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#beyondallreason — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #beyondallreason, aggregated by home.social.

  1. Beyond All Reason tourney live now!

    Nations Wars - Knockout Stage

    Finals tomorrow 💥

    youtube.com/watch?v=RkhEn3AVgEI

  2. The way some people react to the idea that Beyond All Reason might get published on Steam by Hooded Horse is why we can't have nice things. #gamedev #beyondallreason

  3. The way some people react to the idea that Beyond All Reason might get published on Steam by Hooded Horse is why we can't have nice things. #gamedev #beyondallreason

  4. The way some people react to the idea that Beyond All Reason might get published on Steam by Hooded Horse is why we can't have nice things. #gamedev #beyondallreason

  5. The way some people react to the idea that Beyond All Reason might get published on Steam by Hooded Horse is why we can't have nice things. #gamedev #beyondallreason

  6. The way some people react to the idea that Beyond All Reason might get published on Steam by Hooded Horse is why we can't have nice things. #gamedev #beyondallreason

  7. Somewhere on this planet some Open-Source game developers were sitting in front a computer sobbing uncontrollably seeing their (self-proclaimed) idol not just strongly praising their work on multiple occasions, but now even sporting a base cap of it because he loves it so much.

    It must feel numbingly good. And they deserve it, Beyond All Reason is a phenomenal game and without a doubt one of the best Open-Source games of all time.
    #TotalAnnihilation #BeyondAllReason #ChrisTaylor #gaming

  8. Somewhere on this planet some Open-Source game developers were sitting in front a computer sobbing uncontrollably seeing their (self-proclaimed) idol not just strongly praising their work on multiple occasions, but now even sporting a base cap of it because he loves it so much.

    It must feel numbingly good. And they deserve it, Beyond All Reason is a phenomenal game and without a doubt one of the best Open-Source games of all time.
    #TotalAnnihilation #BeyondAllReason #ChrisTaylor #gaming

  9. Somewhere on this planet some Open-Source game developers were sitting in front a computer sobbing uncontrollably seeing their (self-proclaimed) idol not just strongly praising their work on multiple occasions, but now even sporting a base cap of it because he loves it so much.

    It must feel numbingly good. And they deserve it, Beyond All Reason is a phenomenal game and without a doubt one of the best Open-Source games of all time.
    #TotalAnnihilation #BeyondAllReason #ChrisTaylor #gaming

  10. Somewhere on this planet some Open-Source game developers were sitting in front a computer sobbing uncontrollably seeing their (self-proclaimed) idol not just strongly praising their work on multiple occasions, but now even sporting a base cap of it because he loves it so much.

    It must feel numbingly good. And they deserve it, Beyond All Reason is a phenomenal game and without a doubt one of the best Open-Source games of all time.
    #TotalAnnihilation #BeyondAllReason #ChrisTaylor #gaming

  11. Somewhere on this planet some Open-Source game developers were sitting in front a computer sobbing uncontrollably seeing their (self-proclaimed) idol not just strongly praising their work on multiple occasions, but now even sporting a base cap of it because he loves it so much.

    It must feel numbingly good. And they deserve it, Beyond All Reason is a phenomenal game and without a doubt one of the best Open-Source games of all time.
    #TotalAnnihilation #BeyondAllReason #ChrisTaylor #gaming

  12. Zum Abschluss des Jahres noch ein wenig auf die Mütze kriegen - warum nicht, dachten sich @meldrian, @xilef und @comrad und fanden sich bei einer spontanen Runde #BeyondAllReason zusammen - um gemeinsam eins von der KI (natürlich unter #Linux) auf die Mütze zu kriegen.

    Die KI hat geliefert wie bestellt. Es war herrlich. So kann das Jahr enden.

    holarse.de/wiki/beyond_all_rea

    #linuxgaming #BAR #gaming

  13. Zum Abschluss des Jahres noch ein wenig auf die Mütze kriegen - warum nicht, dachten sich @meldrian, @xilef und @comrad und fanden sich bei einer spontanen Runde #BeyondAllReason zusammen - um gemeinsam eins von der KI (natürlich unter #Linux) auf die Mütze zu kriegen.

    Die KI hat geliefert wie bestellt. Es war herrlich. So kann das Jahr enden.

    holarse.de/wiki/beyond_all_rea

    #linuxgaming #BAR #gaming

  14. Zum Abschluss des Jahres noch ein wenig auf die Mütze kriegen - warum nicht, dachten sich @meldrian, @xilef und @comrad und fanden sich bei einer spontanen Runde #BeyondAllReason zusammen - um gemeinsam eins von der KI (natürlich unter #Linux) auf die Mütze zu kriegen.

    Die KI hat geliefert wie bestellt. Es war herrlich. So kann das Jahr enden.

    holarse.de/wiki/beyond_all_rea

    #linuxgaming #BAR #gaming

  15. Zum Abschluss des Jahres noch ein wenig auf die Mütze kriegen - warum nicht, dachten sich @meldrian, @xilef und @comrad und fanden sich bei einer spontanen Runde #BeyondAllReason zusammen - um gemeinsam eins von der KI (natürlich unter #Linux) auf die Mütze zu kriegen.

    Die KI hat geliefert wie bestellt. Es war herrlich. So kann das Jahr enden.

    holarse.de/wiki/beyond_all_rea

    #linuxgaming #BAR #gaming

  16. Zum Abschluss des Jahres noch ein wenig auf die Mütze kriegen - warum nicht, dachten sich @meldrian, @xilef und @comrad und fanden sich bei einer spontanen Runde #BeyondAllReason zusammen - um gemeinsam eins von der KI (natürlich unter #Linux) auf die Mütze zu kriegen.

    Die KI hat geliefert wie bestellt. Es war herrlich. So kann das Jahr enden.

    holarse.de/wiki/beyond_all_rea

    #linuxgaming #BAR #gaming

  17. Call me crazy but I think decurions are still a bit overtuned #beyondallreason

  18. Call me crazy but I think decurions are still a bit overtuned #beyondallreason

  19. Call me crazy but I think decurions are still a bit overtuned #beyondallreason

  20. Call me crazy but I think decurions are still a bit overtuned #beyondallreason

  21. Call me crazy but I think decurions are still a bit overtuned #beyondallreason

  22. #beyondallreason boats are fun, but I can't help but notice a distinct lack of legs. Hopefully the devs can remedy this.

  23. #beyondallreason boats are fun, but I can't help but notice a distinct lack of legs. Hopefully the devs can remedy this.

  24. #beyondallreason boats are fun, but I can't help but notice a distinct lack of legs. Hopefully the devs can remedy this.

  25. #beyondallreason boats are fun, but I can't help but notice a distinct lack of legs. Hopefully the devs can remedy this.

  26. #beyondallreason boats are fun, but I can't help but notice a distinct lack of legs. Hopefully the devs can remedy this.

  27. Actually played some proper #beyondallreason tonight, lost all three games but in only one of those did I get blown the fuck out so that's cool. I'm scared to play in any of the isthmus or glitters lobbies because I don't know the meta and isthmus/glitters players seem kind of insane tbh.

  28. Actually played some proper #beyondallreason tonight, lost all three games but in only one of those did I get blown the fuck out so that's cool. I'm scared to play in any of the isthmus or glitters lobbies because I don't know the meta and isthmus/glitters players seem kind of insane tbh.

  29. Actually played some proper #beyondallreason tonight, lost all three games but in only one of those did I get blown the fuck out so that's cool. I'm scared to play in any of the isthmus or glitters lobbies because I don't know the meta and isthmus/glitters players seem kind of insane tbh.

  30. Actually played some proper #beyondallreason tonight, lost all three games but in only one of those did I get blown the fuck out so that's cool. I'm scared to play in any of the isthmus or glitters lobbies because I don't know the meta and isthmus/glitters players seem kind of insane tbh.

  31. Actually played some proper #beyondallreason tonight, lost all three games but in only one of those did I get blown the fuck out so that's cool. I'm scared to play in any of the isthmus or glitters lobbies because I don't know the meta and isthmus/glitters players seem kind of insane tbh.

  32. CW: long

    I've been poking around the game-logic code for #beyondallreason and like

    Look, I think Lua is a cool project and it's basically ubiquitous for this kind of scripting. And I know that metatables and all that are there to be used. But this function to make a new """class""" really does
    not pass the smell test for me. Maybe that's just my ignorance of Lua talking but like look at this thing:

    class.lua

    -- class.lua
    -- Compatible with Lua 5.1 (not 5.0).
    function class(base, init)
       local c = {}    -- a new class instance
       if not init and type(base) == 'function' then
          init = base
          base = nil
       elseif type(base) == 'table' then
        -- our new class is a shallow copy of the base class!
          for i,v in pairs(base) do
             c[i] = v
          end
          c._base = base
       end
       -- the class will be the metatable for all its objects,
       -- and they will look up their methods in it.
       c.__index = c
    
       -- expose a constructor which can be called by <classname>(<args>)
       local mt = {}
       mt.__call = function(class_tbl, ...)
          local obj = {}
          setmetatable(obj,c)
          if init then
             init(obj,...)
          else
             -- make sure that any stuff from the base class is initialized!
             if base and base.init then
                base.init(obj, ...)
             end
          end
          return obj
       end
       c.init = init
       c.is_a = function(self, klass)
          local m = getmetatable(self)
          while m do
             if m == klass then return true end
             m = m._base
          end
          return false
       end
       setmetatable(c, mt)
       return c
    end

  33. CW: long

    I've been poking around the game-logic code for #beyondallreason and like

    Look, I think Lua is a cool project and it's basically ubiquitous for this kind of scripting. And I know that metatables and all that are there to be used. But this function to make a new """class""" really does
    not pass the smell test for me. Maybe that's just my ignorance of Lua talking but like look at this thing:

    class.lua

    -- class.lua
    -- Compatible with Lua 5.1 (not 5.0).
    function class(base, init)
       local c = {}    -- a new class instance
       if not init and type(base) == 'function' then
          init = base
          base = nil
       elseif type(base) == 'table' then
        -- our new class is a shallow copy of the base class!
          for i,v in pairs(base) do
             c[i] = v
          end
          c._base = base
       end
       -- the class will be the metatable for all its objects,
       -- and they will look up their methods in it.
       c.__index = c
    
       -- expose a constructor which can be called by <classname>(<args>)
       local mt = {}
       mt.__call = function(class_tbl, ...)
          local obj = {}
          setmetatable(obj,c)
          if init then
             init(obj,...)
          else
             -- make sure that any stuff from the base class is initialized!
             if base and base.init then
                base.init(obj, ...)
             end
          end
          return obj
       end
       c.init = init
       c.is_a = function(self, klass)
          local m = getmetatable(self)
          while m do
             if m == klass then return true end
             m = m._base
          end
          return false
       end
       setmetatable(c, mt)
       return c
    end

  34. CW: long

    I've been poking around the game-logic code for #beyondallreason and like

    Look, I think Lua is a cool project and it's basically ubiquitous for this kind of scripting. And I know that metatables and all that are there to be used. But this function to make a new """class""" really does
    not pass the smell test for me. Maybe that's just my ignorance of Lua talking but like look at this thing:

    class.lua

    -- class.lua
    -- Compatible with Lua 5.1 (not 5.0).
    function class(base, init)
       local c = {}    -- a new class instance
       if not init and type(base) == 'function' then
          init = base
          base = nil
       elseif type(base) == 'table' then
        -- our new class is a shallow copy of the base class!
          for i,v in pairs(base) do
             c[i] = v
          end
          c._base = base
       end
       -- the class will be the metatable for all its objects,
       -- and they will look up their methods in it.
       c.__index = c
    
       -- expose a constructor which can be called by <classname>(<args>)
       local mt = {}
       mt.__call = function(class_tbl, ...)
          local obj = {}
          setmetatable(obj,c)
          if init then
             init(obj,...)
          else
             -- make sure that any stuff from the base class is initialized!
             if base and base.init then
                base.init(obj, ...)
             end
          end
          return obj
       end
       c.init = init
       c.is_a = function(self, klass)
          local m = getmetatable(self)
          while m do
             if m == klass then return true end
             m = m._base
          end
          return false
       end
       setmetatable(c, mt)
       return c
    end

  35. CW: long

    I've been poking around the game-logic code for #beyondallreason and like

    Look, I think Lua is a cool project and it's basically ubiquitous for this kind of scripting. And I know that metatables and all that are there to be used. But this function to make a new """class""" really does
    not pass the smell test for me. Maybe that's just my ignorance of Lua talking but like look at this thing:

    class.lua

    -- class.lua
    -- Compatible with Lua 5.1 (not 5.0).
    function class(base, init)
       local c = {}    -- a new class instance
       if not init and type(base) == 'function' then
          init = base
          base = nil
       elseif type(base) == 'table' then
        -- our new class is a shallow copy of the base class!
          for i,v in pairs(base) do
             c[i] = v
          end
          c._base = base
       end
       -- the class will be the metatable for all its objects,
       -- and they will look up their methods in it.
       c.__index = c
    
       -- expose a constructor which can be called by <classname>(<args>)
       local mt = {}
       mt.__call = function(class_tbl, ...)
          local obj = {}
          setmetatable(obj,c)
          if init then
             init(obj,...)
          else
             -- make sure that any stuff from the base class is initialized!
             if base and base.init then
                base.init(obj, ...)
             end
          end
          return obj
       end
       c.init = init
       c.is_a = function(self, klass)
          local m = getmetatable(self)
          while m do
             if m == klass then return true end
             m = m._base
          end
          return false
       end
       setmetatable(c, mt)
       return c
    end

  36. CW: long

    I've been poking around the game-logic code for #beyondallreason and like

    Look, I think Lua is a cool project and it's basically ubiquitous for this kind of scripting. And I know that metatables and all that are there to be used. But this function to make a new """class""" really does
    not pass the smell test for me. Maybe that's just my ignorance of Lua talking but like look at this thing:

    class.lua

    -- class.lua
    -- Compatible with Lua 5.1 (not 5.0).
    function class(base, init)
       local c = {}    -- a new class instance
       if not init and type(base) == 'function' then
          init = base
          base = nil
       elseif type(base) == 'table' then
        -- our new class is a shallow copy of the base class!
          for i,v in pairs(base) do
             c[i] = v
          end
          c._base = base
       end
       -- the class will be the metatable for all its objects,
       -- and they will look up their methods in it.
       c.__index = c
    
       -- expose a constructor which can be called by <classname>(<args>)
       local mt = {}
       mt.__call = function(class_tbl, ...)
          local obj = {}
          setmetatable(obj,c)
          if init then
             init(obj,...)
          else
             -- make sure that any stuff from the base class is initialized!
             if base and base.init then
                base.init(obj, ...)
             end
          end
          return obj
       end
       c.init = init
       c.is_a = function(self, klass)
          local m = getmetatable(self)
          while m do
             if m == klass then return true end
             m = m._base
          end
          return false
       end
       setmetatable(c, mt)
       return c
    end