+++ /dev/null
-\documentclass{article}
-\usepackage{tikz}
-\usetikzlibrary{positioning}
-\begin{document}
-\begin{tikzpicture}
- % Tell it where the nodes are
- \node (A) {$a_p$ $b_p$};
- \node (B) [below=of A] {$c_p$};
- \node (C) [right=of A] {$a_n$ $b_n$};
- \node (D) [right=of B] { $c_n$};
- % Tell it what arrows to draw
- \draw[-stealth] (A)-- node[left] {\small $\mbox{add}$} (B);
- \draw[-stealth] (B)-- node [below] {\small $l$} (D);
- \draw[-stealth] (A)-- node [above] {\small $l$} (C);
- \draw[-stealth] (C)-- node [right] {\small $+$} (D);
-\end{tikzpicture}
-\end{document}
<!--more-->
-<span class="imgright"><a href="/images/2013/08/gk-007.png">
+<span class="imgright"><a href="/uploads/2013/08/gk-007.png">
<img class="thumb"
-src="/images/2013/08/gk-007-thumb.png" title="Mr. Knight and some guy"/></a></span>
+src="/uploads/2013/08/gk-007-thumb.png" title="Mr. Knight and some guy"/></a></span>
So then it was, long after playing the first two games from the Broken Sword
series[^1], that I gave GK a try: a random guy in a random city (New Orleans)
is having weird dreams about weird rituals, then wakes up in his boring,
himself, which is just great if you're a guy with no prior detective
experience. In other words, even more cliché.
-<span class="imgleft"><a href="/images/2013/08/gk-009.png"><img class="thumb"
-src="/images/2013/08/gk-009-thumb.png" title="One of the rare player deaths in the game. Not as frustrating as it might seem."/>
+<span class="imgleft"><a href="/uploads/2013/08/gk-009.png"><img class="thumb"
+src="/uploads/2013/08/gk-009-thumb.png" title="One of the rare player deaths in the game. Not as frustrating as it might seem."/>
</a></span>
Fortunately, the story gets interesting when Gabriel starts to delve into New
Orleans' Voodoo history, which, as far as I can tell from the point of view of a
give a piece of information, but she gives it in a non-dull, non-mechanical
manner.
-<span class="imgright"><a href="/images/2013/08/gk-008.png"><img class="thumb"
-src="/images/2013/08/gk-008-thumb.png" title="When the saints go marching in."/>
+<span class="imgright"><a href="/uploads/2013/08/gk-008.png"><img class="thumb"
+src="/uploads/2013/08/gk-008-thumb.png" title="When the saints go marching in."/>
</a></span>
Most of the voice actors are top notch: Tim Curry, Mark Hamill, Michael Dorn
and Jim Cummings are a few names. The acting didn't cease to give me that
with others, older or newer, and I feel that I must give it its own separate
place in my book.
-<span><a href="/images/2013/08/gk-003.png"><img class="thumb"
-src="/images/2013/08/gk-003-thumb.png" title="The Voodoo museum."/>
+<span><a href="/uploads/2013/08/gk-003.png"><img class="thumb"
+src="/uploads/2013/08/gk-003-thumb.png" title="The Voodoo museum."/>
</a></span>
-<span><a href="/images/2013/08/gk-013.png"><img class="thumb"
-src="/images/2013/08/gk-013-thumb.png" title="Beautiful winter landscape."/>
+<span><a href="/uploads/2013/08/gk-013.png"><img class="thumb"
+src="/uploads/2013/08/gk-013-thumb.png" title="Beautiful winter landscape."/>
</a></span>
[^1]: Arguably the only games from the Broken Sword series.
oblivious until recently, despite the fact that I'm quite a Star Trek guy and a
science fiction fan in general.
-<span class="imgleft"><a href="/images/2013/12/ihnmaims-001.jpg">
+<span class="imgleft"><a href="/uploads/2013/12/ihnmaims-001.jpg">
<img class="thumb"
-src="/images/2013/12/ihnmaims-001-thumb.jpg" title="Yellow."/></a></span>
+src="/uploads/2013/12/ihnmaims-001-thumb.jpg" title="Yellow."/></a></span>
The game was launched about thirty years after the story, which, I argue,
doesn't make the book look more outdated nor the game less interesting.
Similarly to [Gabriel Knight][1], I had heard of IHNMAIMS a while ago but never
Only few writers placed their fictional computers in settings such desolate as
the one devised by Ellison.
-<span class="imgright"><a href="/images/2013/12/ihnmaims-002.jpg">
+<span class="imgright"><a href="/uploads/2013/12/ihnmaims-002.jpg">
<img class="thumb"
-src="/images/2013/12/ihnmaims-002-thumb.jpg"
+src="/uploads/2013/12/ihnmaims-002-thumb.jpg"
title="Gorrister, a dead man breathing"/></a></span>
The AM supercomputer, created by the Americans or the Russians or the Chinese,
it doesn't really matter by whom, becomes sentient at some point in time, it
colour yellow. The story doesn't give the player any hope that any of it could
end well, although in truth there is more than one way to end the game.
-<span class="imgleft"><a href="/images/2013/12/ihnmaims-003.jpg">
+<span class="imgleft"><a href="/uploads/2013/12/ihnmaims-003.jpg">
<img class="thumb"
-src="/images/2013/12/ihnmaims-003-thumb.jpg"
+src="/uploads/2013/12/ihnmaims-003-thumb.jpg"
title="Not your typical cyberpunk landscape"/></a></span>
The mechanics are similar to those of SCUMM games like Day of The Tentacle and
are based on an engine called [SAGA][2], made by the same Dreamers Guild who
most Hollywood "science fiction" crap we see nowadays, so I guess you'll have
to stick with appreciating the author's pretty good artistry and nothing more.
-<span><a href="/images/2013/12/ihnmaims-004.jpg"><img class="thumb"
-src="/images/2013/12/ihnmaims-004-thumb.jpg"
+<span><a href="/uploads/2013/12/ihnmaims-004.jpg"><img class="thumb"
+src="/uploads/2013/12/ihnmaims-004-thumb.jpg"
title="The guy with the really weird name"/></a></span>
-<span><a href="/images/2013/12/ihnmaims-005.jpg"><img class="thumb"
-src="/images/2013/12/ihnmaims-005-thumb.jpg"
+<span><a href="/uploads/2013/12/ihnmaims-005.jpg"><img class="thumb"
+src="/uploads/2013/12/ihnmaims-005-thumb.jpg"
title="Standard ending, pretty much the same as the book."/></a></span>
-<span><a href="/images/2013/12/ihnmaims-006.jpg"><img class="thumb"
-src="/images/2013/12/ihnmaims-006-thumb.jpg"
+<span><a href="/uploads/2013/12/ihnmaims-006.jpg"><img class="thumb"
+src="/uploads/2013/12/ihnmaims-006-thumb.jpg"
title=""/></a></span>
[^1]: Read: Steam and Linux.
A while ago Randall Munroe posted a comic called "Password Strength":
<span><a href="http://imgs.xkcd.com/comics/password_strength.png"><img
-class="thumb" src="/images/2014/02/password_strength.png"
+class="thumb" src="/uploads/2014/02/password_strength.png"
style="width:700px;height:auto;" /></a></span>
This sparked a lot of debate on the Internet. Although the math seems right,
everyone by creating a non-point and click adventure game. And that game was
called *Grim Fandango*. And it was a glorious piece of art.
-<span class="imgleft"><a href="/images/2014/02/grim-fandango-001.png"> <img
-class="thumb" src="/images/2014/02/grim-fandango-001-thumb.png"
+<span class="imgleft"><a href="/uploads/2014/02/grim-fandango-001.png"> <img
+class="thumb" src="/uploads/2014/02/grim-fandango-001-thumb.png"
title="The Grim Reaper himself."/></a></span>
I've never been too fond of the idea of keyboard/controller-based adventure
games with a fixed camera. Despite my previous experience with Escape From
the dead people's world, trying to get through his mid-afterlife crisis like
any guy who's been dead for too long now does.
-<span class="imgright"><a href="/images/2014/02/grim-fandango-003.png"> <img
-class="thumb" src="/images/2014/02/grim-fandango-003-thumb.png"
+<span class="imgright"><a href="/uploads/2014/02/grim-fandango-003.png"> <img
+class="thumb" src="/uploads/2014/02/grim-fandango-003-thumb.png"
title="A cap'n and his lady... ship... ladyship."/></a></span>
The game goes through four years of Manny's adventure, the same period it takes
to get to the Ninth Undeworld[^2] by foot. People who have been "good" get a
as driving or taking care of the server[^3], the most notable being Manny's
sidekick Glottis.
-<span class="imgleft"><a href="/images/2014/02/grim-fandango-006.png"> <img
-class="thumb" src="/images/2014/02/grim-fandango-006-thumb.png"
+<span class="imgleft"><a href="/uploads/2014/02/grim-fandango-006.png"> <img
+class="thumb" src="/uploads/2014/02/grim-fandango-006-thumb.png"
title="Beautiful artwork."/></a></span>
The graphics are not bad at all, but the aspect where the GrimE engine really
shines is the ability to present scenes and angles in a very movie-like
* Membrillo
-<span><a href="/images/2014/02/grim-fandango-007.png"><img class="thumb"
-src="/images/2014/02/grim-fandango-007-thumb.png"
+<span><a href="/uploads/2014/02/grim-fandango-007.png"><img class="thumb"
+src="/uploads/2014/02/grim-fandango-007-thumb.png"
title="The server guy."/></a></span>
-<span><a href="/images/2014/02/grim-fandango-005.png"><img class="thumb"
-src="/images/2014/02/grim-fandango-005-thumb.png"
+<span><a href="/uploads/2014/02/grim-fandango-005.png"><img class="thumb"
+src="/uploads/2014/02/grim-fandango-005-thumb.png"
title="Happy couple."/></a></span>
-<span><a href="/images/2014/02/grim-fandango-002.png"><img class="thumb"
-src="/images/2014/02/grim-fandango-002-thumb.png"
+<span><a href="/uploads/2014/02/grim-fandango-002.png"><img class="thumb"
+src="/uploads/2014/02/grim-fandango-002-thumb.png"
title="Gambling is fun, except when you've got a gambling problem."/></a></span>
-<span><a href="/images/2014/02/grim-fandango-004.png"><img class="thumb"
-src="/images/2014/02/grim-fandango-004-thumb.png"
+<span><a href="/uploads/2014/02/grim-fandango-004.png"><img class="thumb"
+src="/uploads/2014/02/grim-fandango-004-thumb.png"
title=""I'm gonna let it shine"""/></a></span>
[^1]: Ok, maybe not as much him as the blazingly idiotic team behind him. It
notation a bit, by which I mean that we are applying the lifting function $l$
on each element of the pair. The final result looks like this:
-<div class="imgcenter"><img class="thumb" src="/images/2014/03/diagram.png"
+<div class="imgcenter"><img class="thumb" src="/uploads/2014/03/diagram.png"
/></div>
The diagram commutes, which means that $l$ can be seen as a functor mapping
[1]: /posts/y00/002-technicalities.html
[2]: https://sites.google.com/site/steveyegge2/you-should-write-blogs
[3]: http://www.computerworld.com.au/article/261007/a-z_programming_languages_haskell/
-[4]: /images/email.png
+[4]: /uploads/email.png
[5]: http://techcrunch.com/2014/04/03/the-filtered-feed-problem/
[6]: http://eviltrout.com/2014/01/22/embedding-discourse.html
[7]: http://blog.codinghorror.com/a-blog-without-comments-is-not-a-blog/
other posts in the [gaming][2] category, however, this one has no motto. We
will see why in the following paragraphs.
-<span class="imgleft"><a href="/images/2014/06/broken-age-01.png"> <img
-class="thumb" src="/images/2014/06/broken-age-01-thumb.png" title="A beautiful
+<span class="imgleft"><a href="/uploads/2014/06/broken-age-01.png"> <img
+class="thumb" src="/uploads/2014/06/broken-age-01-thumb.png" title="A beautiful
decor."/></a></span> So, once upon a time, there was this guy called Tim
Schafer. While working as a producer for LucasArts, he made some of the
greatest adventures ever created, of which I won't remind any right now, but
is, in our Lord's year 2014, they manage to release the first act of this game,
which they now name Broken Age. And here we are.
-<span class="imgright"><a href="/images/2014/06/broken-age-02.png"> <img
-class="thumb" src="/images/2014/06/broken-age-02-thumb.png"
+<span class="imgright"><a href="/uploads/2014/06/broken-age-02.png"> <img
+class="thumb" src="/uploads/2014/06/broken-age-02-thumb.png"
title="Vella."/></a></span>
Broken Age tells the story of two people, or children, living in what appear to
be two entirely different worlds. One of them, Vella, is part of some kind of
y'know, the humour is bland --, the characters are ephemere despite being
played by such good actors, but wait, that's not all.
-<span class="imgleft"><a href="/images/2014/06/broken-age-03.png"> <img
-class="thumb" src="/images/2014/06/broken-age-03-thumb.png"
+<span class="imgleft"><a href="/uploads/2014/06/broken-age-03.png"> <img
+class="thumb" src="/uploads/2014/06/broken-age-03-thumb.png"
title="Shay."/></a></span>
All things considered, the game's atmosphere is not bad at all. The orchestral
soundtrack is a lovely piece of art, while on the other hand, the graphics are
match "index.html" $ compileIndex tags
match "css/*" compileCss
match "posts/**" $ compilePosts tags
- match "images/**" $ compileImages
+ match "uploads/**" $ compileUploads
match "css/fonts/*" $ compileFonts
match (fromList pages) compilePages
create ["archive.html"] $ compileArchive tags
>>= loadAndApplyTemplate "templates/default.html" ctx
>>= relativizeUrls
-compileImages :: Rules ()
-compileImages = do
+compileUploads :: Rules ()
+compileUploads = do
route idRoute
compile copyFileCompiler
compileFonts :: Rules ()
-compileFonts = compileImages
+compileFonts = compileUploads
compilePages :: Rules ()
compilePages = do
--- /dev/null
+\documentclass{article}
+\usepackage{tikz}
+\usetikzlibrary{positioning}
+\begin{document}
+\begin{tikzpicture}
+ % Tell it where the nodes are
+ \node (A) {$a_p$ $b_p$};
+ \node (B) [below=of A] {$c_p$};
+ \node (C) [right=of A] {$a_n$ $b_n$};
+ \node (D) [right=of B] { $c_n$};
+ % Tell it what arrows to draw
+ \draw[-stealth] (A)-- node[left] {\small $\mbox{add}$} (B);
+ \draw[-stealth] (B)-- node [below] {\small $l$} (D);
+ \draw[-stealth] (A)-- node [above] {\small $l$} (C);
+ \draw[-stealth] (C)-- node [right] {\small $+$} (D);
+\end{tikzpicture}
+\end{document}