Alan Adventure System - Reference Manual This version of the manual was printed on September 26, 2011 - ii - Alan Adventure System - Reference Manual Table of Contents 1 INTRODUCTION.........................................................................11 1.1 Programmer’s Pitch........................................................................................................12 1.2 To the Reader.................................................................................................................12 2 CONCEPTS......................................................................................13 2.1 What Is An Adventure?................................................................................................13 2.2 Elements Of Adventures.................................................................................................15 2.3 Alan Fundamentals.......................................................................................................16 What Is A Language?....................................................................................................................................16 The Alan Idea..................................................................................................................................................18 What’s Happening?........................................................................................................................................18 The Map..........................................................................................................................................................19 -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Metadefender Core V4.12.2
MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Annual Report 2020 STILLFRONT GROUP Contents
Annual Report 2020 STILLFRONT GROUP Contents Stillfront in brief ...................................... 03 CEO comments ....................................... 04 Sustainability report .............................. 10 Auditor’s report on the statutory sustainability report ............................... 29 Risk management .................................. 30 Corporate governance report .............. 34 – Board of Directors ................................ 44 – Executive Management ...................... 46 – Auditor’s report on the Corporate governance report ............................... 48 Directors’ report ...................................... 49 Multi-year summary .............................. 58 Accounts Group ...................................... 59 Accounts Parent Company ................... 64 Notes .......................................................... 69 Note M17 Appropriation of profits ...... 122 Auditor’s report ..................................... 124 Key figures and glossary ..................... 133 Shareholder information ..................... 135 p. 02 Annual Report 2020 STILLFRONT GROUP Stillfront in brief Stillfront in brief This is us Stillfront is a free-to-play powerhouse of gaming studios. The group consists of 19 gaming studios in Europe, the US and the MENA region and we are growing. Our diverse and excit- ing games portfolio has two common themes: loyal users and long lifecycle games. Organic growth and carefully selected and executed acquisitions embody our growth strategy and our 1,000+ co-workers -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
The Z-Machine Standards Document: Contents
The Z-Machine Standards Document: Contents The Z-Machine Standards Document Version 1.0 22nd June 1997 two misprints corrected, 9th August resources appendix updated and discovery added to header table, 4th September ● Preface ● Overview of Z-machine architecture Fundamentals ● 1. The memory map ● 2. Numbers and arithmetic ● 3. How text and characters are encoded ● 4. How instructions are encoded ● 5. How routines are encoded ● 6. The game state: storage and routine calls Input/Output ● 7. Output streams and file handling ● 8. The screen model ● 9. Sound effects ● 10. Input streams and devices Tables ● 11. The format of the header ● 12. The object table ● 13. The dictionary and lexical analysis Instruction Set ● 14. Complete table of opcodes (with Inform assembly syntax) file:///D|/doc/zspec10/index.html (1 of 2) [6/22/2000 4:34:11 PM] The Z-Machine Standards Document: Contents ● 15. Dictionary of opcodes An Unusual Font ● 16. Font 3 and character graphics Appendices ● A. Error messages and debugging ● B. Conventional contents of the header ● C. Resources available (with WWW links) ● D. A short history of the Z-machine ● E. Statistics ● F. Canonical story files file:///D|/doc/zspec10/index.html (2 of 2) [6/22/2000 4:34:11 PM] The Z-Machine Standards Document: Preface Preface The Z-machine was created on a coffee table in Pittsburgh in 1979. It is an imaginary computer whose programs are adventure games, and is well-adapted to its task, implementing complex games remarkably compactly. They were still perhaps 100K long, too large for the memory of the home computers of their day, and the Z-machine seems to have made the first usage of virtual memory on a microcomputer. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
Z-Machine and Descendants
Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland.