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Klik & Play

Entry created on 2022-07-19 Authors: steeph (376) Categories: Computer (78) Retro Computing (6) Retro Tech (6) Software (53) Video Games (4) incomplete (21) Languages used: en (257) edit

I have been wanting to write about this piece of 16 bit Windows software for a quite a while. I don't know why.

I'll just start this entry and continue whenever. Just want to have it started for now…

When I got my first own computer - that must have been around 1996 or 1998 (probably closer to 1998) - I got most of the software that I used for free from magazines that came with diskettes or CDs. Because it was cheap. I reckon the publishers didn't really pay for the software that was on them, or may even have gotten payed for including restricted freeware/shareware on them. Because most of these magazines weren't even pricey for the magazine themselves, and you got the software for free. One of these disks included a demo of "Klik & Play" (That's how it's spelled everywhere. I'm pretty sure it was spelled "Klik 'n' Play" in the logo/intro animation, though. But whatever.) A programme that promised to enable the user to create computer games without previous knowledge, without writing any code, without knowing how to programme at all. I checked it out just because it was there. I remember thinking "who are they trying to fool with that language and why?" because of the slogan and promises (that I don't remember word by word). But after playing with it for a while, I was positively surprised by how true the claims seemed to be. You could really create a video game without knowing how to code.

I thought this piece of software genius back in the day. I was - idk - 12 and hadn't really thought of writing my own software. Computer software, in the minds of the people that I had to do, wasn't something that you wrote or edited yourself. Creating your own programme, writing your own code wasn't really in the realm of possible things to do with a computer. Almost as much as it is viewed now. I mean, editing a .BAT file in DOS was the hackiest one would get among my friends, and even that was rare. So the fact that the developers (Europress Software - Wikipedia credits Francois Lionet and Yves Lamoureux) managed to allow me, to create a simple, 2D, actually playable game, and the way they managed to allow this by using mostly to only the mouse, impressed me.

I think I don't want to explain how creating a game with Klik & Play works in detail. You can search the web or watch a video for that. But to get an idea of what it was like, and of how simple it was: On any given screen ("level") you can click an icon to add an object. You can select from a number of categories or add your own graphics and GIF animations. Then you could choose whether that object is just a background object (not doing anything, not moving, not interacting with other objects, not changing, ...) or if it represents one of the players. If it's a player, you can choose a set of controls. Most of the actual programming takes place in a table. On one axis are all the objects, on another axis something that can happen to or with them. And in the fields of the table, you choose what's supposed to happen when this circumstance ever comes true. So the table sort of represents a huge set of possible interrupts. Common things that can be acted upon are: An object touches an edge of the screen, an object touches another object, a key has been pressed and released, ... And examples for possible actions are: Move an object by incrementing/decreasing coordinates or by setting them to a fixed value, changing an objects velocity, jumping to the next or a specific screen ("level") in the game, increasing the player's points by 1. Just with there few examples, you could: Make the player object jump when you hit the space bar (e.g. in a jump&run style game), make it stand on the ground object and platforms (e.g. in a platform style game), make it move left and right when you hit the arrow keys, make it reappear on the other side of the screen when it leaves of side (like in Asteroids), make it collect and count coins, make it die when it touches a deadly enimy and only one life was left on the counter, go to the next level when this one is won, ... and much more.

Note that this is all done by only clicking on objects, buttons, lists, menus. Once you got used to the interface and know what's available, it's really easy to use. There is a feature that makes getting started with a new game even easier though. You can run the game in a mode where every event for which an action can be defined, interrupts the game and lets you choose an action (or choose that for this event it shouldn't ask/interrupt again) and then continue the game. The ball touched a stone, what do you want to happen? Bounce the ball, delete the stone object, increase variable A by 1, play CLICK.WAV. The ball touched the left edge of the screen. What do you want to happen? Bounce the ball, play CLACK.WAV. …

I think I could have handled writing code myself at that age, at least after having created some silly game-like things in Klik & Play. But nobody showed me and teaching myself seemed overwhelming. (It wasn't really. Good books and reference guides existed back then. But I didn't know.) Anyway.

You could play the game file by opening it with Klik & Play or you could compile it, which produced two files: an 16 bit EXE and a game file. I think the latter contained all the graphics and sounds and the executable was the actual game. But I'm not sure.

There were a number of programmes around in the 90s that promised to let you programme and/or create your own games without knowing anything about computers first (or that made some similar claims of that sort.) I tried two others, that took a completely different approaches. But I think they deserve their own entries. I could probably plan to make a series about these sort of tools where I start with the goal to create a complete list of functional, worth mentioning programmes, and end up with a pile of unexpected feelings of resignation over the fact that there are too many products to mention, like I did with alternative operating systems.

(tbd: proofreading, add links, add screenshots, fix misremembered details, write continuation about Klik & Play games.)

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BLucid 015 - Interview with Daniel Love

Entry created on 2016-06-16 (edited some time after that or not) Authors: BLucid (29) Categories: BLucid (31) Podcast Episode (29) Languages used: en (257) edit
This entry is referencing the entry 'Über BLucid - Der Klartraum-Podcast'.
This post was originally published at www.blucid.de

Daniel Love is an author, dream researcher and oneirologist. We wrote "Are you dreaming?", one of the best books on lucid dreaming. Daniel Love has great plans for promoting and advancing lucid dreaming. We talked his interest in lucid dreaming and about his new project, The Lucid Dreamer's Guide to the Cosmos.

This is the first BLucid episode in English. Since Daniel Love would not learn to speak German for this interview, we got our German accent English out. We both haven't used it in months. So I hope everything was intelligibly enough.

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SBWG 0.10.10

Entry created on 2022-07-10 (edited 2022-07-15) Authors: steeph (376) Categories: Bash (31) Code (31) Computer (78) Linux (36) Projects (41) SBWG (18) Scripts (28) Software (53) Languages used: en (257) Topics: Projects → Code → Bash Scripts → SBWG (16) edit

I decided to publish a new version of SBWG. I hardly got around to editing it in the last few months. So it doesn't really contain the new things that I had for a while intended for v0.10.10. But there were a few bugs that I wanted to have fixed in the latest published version. There still are known bugs. But now there are a few less.

Well, since it doesn't really contain anything new that's relevant, I didn't have to create this entry. But I did, so I'll use it to say I also fixed the RSS feed of draft0 and the menu link of steephlog on mobile. Bugs that I didn't know I had introduced in the last update and that were very happy that I didn't test things beforehand.

The things that did change since my last SBWG update just aren't that interesting. But I'll list some here, nevertheless: Entries can now have custom notes (using the 'note:' tag; Topic tagpages now also show the author names of entries; Srickied entries are now excluded from the RSS feed because they're just used as notices at the top of tagpages and don't belong context-less in the feed (there is a better solution planned); Error reporting inside of the script now includes information on the basis of which the clean-up routine can decide how to handle things differently for different errors and stuff; SBWG now locks directories; There is now a flag that hides attachments to an individual entry that are of a specific mime type, and, you could just read the CHANGELOG file instead of this if you really are interested in these little changes.

It'll probably continue to be slow in the foreseeable future. There are a lot of ideas in my head and several bugs in the code and probably vice versa. But time… not so much.

Edit: Oh, and another thing: I started to test updates and changes that I made to SBWG live on this web site because it's more fun if something breaks every other day. I'll pretend I don't mind.

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Entry created on 2022-07-12 Authors: steeph (376) Categories: Podcast (3) Swedish (1) Languages used: de (90) edit

Wüsste ich von einem Podcast, der einem ganz langsam und unbemüht durch Im-Hintergrund-Hören Schwedisch beibringt, dann wäre das der Podcast, den ich jetzt gerade hören würde.

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BLucid 014 - Supplements 2

Entry created on 2015-10-29 (edited some time after that or not) Authors: BLucid (29) Categories: BLucid (31) Podcast Episode (29) Languages used: de (90) edit
This entry is referencing the entry 'Über BLucid - Der Klartraum-Podcast'.
Dieser Post erschien ursprünglich auf www.blucid.de

Die Fortsetzung unserer Supplement-Folge soll ein paar Fragen beantworten, die bei der ersten Folge offen geblieben sind. Leider hatten wir technische Schwierigkeiten und konnten nicht die vollständige Aufzeichnung wiederherstellen. Wir bitten, den fehlenden Schluss und die Tonqualität zu entschuldigen.

Als Re­sü­mee kann festgehalten werden, dass es schwer ist, zwischen individuellen Erfahrungsberichten und Höhrensagen zuverlässige Informationen über Klartraum-Supplements zu finden. Es gibt nur wenig Forschung dazu, und die meiste davon basiert auch nur auf Selbstversuchen.

Links zu der Folge werden bald noch nachgereicht.

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BLucid 013 - Der erste Klartraum

Entry created on 2015-09-28 (edited some time after that or not) Authors: BLucid (29) Categories: BLucid (31) Podcast Episode (29) Languages used: de (90) edit
This entry is referencing the entry 'Über BLucid - Der Klartraum-Podcast'.
Dieser Post erschien ursprünglich auf www.blucid.de

Wer noch nie einen Klartraum hatte, sich aber für das Thema interessiert, der fragt sich vielleicht, wie man sich so einen Klartraum vorstellen kann. Wie fühlt es sich an, im Traum klar zu werden? Und wie verhält man sich mit der Traumerkenntnis? Und wer schon ein paar erste Erfahrungen mit Traumklarheit hatte fragt sich oft, ob das wirklich ein Klartraum war, was er da erlebt hat.

In dieser BLucid-Folge sprechen wir über alle möglichen Fragen, die mit dem ersten Klartraum zusammenhängen.

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BLucid 012 - Schlafhacking mit Elektronik 2

Entry created on 2015-08-30 (edited some time after that or not) Authors: BLucid (29) Categories: BLucid (31) Podcast Episode (29) Languages used: de (90) edit
This entry is referencing the entry 'Über BLucid - Der Klartraum-Podcast'.
Dieser Post erschien ursprünglich auf www.blucid.de

Eigentlich sollte die nächste Folge mal wieder eine etwas grundlegendere, praktischere werden. Aber es hat sich ergeben, dass ich Raipat von schlafhacking.de auf dem Chaos Communication Camp 2015 getroffen habe, wo wir die Gelegenheit, einen Podcast aufzunehmen, gerne genutzt haben. Deshalb wird es heute noch mal sehr technik-lastig. Wir empfehlen, entweder etwas Grundwissen aus dem Bereich Elektonik für Klarträumer mitzubringen oder zuerst BLucid 005 anzuhören.

In dieser Folge geben wir ein Update zu den unterschiedlichen Geräten und Projekten aus der Szene, stellen unsere eigenen Vorhaben vor und erzählen, was man tun kann, um endlich einen würdigen Nachfolger für die eingeschränkt bzw. nicht verfügbaren Zeo-Produkte zu bekommen.

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There Are So Many Things And Too Many Options!

Entry created on 2021-09-11 (edited 2022-07-03) Authors: steeph (376) Categories: Life (5) Thoughts (73) Languages used: en (257) edit

There are calendars with only pictures of black-furred dogs, bottle openers for the left-handed, overviews of lists of lists of things in the Wikipedia, 9 different USB connectors (plus extensions, plus rare proprietary connectors, times 2 for male and female), there are more human languages and dialects than any one person has even heard of, there are clocks with inverse hours markings, clocks with more than three hands, humans with more than two hands, apples with more than one colour, child safety locks designed to be so weak that they are useless while technically implementing the requirements that they need to have in order to legally be allowed to be called child safety locks, there are programs for children to prevent drug addictions in the future, there are commercial efforts to anchor behaviour in children that makes them more likely to become addicted to certain drugs in the future, there are safety shoes that look like sports shoes. There are ingenious ideas that never go anywhere because the person who had it is not listened to, there are thoughts that come to you after they could and should have come to you. (Like the one that just came to me: This first paragraph looks like it was inspired by a song by Funny van Dannen that I and probably most of the readers of this blog know. I don't think it was.) Anyway. There are soo many things, is what I'm trying to say.

When it comes to living ones life as a human in the 2020s, there is a notably large amount of options, which I herewith declare as too large. I mean options in many different areas. But I'll only name one area here, because it happens to bother me right now and I'm not really in a writing mood today. (You may also see it as an example of too many things: Too many examples to name here.)

There are too many ways to fill your time. There are so many parameters that play a role in deciding what to do at any given time that I find it impossible to choose the right thing simply because it would take, well, probably the rest of my life, to find out what the right decision would be. It would definitely take so long that what the right decision would be would change multiple times in the meantime.

Let's leave out work. If you're employed and have to work certain hours, I think I can make the case that those hours should be treated differently. Let's say you are lucky enough to always know what your job is and what you should do at work and maintain a barrier between work life and private life that allows for such disregarding.

Then, what do you want to do after work, before work, inbetween work? Some broad categories would be to do something to work towards certain goals, like to improve the state and wellbeing of society, your town, your country, the world, do something for friends or family, socialise for personal development and gaining experiences, improve your own health or life, just relax or have fun for now, and so on.

Let's just choose the last one because it's probably the simplest to explore in the context of this text and because hedonistic endeavours are an easy choice and close to my thinking if in doubt.

So, what do you do to relax from work, from the stress that comes with living a modern life and to have a good time?

I took a break from writing this text and was distracted for too long. I've lost my train of thoughts now. Don't expect a continuation. (I will jump on the train and continue this text if/when I get the same thought again.) I guess this entry ends now before my main thought has been expressed.

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