#noxico
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kawaoneechan · 7 months ago
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I just realized that the oldest post on the Noxico devblog is dated November 12 2012.
Looking in my archived copy of the older site, the plans file is from February 2012.
A super old copy of the logo in the same folder is from October 2011.
Duke Nukem Forever took 14 years, 1997 to 2011. I started on Noxico that same year.
I'm nearing DNF-tier development time and it's still not in a state I'd consider worth playing.
Taking on other projects probably doesn't help but jesus fuck.
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kawaoneechan · 6 months ago
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I wouldn't call it a dungeon crawler (it's a roguelike) but I feel like adding "pooltoy" bodily descriptors would be perfectly doable in Noxico.
hyperfixations merged, now I want to make a dungeon crawler where you turn into a pooltoy
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lba-stock · 6 years ago
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(via https://www.youtube.com/watch?v=s8QJjjIGh18)
AKAI x EIKI present Djane Ki & Dj Bouto aka the BRAND NEW BASTARDS : live set at Electroloco #7.
- ELECTRO LOCO #7 : powered by Brainstorm'X - 13-04-2019 @ Le Moloco, Audincourt, Fr.
- LINE UP : Boris Rockwell, Tess Wassila, Kiko, Noxico, Brand New Bastards.
- CREDITS : live vjing improvised and captured by Eiki, soundtrack captured thru stereo microphone by Martial Daunis.
- BIG UP TO : Dj Noxico, Noëlle Mammaire, Sound & Light Crew, Laser Système show, Rurals Ravers & Dusty Dancers.
- Produced by AKAI x EIKI (p)&(c) 2019 at LBA Studio - Strasbourg (Fr).
http://akaixeiki.tumblr.com
http://brandnewbastards.tumblr.com
http://labandeadhesive.hautetfort.com
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brandnewbastards · 6 years ago
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¿ ® U ready to take the flash ?
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nucleoakatintasucia-blog · 8 years ago
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Gracias a @muphasamc a todo el equipo @noxico y a la banda ! Nuevo vídeo en YouTube en el canal oficial del quinto de lo que fue nuestra pasada por el estudio luís Alberto espinetta. #rap #hiphop #eltrianguloestudio #24siempre #nucleoakatintasucia (en Vorterix Radio)
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kawaoneechan · 1 year ago
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I should work on Noxico some more. But I feel like what it needs more is data, which would guide what code it needs…
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kawaoneechan · 1 year ago
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I just did a steamboat% run on Noxico, as in "how fast can you add Mickey Mouse to a game he has nothing to do with?"
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Eight minutes, but his tail description is broken and he's lacking his iconic outfit.
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kawaoneechan · 1 year ago
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Last night I made the save button in the key remap dialog for Noxico actually, y'know, save. It was marked TODO since I first added that dialog.
I'd added that dialog box in September 2019.
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kawaoneechan · 1 year ago
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GitHub repo status update
SCI Companion - updated today, six issues
The Dating Pool (private) - today
SCI 1.1+ - two weeks ago
Asspull IIIx ROMs - August 29, four issues need help
Asspull IIIx main emulator - August 29
Softporn Adventure (C rewrite) - December 26, 2022
KiSS thing - October 22, 2022
Noxico - September 3, 2022, four issues
There are more but they don't matter.
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kawaoneechan · 1 year ago
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Get me up to 5.000 followers and I'll put sex in Noxico.
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kawaoneechan · 3 months ago
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One thing I've had in mind for Project Special K from the start is to have a text construction system like in Noxico. @demifiendcruithne may remember setting me off on that.
In Animal Crossing, characters may refer to random things like magazines, TV shows, and such, but the rest of those sentences are completely fixed.
This system is intended to allow more dynamic lines. Given this test data
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and the starting sentence "<ws:?:greeting>", this system can randomly pick variations from the list, which may themselves contain more "<ws:...>" tags.
So one time I run this, I get Mitzi saying "Hello, Kawa!", while the next time she says "Hey, Kawa!". Which is a super-simple example but still!
You might notice I had a question mark in the starting sentence, and there's another in the "greeting" line. That's the personality placeholder. I picked "normal" on mostly a whim, but if there is no current speaker (it's the player?) it can fall back to "normal", and if there is a speaker but there's no line for their personality it can still fall back to the same.
Plus, I didn't test this but something I implemented some time ago: when retrieving these strings from storage, there may be a condition instead of a map of translations. Depending on that Lua expression, it can retrieve one of two other strings, so whenever personalities aren't enough for this new system to handle, there's another one right below it.
Here's what a conditional looks like:
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kawaoneechan · 1 year ago
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When I said I'd put sex in Noxico at 5,000 followers I didn't mean porn bots, folks.
*reloads shotgun*
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kawaoneechan · 6 months ago
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What project(s) of yours would you recommend checking out?
Take your pick! There's the big ones:
The Dating Pool (DOS, point & click)
Noxico (Win/Mono, erotic roguelike)
Project Special K (Win, Animal Crossing clone)
Asspull IIIx (Win, fantasy console)
And there's the smaller fry:
Untitled Corti game (Win/maybe Mono, platform game)
Farrah's Ordinary Work Day (Z-Machine, text adventure)
All of them are on my github, but not all of them are public.
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kawaoneechan · 1 year ago
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Some "achievements" a'ight...
So here's me looking at the achievements for NetHack Legacy, a Steam version of NetHack that apparently does not have the original developers' blessing and costs like five dollars unless you're willing to try and find the source code and then build it yourself. And the only reason the source code is there for free to begin with is to pay lip service to the original's license.
What do you get for your efforts? An in-game soundtrack, a CRT filter, some QoL from other NetHack forks, and of course achievements. So I'm looking at the list and...
Hmmm. It seems they couldn't think of any achievements for a roguelike either. That's the whole reason I started looking into the topic in the first place — Noxico used to have 'em for a short while, on my own self-hosted imitation system. There were like... two or three, mostly for testing purposes.
In NetHack Legacy, you get achievements for starting the game, one for each class, and another for having started at least once for each class. How is that worth anything? You expended literally no effort to earn this! You get one achievement for beating the game (good luck) and another for beating it as specific classes, and with various conducts. That's so much effort, statistically almost no NHL player even has any of these.
First of all, beating NetHack is not an easy feat and you're very liable to die trying. Two, beating the game while adhering to various conducts is among the most "proper achievements" stuff I've listed yet, but it's still super hard to beat the game in the first place.
And then there's the "NetHack Master" achievement. Description is hidden but the internal name is `ACH_ASCEND_ALLACH`, so that's the "beat the game all these other ways" achievement, if I had to guess.
According to Steam, "YES!" (the "beat the game at all" chive) has a 0.7% achievement rate. See? Statistically nothing. Specific classes? 0.1%, same as the conduct-specific ones. In case you doubted my words about NetHack being hard.
And then there's the quest and location achievements, which can be gained simply by playing long enough. Be a specific class, you're almost guaranteed to drop into your class' specific quest map.
The only standout I could find was "NetHacker", description hidden, but the ID tells me you get it for cheating in the Sokoban minigame.
Compare all that to Team Fortress 2. The "Crime and Punishment" achievement is earned by playing as a Heavy and killing ten enemies carrying your team's intel. This is achievement worthy because Heavy is slow and whoever carries the intel is likely to hotfoot it the hell outta there. You may even jump the gun and accidentally kill them before they grab the intel, and that doesn't count.
I don't think I need to tell you how different that is from, let's say, finding the Oracle in NetHack, which you are almost guaranteed to just stumble upon. I know this from personal experience with the original.
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kawaoneechan · 8 months ago
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Villager personalities
With how many submissions to the PSK Villager Submission System form end up with the Lazy personality, I'm heavily considering defining some more base options.
The whole "friends with the bugs under the floorboards" thing doesn't vibe with "lazy" to me, so maybe a "spacey" option? And "plain" as a boys counterpart to the girls' "normal"? That way, some of these 12 Lazies can be made Plains.
Do I want to maintain the boy/girl pairings here? It'd be easier if I didn't…
Original: Boys: lazy, jock, cranky, smug Girls: normal, peppy, snooty, big sister
Proposal: Boys: plain, lazy, jock, cranky, smug, spacey Girls: normal, chill, sporty, snooty, big sister, weird
I'm open for suggestions.
You might wonder why these are paired in the first place. It's mostly because in the AC games their dialogue (and some other stuff) is bound to their personality, and that dialogue is gendered. Unless I implement a completely different system (the one I had in mind based on Noxico?) to bind dialogue to personality, they'd have to be paired.
And then of course because I am me I have a mod that adds a Horny personality, which is unpaired. But PSK at this point has no villager dialogue whatsoever to begin with and no villager has this personality so it's all cool.
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kawaoneechan · 1 year ago
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These are my side blogs. Behold the mediocrity...
maonichuan — pictures of Shampoo from Ranma ½.
asspull3x — dev blog and assorted cripe about the Asspull IIIx fantasy console.
logopending-backup — my old semi-main blog, since my main main blog started as a RP thing because I messed up on how Tumblr works. Hasn't updated in aeons, hence the "backup".
noxico — dev blog for my erotic roguelike game project, really needs an update.
Joke blogs:
gatorgirlgonads — alliterative appeal, no content but a single Rick Astley video. Not even that one.
sinfest — squatting with a single edited comic that's not even mine and it still gets notes every now and then.
barwhoheimer — no idea why I did this, no content at all.
catboyornithologist — see directly above.
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