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Take on the Evil Dead (Update Thread)
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Joined: 05 Apr 2013
Posts: 14
Posted: Thu Mar 31, 2016 11:41 am
Post subject: Take on the Evil Dead (Update Thread)
17 years later...
I hate leaving loose ends, and my third take of Evil Dead was my big loose end when it comes to my gaming projects. Aside from dabbling with Doom mods here and there,
Evil Dead: Timeline
was the first game I ever worked on. This was back in 1999 and I was young, 18 year old, whipper snapper back then who had a passion for two things: horror movies and video games. I was studying film at the time but it was then I realized that my true calling was in making games. So that's when I came across OHRRPGCE and began working on a fan game based on the Evil Dead movies. From that point I made an early beta (released as
Evil Dead Weird
) and two fleshed out demos (called
Evil Dead: Timeline Take 1
Evil Dead Weird File
Evil Dead: Timeline Take 2 File
After releasing ED:T Take 2, I started on making the full game dubbed "Take 3". I got as far as reworking the main map and a few enemies, but then a computer crash later and I lost everything. Burnt by the loss I then moved on from that project to focus on the challenges of a bigger game known as the early 20s.
Six years later, in 2005, once my life started to calm down, I decided to take on ED:T Take 3 again. This time it had been re-titled
Tales of the Evil Dead
. I reworked a lot of the graphics and had new maps, enemies, and scenarios created. I cut back some on the story elements and focused more on the moment to moment gameplay.This version was shaping up to be a far more polished and well rounded experience than the original Take 3 was.
But then it happened once again. My computer kicked the bucket. The backup I thought I had was missing and the ghost of the game still sits on the hard-drive somewhere buried deep within a dark closet. I never was able to extract that file. The only thing that exists from that version are a few blurry screenshots that I posted here way back then (under my original moniker, AshRaimi)
I buried the game, deeming Evil Dead Take 3 to be cursed. I put it in the past and moved on to new gaming projects.
Cut forward eleven years, I decided to put together my own little blog site of projects I had worked on. While putting it together, I was going back through my earlier games wondering how I would have made those today with more experience under my belt. At first I was just going to clean up some of the problems ED:T Take 2 had with the new Engine while also fixing some of the game's problems, but like the Kandarian Demons of the films chanting "JOIN US" I couldn't resist the temptation... It was time to take on Take 3 one more time.
As they say "Third time's a charm", right?
The New Game:
Rebuilt from the ground up, mostly from scratch, Evil Dead Take 3 is a new game. Only snippets of ideas from the original version remain. The game has a new title,
Take on the Evil Dead
, and very much plays into that.
The central theme of this game is to be something in the vein of a "Saturday Evening Horror RPG". I wanted to retool some of the design of the original game to go a bit more in line of the movies: less plot heavy, more taking care of random situations. The movies were essentially a live action horror version of Saturday Morning cartoons, so I wanted this game to reflect that.
Story-wise this game is still set in an alternate timeline after the events of Army of Darkness, ignoring the recent TV series and reboot. Ash wakes up back at the cabin, things happen. It's intentionally kept basic much like the films. Don't expect much in the way of character development or dramatic turns in the story. This is being looked at as a pure game play type of game.
The other aspects of the movies I wanted to bring into this game was a feeling of trying to survive at all costs. That's where the new central mechanic of the game came in. The object of this game is to survive until dawn. In the films there was a feeling of escalation. The closer to dawn it got, the harder the evil tried to fight back. So there's a bit of a time limit running throughout the course of the game. As for how long, I haven't quite determined that yet as I'm still working out a lot of the design and haven't done a test run-through yet. It will be short and will allow replay-ability. Also this limitation will greatly help keep the game design tight and myself in check so things don't get too blown out of proportion.
Also I'm trying to experiment with a few other ideas that are a bit unconventional when it comes to RPGs. I will go more into those in a later update.
The original Evil Dead: Timeline was also known to be rather difficult as well. This game will still be tough, but not in the same way as Timeline was. You will probably lose, and more than once. Maybe a lot! I'm hoping it will be something that will push the player to put a notepad in hand and experiment a bit to see what works and what doesn't, and to see what their best route for survival is.
The New Look:
I made Evil Dead: Timeline back when I was 18. It was the first time I really made an attempt at pixel art. At the time I had to reference other game sprites or rework others. Backgrounds were a bit of an unholy mishmash of my stuff and sprites from Ghouls 'n Ghosts. Ash was a reworking of Capcom's Strider. Maptiles were too dark at times, and then there was my weird "big eyed" art style I had going on at that age. Some people here really liked the graphics, but I tend to cringe when I see them. I guess they had their charm. Since then I've kind of developed my own pixel style and started recreating the game's graphics. Keep in mind these shots following are still a work in progress and will more than likely receive a few more tweaks down the road.
So the first thing to change: Ash.
The original Ash sprite was just a reworked Strider sprite with awkward legs and giant, gorilla-like arms. Since I didn't want to keep the "ported" sprites I completely redesigned him with a bit of that Saturday Morning cartoon mentality in mind:
By redesigning him first it allowed me to better disassociate from the previous Takes and make this feel like a new game again.
Only a few graphics from the original remain. The cabin and the tool shed sprites were going to be redesigned but when I looked at the originals I realized that I still very much liked how I handled those. A few color corrections, some slight changes here & there, and I decided to keep them in this version.
Several of the core enemies from the original make a return too but are redesigned as well. Like the pulps for example:
Also since I still had a few blurry images left of the 2005 attempt I thought it would be nice to rework those images and enemies as well:
Ok so enough of the blabber. Here are some shots of the current build. These basically constitute what you might have seen in the previous versions. I want to try to keep all the new stuff in the deck until the game comes out.
What's to come:
The plan is that at the end of each month until the game's release I will trickle out a few more shots and info. Considering that this is a fan game based on a film property I don't want to spend too much time on it, so I hope to have this finished in three to four months. Hopefully if all goes well (knock on wood) then this should release no later than the end of July. Graphics are time consuming part. Once all those are done I should have a better understanding as to how long it will take. If it looks like it will take longer I'll be sure to update on the progress. Oh and before someone asks, I have multiple backups this time so it will take more than a computer crash to lose this version.
Beyond the release I would like to re-purpose some of the assets and detach it from the Evil Dead name so I can expand on some of these ideas in a future RPG. It probably won't be done in OHRRPGCE (sorry James) as there are a lot of things I would like to add that the engine unfortunately isn't able to do. But that will be for a future update, probably another seven years later.
Anyways, it's great to be back in the OHR community making stuff again!
Last edited by Enk on Fri Apr 29, 2016 7:50 pm; edited 1 time in total
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On the Verge of Insanity
Joined: 05 Apr 2003
Posts: 3230
Location: Matakana
Posted: Fri Apr 01, 2016 4:45 am
Post subject:
Wow. That's just incredible.
Horror isn't usually my thing, but a short replayable game with a time limit has my interest. I really enjoy the puzzle aspect of figuring out how to beat the game. Plus the hint of unconventionality. So I will definitely be looking forward to this and the monthly updates! I really wasn't expecting the Saturay morning cartoon look; it's so different from what came before. But I'm not complaining; it looks fantastic. But the only thing that I find strange/off is that Ash is faceless... is he just unfinished? The walkabout seems to have eyes. (And BTW, it's really nice to see your process of drawing the sprites.)
The end of July is also the deadline for
Heart of the OHR
, if that's any kind of motivation.
I posted a
thread on SS
to point people over here, as most of them otherwise wouldn't notice.
"It is so great it is insanely great."
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Don't Lurk In The Bushes!
Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!
Posted: Fri Apr 01, 2016 5:55 am
Post subject:
Fantastic thread! Fantastic news! I can't wait to see how it all plays out.
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Joined: 05 Apr 2013
Posts: 14
Posted: Sun Apr 03, 2016 6:59 pm
Post subject:
Thanks you all!
TMC wrote:
But the only thing that I find strange/off is that Ash is faceless... is he just unfinished? The walkabout seems to have eyes. (And BTW, it's really nice to see your process of drawing the sprites.)
There's an eye there but no mouth. I tried out different types of eyes (not pictured) and went with the more simple, subtle approach. The others just didn't work right with the sprite. It may also look faceless because I wanted the face a little long and the "chin" emphasized to be a little like Bruce Campbell's.
Here's a pic of the Low Health Sprite which has his face slightly facing the screen with both eyes. Maybe you can see it better now.
TMC wrote:
The end of July is also the deadline for
Heart of the OHR
, if that's any kind of motivation.
I'll probably submit it if it looks like I'll be done before then. Even though I don't want to take too long on this game I don't want to rush it at all. Rather release it when I feel good about it than have something I'll regret releasing later.
TMC wrote:
I posted a
thread on SS
to point people over here, as most of them otherwise wouldn't notice.
I didn't know there was a more active forum for the Hamster Republic. Maybe I should've created a thread over there, or at least I should move the stuff I have here over to that one so more people can see it.
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On the Verge of Insanity
Joined: 05 Apr 2003
Posts: 3230
Location: Matakana
Posted: Mon Apr 04, 2016 1:38 am
Post subject:
Seeing the low health sprite does explain it. I see that the problem was that the bulge at the top-left corner of his face didn't register as a nose to me. I assumed that was his forehead/eyebrows, and that the nose would be somewhere in the centre of the face and was completed omitted. A single pixel can't register as an eye if it's not where I expect an eye. I probably would have added a slight shadow to the nose.
Oops, I thought I had mentioned Slime Salad to you. I mention it to just about every person who turns up, but I guess I forgot. Luckily they both use phpbb, so you can just copy paste posts between them.
"It is so great it is insanely great."
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Joined: 05 Apr 2013
Posts: 14
Posted: Fri Apr 29, 2016 7:33 pm
Post subject:
Hello everyone,
I'm back with my end of the month update! Thankfully everything is still going smoothly and haven't had any problems yet. While this month's update won't be nearly as extensive as the first, that doesn't mean I didn't get much done! On the contrary, I've been working nearly every day on this. I'm pretty much setting aside this month and next month solely on the more labor intensive parts first which are the graphics. For this month I focused completely on getting the first pass of all the map graphics done while in May I'll focus specifically on getting the battle backdrops done. After that point comes the fun part of putting together the game itself! As with the last post, the images I'll provide here are mainly from areas that have already been seen.
So as I stated earlier, this month has been completely devoted on getting a first pass on all the maps done. At this time of writing I have about 95% of the maps finished. The "first pass" meaning that all the graphics for these are at an acceptable level and will continue to go through further tweaking once I start building the game.
In the original game there were three main areas to explore (outside map, lake, tool shed) along with some side maps connecting the areas. In the new game all the old areas are still there but with a few new ones as well, including one larger area that has been hinted about since the beginning of all this. Here is a size comparison between the old game and this new one.
While it seems to have tripled in size, this is still very much a condensed game. It's just a bit more open than the last one. Returning areas have been completely reworked as well. The tool shed for example has been scaled down to cut back on some of the needless fat.
I know it looks a little plain right now as there are still some details missing from this image. Lighting is missing as well since I'm still debating on how I'm going to be handling that. Also did anyone ever notice how Linda's body in the original was twice the size as Ash's sprite? :-/
Another aspect that some people remember from the old game were the side scrolling sections that connected some of the maps. Those are back of course along with a few extra ones. One of the new maps I have left to finish is a side map I'm still trying to figure out some unique details for.
The second main area of the original game, the lake, is back as well and has been completely redone. There will be a few twists added to this area to keep things fresh this time around (not pictured).
Lastly I was very excited to finally start working on the center piece of the series which would be a big new area for this game. Those familiar with the films will probably know what I'm referring to. At first it was a difficult thing to put together mainly due to the game's perspective. Originally the map was going to be one piece but I found it more functional to break it up in sections. This ended up benefiting me in end as I could do certain "suspense related" things by separating the areas that I couldn't do when it was all together. I tried to keep the layout fairly accurate but there have been some alterations that I needed to make due to the perspective and pixel graphics. I'm very much looking forward to diving more into this area once I start building the game. Here is a tiny snippet of it:
And that's it for now! I know, I know. It's not nearly exciting as the first post as there is only so much I can do in one month and I'm still wanting to hold back on what I want to show. Next month I'll working on graphics for the remaining few maps as well as working on the backdrops for the battles. After that it's on to the fun part of getting this game together! Til next month Hamsters of the Republic!
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Joined: 18 Jan 2008
Posts: 821
Posted: Mon May 09, 2016 12:12 am
Post subject:
I remember playing your old game. I found it had some severe balance issues (like some battles were simply unwinnable if you didn't keep "Enter" pressed), but still liked it quite a bit. Was sad it was so short and unfinished, though.
Not sure what to think about your new design. It looks amazing, but it also doesn't look scary at all. Almost like you're going into comedy comic style now. I really prefer horror.
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Joined: 05 Apr 2013
Posts: 14
Posted: Mon May 09, 2016 7:09 pm
Post subject:
Rya.Reisender wrote:
I remember playing your old game. I found it had some severe balance issues (like some battles were simply unwinnable if you didn't keep "Enter" pressed), but still liked it quite a bit. Was sad it was so short and unfinished, though.
Oh I fully agree that the original had some balance issues. It was something I always wanted to address in the later versions but never had the chance to. This game will be pretty tough as well, but not really in the same way that the originals were. I hope to make it clear the type of game everyone will be getting themselves into with this new one once it releases.
Rya.Reisender wrote:
Not sure what to think about your new design. It looks amazing, but it also doesn't look scary at all. Almost like you're going into comedy comic style now. I really prefer horror.
To be perfectly honest I never found my original games to be all that scary to begin with. Sure there were some tense moments here and there, but not out right scary. Even though it's more colorful, the tone of the new game is still in line with the old ones.
There are many ways to express the horror genre. The Evil Dead films veered closer to the fun side of horror and that's where I'd like my game to be like as well. The original games tried to have a sense of humor to them to balance out the horror tone, and Take on the Evil Dead will still have it's tongue firmly in cheek with its humor (don't worry, it won't be an outright comedy fest). Now rest assure though, even though some of the enemies and the environments can appear cartoony at times, the horror elements and atmosphere will still be there. Much more so than my original games.
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Joined: 18 Jan 2008
Posts: 821
Posted: Fri May 13, 2016 1:38 am
Post subject:
It's kinda hard to be scared by your own horror games after all.
For a player unfamiliar with the game it's a completely different thing because you have to expect death around every corner.
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Joined: 05 Apr 2013
Posts: 14
Posted: Mon May 30, 2016 10:35 am
Post subject:
Hello again Hamsters of the Republic!
I'm back for another monthly update. As stated last time there won't be much of an exciting update this month as I was focusing mainly on getting the battle backgrounds finished. There are five backdrops at minimum that I needed to have for the game, including the forest one which was already laid out (and has since been tweaked from the first batch of pics).
Like the previous updates, the stuff I'll be showing are things that have been part of the previous game, and as usual everything here is still in an unfinished state. First is the lake backdrop. In the previous game the lake battle screen was an ugly mess of whatever spray paint and filter tools I was using with Paint Shop Pro at the time. The new look goes in a cleaner direction, making the dock as the main standing point. There's not much to see here at the moment, but I'll be adding a few more little details here and there when I start building the lake portion of the game later on.
Next is the tool shed. Previously the tool shed was a very basic, and quickly slapped together screen of simple lines and geometry. The look itself made it seem like Ash was walking into a Tardis when entering it! So like the map screen the tool shed has been scaled down to a more (slightly) realistic proportion. I went back and forth between scenes of the first two movies (both had different looking tool sheds) and tried to add little details from both in here. For the interior backgrounds I wanted to go with a diorama-like approach by having a bit of a sharp cut off point midway through the room. Kind of like the room has been sawed in half. I also wanted to have a battle background that felt very closed in and cramped. It gives a nice contrast to the more wide open areas you fight in. Also you will probably notice that there is something missing from this pic. Just a simple edit on my end to save for the full game. :-)
The other two backgrounds are from the new main location, and like last time I will hold off until the release. On an average, each background was taking me about five days to finish, so I pretty much had all these set up by the 20th. One of the main reasons I wanted to get all the graphics done first was because I needed to figure out the Master Palettes for the game. Since I knew I usually tend to use a lot of colors in my graphics, and some areas are distinctly different looking than others, I wouldn't be able to stick within a one Master Palette limitation. There's also a lot of color crossover as well with character sprites and attacks so I had to create a core palette for those colors as well. So now I have all the palettes sorted out and the graphics imported into the game and working properly. To give you an idea, the palettes look something like this:
The top portion being all the colors used in the current map, while the bottom portion is all the carry over colors that will be used throughout the whole game. Having all the palettes organized now gives me a good idea on how much freedom I have with additional colors, which judging by the black space is quite a bit.
So now comes the fun of working on the game itself, section by section. Making enemies, creating attacks, building stats, adding details, figuring out gameplay systems, polishing graphics, etc. Constantly doing graphics can get tiresome and I really wanted to get these big graphical sections out of the way first so I could focus on the real fun of actually making the game. Next month's update will probably be light on the pictures but more into the mechanics, and hopefully I should know by the end of the month a good time frame for when I'll be able to release this.
Til next month!
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Joined: 17 Nov 2008
Posts: 32
Posted: Mon May 30, 2016 6:03 pm
Post subject:
Can hardly wait.
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Bob the Hamster
OHRRPGCE Developer
Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)
Posted: Tue May 31, 2016 6:15 am
Post subject:
I love the new backgrounds!
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Joined: 05 Apr 2013
Posts: 14
Posted: Thu Jun 30, 2016 12:20 pm
Post subject:
It's that time of the month again!
This and next month's update won't have any new pics, but will instead focus more on the gameplay side of things. Now that I have the core set of graphics down I've been busy this month working on the starting area, trying to get a general flow of how the game will work and seeing what more I can do with the engine. So today's update with focus on a few of the gameplay elements that I have been fleshing out for this month.
Survive the Night
As I mentioned in the very first post, the object of the game is to survive the night. So how long will this be? At the moment night is set at roughly an hour. Wait? An hour? That's pretty short for an RPG! Well yes it is, but that's the point. Think of it as like sitting down and watching an episode of the Twilight Zone rather than gearing up for a long, back to back session of The Lord of the Rings trilogy. Knowing that the game is an hour long means you don't expect much time commitment if you decide to play it. Helps a bit towards the whole "replay-ability" thing.
Having it set at a short length also helps reign me in a wee bit. Rather than a sprawling epic tale that spans continents or even planets, it focuses on a just few select areas. And even though there are certain things the player needs to get to survive the end, the game isn't all that linear. This was one of the things I was focusing on sorting out at the beginning of this month: trying to figure out where everything goes and providing different options on how to go about completing certain scenarios. By limiting the scope it helps allow me to expand the content within.
There will not be a timer letting you know how long you have, nor will having a watch by your side will help you. You just know in the back of your head there's about an hour. Now that hour isn't entirely strict, and even though I want this game to be challenging I also want to be fair about it. To allow breathers, the game time can be paused in map screen menus and during all text boxes and cutscenes. I want to make sure I give the player a chance to study what they have and figure out what their next move is. I also don't want the player feel pressured to speed read through all the text.
Since this is supposed to be a horror game there needs to be some tension right? And you can't have tension if you could just save anywhere you damn well please. Knowing that all that hard work you put in the last twenty minutes could just come crashing down because you made one stupid mistake. The "Oh shit" moment is a little less impactful if you knew you could just reload that last save. Since the game is about an hour long I decided to take a half-step into rogue-like territory, but this game isn't nearly as randomized as most rogue-likes are (there are some random elements but that's for another update).
Now I'm not a complete masochist. There is a bit of middle ground here. At one point about halfway through, the game will ask if the player would like to save their progress. This will be the only time you can save... but there is a bit of a catch. That will be talked about in next month's update.
The Item System
Ok there is one little pic I can share. This is what the current battle menu looks like since this section deals mostly with the top three options:
One of the things that I experimented with in my original game was adding a bit of point n' click adventure gaming elements to an RPG. Need to build a bridge? Find a hammer, nails, and some boards to build it with! In the new game this is taken much further. Most items and weapons you find come with several options. When I was thinking about how to handle weapons and items I tried to do it from a mentality of how characters try to survive in the films, which is to be resourceful with what you have to survive.
Let's say you find a rubber chicken*, a powerful and mighty weapon. Weapons in this game come with multiple functions. When Ash picks up the rubber chicken he automatically gets a new ATTACK option in which he can use at any point as long as he has his GROOVE on. In this case the rubber chicken has a voice box inside it that screams "I'M A MIGHTY CHICKEN" which could be useful in those situations where enemies might find that intimidating. So even if Ash doesn't have the chicken equipped as long as he has his GROOVE on he can dig deep within his bottomless, magic pockets to use that secondary attack at moment's whim.
Now when you equip the chicken you also gain a new main attack, ChickSlap, as well as that weapon's unique stat gains and losses. ChickSlap is a standard attack where Ash smacks the evil right upside its ugly head with the rubber chicken, but it also comes with the power of the Chicken which makes it extra useful in areas filled with enemies who are deftly afraid of chickens.
Now outside the battle the rubber chicken might be needed to help Ash through a situation.
Let's say Ash finds a nest with an evil bird that for some reason has a blue key card in its beak. Now you know you can't enter that blue door in the space station** without that key card, but you also can't climb that tree either (you have a missing hand after all). So down the road you find a nice, shiny rock*** and a sturdy tree branch that's shaped like a 'Y'. You can now combine the rubber chicken, tree branch, and shiny rock into a capable slingshot and knock that evil bird out of the tree! In the process though you might also lose that shiny rock which could have be used to bribe the evil troll guarding the bridge instead of fighting it. Thankfully if you used the shiny rock with the troll, he would give you his big stick in return and you could use that to reach up and smack the evil bird to obtain the blue key card. On the flipside you'll lose the satisfaction of fighting that troll and having it's severed head as your new trophy. Choices!
Most basic items have several functions as well. This is where the RESOURCEfulness from horror films come into play. Gain some sparkly glitter and you automatically gain a new RESOURCE ability to use during battle. In this case Ash gets a "SparkleGlit" option where he will cover the evil with a nice coat of sparkly glitter that distracts it for a few moments as it looks at itself in amazement. Also the glitter can be used to make a wonderful collage with the paper and glue Ash finds and use that to impress the sweet camper who in turn will give you a back rub that helps permanently boosts some stats****. Unfortunately you'll forever lose some items in the process of doing so. Found an apple pie by the windowsill? You now have an GivePie option and now you can use it to give the pie to the kind, evil granny demon during battle and she'll in turn give you a fresh, new apple that you can use to make that apple pie Ash has been wanting! Try to experiment with evil every once and a while and you might end with interesting results.
In case this was all confusing it breaks down like this: all weapons give you a secondary attack (under ATTACKS), while most non-weapon items give you new battle options (under RESOURCES). Think of the RESOURCE menu as you would an old school Point n' Click menu and not just a standard item menu. All these secondary options can be used at any time during the battle as long as Ash is in his groove (GROOVE is essentially MP). Be sure to check your RESOURCE menu from time to time to see if anything new has been added!
Basically this was where a good portion of this month was spent on. Trying to figure out where everything goes in the game, creating possible battle options for certain items, figuring out different ways to solve certain situations, and hopefully covering my butt to make sure I don't end up breaking the game in the process.
Release Date?
Now that I am actually putting all the pieces together I can start to grasp how long this will probably take me to finish. The first half of this month was spent working on items, weapons, placement layouts, attack graphics, etc. The second half I've been spending building the first area of the game, trying to figure out how to get everything working in conjunction with each other and also delving into the battle system. Now that I have a better grasp of the new things that OHRRPGCE can offer with the battles I'm happy that I can do more than I previously thought I could to make the battles a bit more dynamic. There's still a few things I'm ironing out, and may have some questions down the road if I can't figure a way around certain problems, but as of right now everything seems to be going pretty smoothly.
At the moment I'm still working on the first area and that will continue until probably middle of July. A lot of work I'm doing in this area will carry over into the others and should help speed up working on those since I will have most of the systems already in place.
When I started working on this I figured I could probably have this out by the end of July. Now that I'm knee deep in making the game, and I have a better idea of what all is going to be in it, I know I can't make that release date.
It happens, but it's expected when it comes to game development. Rest assure this isn't going to be an abandoned project. I'm in it to finish it. I want to put a cap on the project that got me started in making games all those years ago, but I don't want to rush this out. So as of right now I feel I could possibly finish this by end of September, hopefully by the time season 2 of AvsED starts. If not it'll make a nice Halloween treat.
Next month I will delve into some of the other game rules and mechanics that I haven't talked about in these updates yet which will be new to my Evil Dead games.
Until then may your wheels stay turning, fellow Hamsters!
*Rubber chicken not in game
**Spacey technology also not in game
***Shiny rock definitely not in game
****No back rubs or collage making either
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Joined: 05 Apr 2013
Posts: 14
Posted: Wed Aug 03, 2016 8:08 pm
Post subject:
Hello once again!
Sorry that this was a little later than usual as I've been on vacation for the past week. Progress in July has been going a bit slower compared to the previous months. I've mainly been pretty busy at work and took a much needed vacation (in a cabin no less!). This past month I've got a good chunk of the main area mostly done and I am about halfway done with the second main section(s). Once I get that mostly completed I'll start working on the Pond and Tool Shed maps, then onward to working the last big one. After that point it's all about polishing and adding additional details.
This month's update is another one delving into some of the game mechanics.
Score System
When I think of how Evil Dead would work as a game I always felt it would be "arcade-like" in nature, and even though this is an RPG I wanted to add some of that arcadiness to it. I've always enjoyed competing in high scores, but I rarely ever see an RPG use a scoring system other than the "Tales of" series and some rogue-likes. It's probably because of how long these games tend to be that it's hard to include something like that effectively. So because this is a short experience, and only has a single save point, I thought it wouldn't be too hard to incorporate a scoring system to add to its replay-ability.
Scoring is done in multiple ways: Defeating enemies, completing certain tasks, and being creative & resourceful. In my current build the "creative & resourceful" part will probably be key to getting the most points. Since there's no real linear path in this game there are many ways to experiment on getting a higher score. There are also ways to lose points as well, but that will be saved for when you play the game.
Think you've got what it takes to get the highest Evil Dead score in the OHR community?
In this game, Health has been replaced with the Sanity stat. Now here's the thing, the Sanity stat is pretty much set in stone. What this means is that while other stats will grow as Ash levels up, the Sanity stat does not, nor does it refill. So you must be mindful of each encounter as once Ash loses his Sanity, the game is over. We know Ash can take a beating, but how much can he endure until he loses his mind to the Kandarian demons? There will be a few things you can find throughout the course of the game that can help gain just a little bit of that Sanity back, but usually these things might come at a cost.
Now with a stat named "Sanity" I'm sure there comes certain expectations. While I haven't implemented the following just yet, there might be certain things that could happen if your Sanity reaches a certain level.
What Next?
I realize that this is a shorter update than normal, but that was bound to happen by this point since I'm running low on things that I am either willing to talk about or haven't fleshed out enough yet to feel comfortable to reveal prematurely. I do like to try to keep a lot of things close to my chest as I feel they would be best left experienced until you play it. It's a small experiment which would make it easy to pull back the curtain and spoil a good chunk of the game, so I'd rather keep it mostly in the dark. I think it will make the experience more fun when you're not knowing what to expect next.
The update for August will probably be on the short side as well. I've done some updates to the graphics in the areas that I have been working on so I could show how that's been progressing.
Until then, fellow, fluffy hamsters!
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Pyrithea Megadon.
Joined: 02 Feb 2004
Posts: 466
Location: Washington State
Posted: Mon Aug 22, 2016 10:10 am
Post subject:
This game looks very impressive!
"There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
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Alright, after reporting it a few times, I've figured out the problem.... But first, my setup.
I'm running Hentges 3.5.3 with the new OZ kernel update on an SL5000. At home I'm running OSX (10.4) with QtopiaDesktop, and at work, I'm using Ubuntu Linux, also with Qtopia Desktop (1.7 for both).
The problem is that the datebook shows different times in the Zaurus calendar app compared to the desktop. In fact, it's always off by exactly 3 hours (the zaurus being 3 hours forward). Looking into the xml file, it appears that both the Mac and Zaurus are actually displaying the correct time.
The xml file lists the start date as +3 hours from when I book the datebook entry in Qtopia on Linux. If I make an appointment on the Z and sync back, the linux desktop shows the appointment as being 3 hours earlier then it is. The interesting bit is that the desktop's xml file is *IDENTICAL!* to the zaurus', meaning QtopiaDesktop on the desktop is simply off by three hours.
Both the desktops and zaurus have their timezones set to Montreal, so that's not it. It appears that qtopia is the issue. I'm only posting it here since it seems to affect the calendar on OZ, but not the Sharp rom. While OZ is clearly doing the right thing, Qtopia isn't. Any ideas?
Has anyone else run into this problem?

subset: commoncrawl


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Don't miss our very own internationally-famous Jason Chen (pictured above in one of his more private moments) on today's Cranky Geeks videocast, hosted by often-loved, occasionally-loathed technology pundit John C. Dvorak from PC Magazine. Catch the live stream at 11am Pacific, or you can subscribe to the videocast or podcast version of the show at the iTunes Store.
Today the mighty Chen will be mixing it up with the rest of the geeks, talking about battery life with Microsoft Vista, flaming laptops, stocking stuffers and that Wii strap recall.
Speaking of Wii, Chen promises not to put a Wii down his pants on the show, but then, his behavior is often unpredictable. Look out, Dvorak.
Stream the video here [Cranky Geeks]


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UPDATE: The forum is currently closed to new members, until I have time to update the backend that runs it. People are still sending in join requests though, so I've closed the comments here for now. When the forums re-open, you'll hear it on the main site. In the meantime, if you want to join a Just Bento community and you're on Facebook, please consider following the Facebook Page [1].
If you have tried to register as a new member on the site in the last few weeks, you may have wondered what happened to your application. Well, it probably got buried in a deluge, and I do mean a deluge, of attempted registrations by spammers and other lowlifes of the internet world. With the ever growing popularity of this site, it has gotten to the point where it's practically impossible to wade through all the chaff to get to the people who genuinely want to register and participate in our forums.
My intention for the forums was never to try to grow the biggest bento-related community online or anything like that. The JustBento forums are, and will remain, a nice, friendly relaxed place to talk amongst like-minded people. While we have two great moderators in Bronwyn and Loretta, most of the back-end parts of this site are still maintained by me, and I'd much rather spend my time dreaming up new bento recipes than fighting off spammers and such.
So, starting today, open registrations for the site and forums are closed. Remember you can still leave comments and reply to forum posts without being registered and logged in. You just can't start new forum topics, and your comments/replies are held for approval. If you do want to register and participate fully in the forums, here's what to do:
We'll review your application as it were, and create a user account for you with a temporary password, and email you with instructions for how to log in.
(Note: If you've registered in the last few weeks and you haven't gotten an email approving your registration yet, please use this method to re-register. Let us know what username you tried to register with and we'll do our best to retrieve it for you.)
I know this seems like a bother, but it's really getting to the point where I have to take this step or think about even shutting down the forums — which I definitely do not want to do. So - we're going to give this a try. Thank you for your cooperation and understanding!!
ETA: Some people are leaving general-topic questions under this topic. Don't do that please. You'll never get answers for these questions, because this topic is for new forum membership requests only (and don't get seen by anyone other than forum admins).
The Big Onigiri.
- Wherever you go, there you are. -
[1] http://www.facebook.com/justbento.justhungry


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\n
 (Updated 2:45 p.m.) - TACLOBAN — Aid workers, heavy equipment and lifesaving supplies flowed into regions devastated by Typhoon Yolanda (Haiyan) on Monday, as a global relief effort moved into high gear.<\/span><\/div>
 <\/div>
 On the ground, there were further signs that battered communities were beginning to shift from survival mode to one of early recovery: markets were beginning to reopen, though with very limited wares, some gasoline stations were pumping and residents were repairing damaged homes or making temporary shelters out of the remains of their old ones.<\/div>
 <\/div>
 "The darkest night is over but it's not yet 100 percent," regional military commander Lt. Gen. Roy Deveraturda said.<\/div>
 <\/div>
 The Nov. 8 typhoon killed or left missing more than 5,000 people and left 4 million displaced, requiring food, shelter and water.<\/div>
 <\/div>
 The first week of the response was inevitable chaotic because airports into the region were damaged and local governance structures shattered.<\/div>
 <\/div>
 At the main airport in Tacloban, a pay loader was shifting pallets of water and sacks of rice to trucks. On the main road, teams were shifting debris into trucks.<\/div>
 <\/div>
 Military and civilian teams from around the world have arrived to bolster an immediate response by local people and national authorities.<\/div>
 <\/div>
 The US government and military have been at the forefront in helping one of its Asian allies.<\/div>
 <\/div>
 Washington's aid arm announced a further $10 million<\/a>, bringing to $37 million the amount it is committed to spending.<\/div>
 <\/div>
 "This will enable us to continue to move ahead with our help on things like the water system, on the logistics," said USAID assistant administrator Nancy Lindborg. "We have a steady drumbeat of supplies coming in and being distributed."<\/div>
 <\/div>
 On Sunday, President Benigno Aquino III toured the disaster area and promised to step aid deliveries.<\/div>
 <\/div>
 Aquino, seen as reformist president who had enjoyed considerable public support, has had to deal with a string of crises over the last year.<\/div>
 <\/div>
 His administration has been criticized by some over its apparent failure to strictly enforce evacuation orders.<\/span> <\/span>—Associated Press<\/a><\/strong><\/div>


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The new ethics: a tour of the 21st-century moral landscape
Miramax Books, Sep 1, 2004 - Philosophy - 322 pages
In this in-depth, thoughtful look at the nation's moral health, prominent ethics professor Anita Allen offers a brilliant take on modern-day ethics in a world turned upside-down.
From inside the book
46 pages matching virtues in this book
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THE NEW ETHICS: A Guided Tour of the Twenty-First-Century Moral LandscapeUser Review - Kirkus
A survey of the everyday breakdown of ethical behavior and a strong case for a new emphasis on moral education in America.Enumerating the modern accumulation of lies, tricks, cheats, and scams by ... Read full review
Cheating The Big Mistake
The Challenge of Moral Education
Ethics Go to College
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Black smoke has appeared at the chimney of the Sistine Chapel, meaning that no Pope has been selected in the first round of the papal conclave voting.
The election to select a new Pope sees Catholic cardinals holed up in the chapel until they decide upon a new Pope. It will end once we see white smoke from the chimney ( for more on that, check here).
Here's a live feed from the Vatican:
It was always unlikely that the first round would result in a Pope — the new Pope needs a two thirds majority and it's an unusually divided electorate this year.
The current favorite on live betting site Paddy Power is the Archbishop of Milan, Angelo Scola. He has some tough competition though, including some from American cardinals.
Here's a shot of the world's most important chimney from earlier today.
Tomorrow we'll be watching the chimney from 6am EST.


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Cake: Chocolate
Buttercream: Vanilla
Garnish: Dipped in Chocolate, Sprinkled with Chopped Nuts
Cake: Chocolate
Buttercream: Vanilla
Garnish: Dipped in Chocolate, Sprinkled with Chopped Nuts
During checkout you will be asked to include the delivery location; as well as, delivery date of your order. If you are ordering your item to be delivered to a different location please select "Deliver To Different Address" during the checkout process. You will also have the opportunity to add a personal message to any order before finalizing the checkout.
All payment is made through PayPal but you do not need a PayPal account to process any transactions. On redirection to PayPal while submitting your order you will have the option to either pay with a PayPal account or any major Credit Card or Debit Cards (Visa / Mastercard / American Express / Discover).
Don't want to submit an order online? Give us a call and we will discuss you order over the phone (614.219.9429)
We offer delivery of all our lil' treats to any location within the Columbus, Ohio area including Delaware, Ohio and other areas in Central Ohio. Please Click Here to read more about our delivery terms and conditions; as well as, additional locations within Columbus, Ohio in which we will deliver.
Are you a parent with a child who attends The Ohio State University? Our delivery team is on OSU campus daily surprising students all over Buckeye land! We'll deliver to any residence hall or dorm; as well as, all residences within the campus area. To read more about how we can brighten your child's day and deliver a care package CLICK HERE.
Hosting a party within Columbus, Ohio or a surrounding area? Fate Cakes' offers endless catering services. Having a Wedding, Bridal Shower, Baby Shower and Graduation or just getting together for a birthday? Give us a call (614) 219.9429 and we'll handle all the details while you sit back and enjoy some sweet treats!


text:
Software for Manufacturing
New Costing-Software Version Offers Unique Features for Machining and Fabrication
MTI Systems, Inc., West Springfield, MA, has released Costimator version 12 cost-estimating software, packed with upgrades and features that further enhance speed, accuracy and consistency for estimators. Included is a new layer of specialized and unique features for machining and fabrication.
Among its new upgraded features:
• Updated material wizard—Users can account for material drop (scrap), minimum lot charges and surcharges.
• New/updated cost models—Painting, routing, cycle time complete, waterjet, laser, shearing, end facing, surface work.
• Updated workcenter rates—New manufacturing labor rates have been added/updated to the workcenter database, offering OEMs new options to cost parts made in more than 31 countries and nine U.S. regions.MTI Systems, Inc.: www.mtisystems.com
See also: MTI Systems, Inc.
Related Enterprise Zones: Fabrication, Software
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Nice to see this one again. Already very realistic. But what about the grid that seems to be present in the grass. Maybe due to a mask?
I see that the reference is shot with Nikon D90 which has a sensor size of 23.6 x 15.8mm.The TG camera has 36x24mm, so I think you need to adjust that (anyway).Did that help or improve?


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Do-It-Yourself Project:
Organize a Food Drive
Create the Good
Email a link to this project guide
Let us know your email address and Create the Good will email you the link to this page. Have it for your own reference or pass on to friends and loved ones!
AARP's Create the Good will never share or sell your email with parties outside of AARP.
Have Questions or Feedback?Your comments are instrumental to helping us improve and expand Do-it-Yourself Project Guides
Please email any question, concern or just general feedback to firstname.lastname@example.com
Give us a call! You can reach our help desk at 1-866-740-7719 between the hours of 8am – 5pm ET.
Many community-based organizations lack the capacity or resources to meet the needs of the growing population of hungry Americans. Food pantries and other charitable organizations also often run short on food that is age appropriate (e.g., low sodium for seniors), culturally appropriate and/or fresh. Tight economic times have only further burdened these organizations.
How you can get involved
Organize a food drive! Collect food and/or monetary donations for your favorite community-based food organization. There are a few models for how to hold a food drive. This guide focuses on the "single-site drop-off" model, where people bring food donations to a place, on a specific date, where volunteers are waiting to receive it.
"There are people in the world so hungry that God cannot appear to them except in the form of bread." Mahatma Gandhi
Step 1: PICK A LOCAL GROUP THAT NEEDS FOOD
Consider both the obvious (food bank and homeless shelter) and the less obvious (faith-based organizations, senior citizen centers, schools).
If you want suggestions on food organizations in need, start by contacting your local food bank. You'll find them listed online at www.feedingamerica.org
Food banks and pantries are all different, so before you start planning, be sure to reach out to learn the best way to meet their needs.
Food banks are warehouses that collect large quantities of food to distribute to local food pantries, soup kitchens, etc. The food bank itself may be interested in benefiting from your drive. Or, they may suggest a local food organization in your neighborhood.
Once you've determined what organization will benefit from your drive, use the questions in the Tips for Meeting an Organization's Needs section below to talk with them about your idea and how best to shape it to meet their needs.
Local food organizations often are in short supply of age-appropriate food (e.g., low sodium, low sugar, or easy to open foods) and/or culturally-appropriate foods. Use the Sample Food List in the "Supplemental Materials" section and consider narrowing your requests for donations to these special areas to best meet the needs of the people being served.
If no local organization needs support, consider making a donation to AARP Foundation's Fight Hunger Campaign at www.aarp.org/hunger to help those who are hungry.
Step 2: DECIDE HOW YOU WANT TO COLLECT FOOD
Single-site drop off: You ask people to bring food donations to one location during set hours on a specific day. Volunteers stay at the collection site.
Extended food drive: You set up multiple collection points with drop boxes where people can leave food over the course of multiple days or weeks. Volunteers collect the donations once per day.
Food aid groups often lack fresh produce to provide to hungry people.
Event-related food drive: Your team partners with a local event – like a sports game, music festival or county fair – and sets up collection sites at the event.
Step 3: ASSESS VOLUNTEER NEEDS
Establish a small committee to plan and coordinate the food drive. Select an overall coordinator (that may be you) and team leaders for individual tasks. Depending on the size of your food drive, there could be 2 to 6 team leaders.
Teams can help share the work, motivate volunteers/donors and hold each other accountable to deadlines. Many hands make light work!
Schedule a training session for the team leaders. Provide the leaders with background on the selected organizations, a list of key dates/times (timeline of preparation), responsibilities needed to carry out the food drive and contact information for you and the other team leaders.
The team leaders should:
- Help recruit volunteers for the food drive
- Promote the food drive with flyers throughout the community
- Ensure local media are aware of the drive
- Set up the collection site
- Lead a shift during the event
- Help coordinate food sorting and delivery after the drive
Step 4: FIND A DROP-OFF LOCATION
Identify the desired location for food drop-off and collection such as a school, local business, shopping center, faith-based organization or grocery store.
Contact the appropriate person (store manager, principal, etc.) to get permission to hold the drive there and ask if they'd like to participate in any way. When you call, make sure you have information on the food drive (the goal, the preferred date, background on the organization the food will support, etc.).
Depending on the size of the drive and the number of volunteers, you might want to hold it at multiple locations. Keep in mind, this requires more logistical organization and volunteers but will yield more food.
A location that is centrally located, with built-in traffic, a large parking lot and an inside option (in case of bad weather) is ideal.
Once you nail down a location, work out logistics with your contact there:
- Where specifically the food drive can be held (e.g., at the entrance of the store or a section of the parking lot)
- The date and the allowed hours of operation for the drive
- Inclement weather backup plan
- Where the food will be stored before pick up
- Place to accommodate the volunteers who will organize the food for pick up
NOTE: If you are talking to a retailer and they are interested, you might explore additional ways they could support the effort. Examples might include:
- Printing your flyers (the retailer could receive an acknowledgment on the flyer)
- Matching the donations raised from the public for the food drive in some way (with a dollar amount or a product donation from the retailer to the food bank or organization)
- Adding the option at the cash register for customers to donate money to the food organization you are helping
Step 5: RECRUIT AND MANAGE VOLUNTEERS
Ask your family, friends, colleagues, neighbors and faith group members to help make the food drive a success. Check with local community organizations, libraries, schools, senior citizen centers, places of worship, etc. that may already have a pool of volunteers for their own purposes. Email is a great way to keep the volunteers informed.
Post the food drive on Create the Good by visiting CreatetheGood.org and selecting "Find Volunteers" from the top menu to recruit more volunteers or to promote the drive.
Develop a roster of all the volunteers. Be sure to get each person's full name and contact information so you can keep everyone informed during the planning stage.
Host a meeting three to five weeks prior to the food drive so the volunteers understand the goal of the food drive, what is required of them, the timeline of the drive, and background on the selected organization you are supporting. Provide a take-away sheet with the information from the meeting.
Develop a schedule for the volunteers so that you have sufficient support throughout the day. Keep in mind, peak hours will need more volunteers than the early and later hours of the event. Communicate the schedule to all the volunteers two weeks prior to the food drive so there is time for rescheduling if needed.
Suggested tasks for volunteers include:
- Make and distribute flyers/signs for the event
- Promote the event through their contacts and local community organizations
- Staff the event (including set up and take down)
- Transport food donations to the recipient organization
- Follow-up communication, including the results of the drive and thanking the supporters
For more tips on project management, see the Nuts and Bolts Guide for Organizers at http://www.createthegood.org/toolkit/nuts-bolts-project-organizers.
Step 6: GET THE WORD OUT
The key to a successful food drive is to get the word out about the event. Promote! Promote! Promote! See the Tips for Generating Publicity section below for publicizing your event.
Step 7: FINAL PREP ARRANGEMENTS
Touch base with the recipient organization, your team leaders and your contact person at the drive location to confirm all details, including:
- Plans for box/crate drop-off prior to the drive and food pick-up following the drive
- Food sorting instructions (if any)
- Who will supply tables, chairs and refreshments for the volunteers?
- The staffing schedule for the day of the food drive
- 2- to 3-hour shifts are best
- Create 3 or 4 large signs that your teams can post within a block or two of the food drive on the day of the event
- Be prepared with information for people who tell you they need food. Identify the closest food pantry, as well as the closest place people can go to get assistance in applying for SNAP, the food stamp program (see the SNAP Flyer in the 'Supplemental Materials' section below).
Step 8: EVENT DAY
- Set up the food collection site (i.e.. two tables with chairs behind them; refreshments behind the volunteer chairs, boxes/crates clearly labeled for various food types)
- Post the Food Drive signs in visible areas and have flyers available
- Welcome volunteers as they arrive and show them how things will work
- Volunteers (not contributors) should put the food in the appropriate crate to ensure efficiency
- Relax, smile and enjoy the wonderful event that is bringing together the community
- When the drive is over, clean up the area and take down the signs. Leave the area the same (if not cleaner) than when you arrived
- Thank the hosting organization and the volunteers
Step 10: FOLLOW UP (within one week after the event)
Send a thank you note, call or email to all volunteers (using the method by which they prefer to be contacted). Include how much food was donated and whether there are plans for additional food drives or other volunteer opportunities. Call or write a thank you note to the hosting organization. Again, let them know how much food was donated and convey their important role in the success of the program and the difference they are making.
While it is still fresh in your mind, develop a list of lessons learned for future events. Check in with the local food organization to see if they have suggestions to include.
Keep in touch with volunteers and local communities for further volunteer opportunities.
Once you have selected the local program you would like to support, get more information on their needs before you start implementing your plan. Don't be afraid to ask lots of questions. You'll want your plan to be well-grounded, and you'll want to be armed with information for your volunteers! Here are some suggested areas to discuss:
- Who is a contact person to work with for coordinating the food drive?
- Is this a good time of year for them to receive donations? Identify a date for the food drive that works for them and you
- What types of food are in short supply?
- What specific food is needed?
- Do they need healthy, age-appropriate food, like low-sodium or low-sugar foods, and/or easy-to-open packages?
- Do they need culturally-appropriate products? (these needs will vary by local population)
- Do they need any non-food items?
- Are there any foods or packaging that they cannot accept? Can they accept fresh food?
- What quantities (e.g., large or small packages) of each food type do they prefer?
- What is their preference on how the food should be sorted at the collection site? (e.g., canned food, boxed food, condiments, etc.)
- Does the organization have boxes or crates for sorting the food?
- Determine how the food will be delivered to the organization. Can they pick it up or do you need to deliver it? When is the best time for pick up and delivery?
Get information on the organization that you can provide to volunteers, donors or media outlets.
Make a Flyer
Be creative but also be sure to provide key information:
- Suggested foods for contribution (specific items requested by the organizations, non-perishable foods, gift cards)
- Date, time and location of the event
- Brief information on the organization that will receive the food
- Look at other food drive flyers to get ideas (see the Catholic Charities food drive flyer in the "Supplemental Materials" section below)
Distribute the Flyer
Consider the same sources used for recruiting volunteers (schools, faith-based organizations, community centers) and public places frequented by people including grocery stores, coffee shops, libraries, etc.
Word of Mouth Goes a Long Way
Spread the word to your friends, family, neighbors, and co-workers. Talk to them in person or use email or social media (e.g., Facebook, Twitter) to get the word out. Ask them to spread the word as well. Approach everyone with a friendly, positive attitude. Explain that it will be a fun event focused on a great cause. Use message boards – both online and the old-fashioned way.
Reach the Largest Audience
Use your local newspapers, magazines, community guides, websites, radio stations and television and cable access channels to help spread the word about your food drive. The local media often welcome information about community events, and many radio and TV stations and news outlets offer online forms to simplify event promotion. Also try to get the details in school and faith based newsletters or announcements.
How to Contact the Media
Ask some volunteers to develop a list of local editors and reporters (names, phone numbers and email addresses). Most newspapers and radio and television stations will list newsroom contact information on their websites. The reporters most interested in your announcement will be community editors.
Email basic details of the event using plain text without any fancy graphics. Put the event's date in the subject line. The email should include:
- Name of event (_____________ Food Drive)
- Complete date and time of the food drive
- What organization is being supported, and how much food you are hoping to assemble for a specific cause
- Any special guests or events
- Your contact information (for further questions and possible volunteers)
Send your announcements at least two weeks before the food drive day. Follow up with reporters several days after the event to announce the results of the drive, the approximate number of donors and volunteers and where the food will go. Send this information to the same media list.
The best days to send media announcements are Tuesdays, Wednesdays and Thursdays.
Publicize the Food Drive – Before and After
- Ask permission to display flyers, posters or postcards at coffee shops, libraries, malls and local businesses. Invite local businesses to participate with you.
- Ask local community members to promote the food drive through their local place of faith, clubs, community groups, etc. People are most likely to do this if they're motivated by the charity that will benefit from the donations.
- Invite a local celebrity – a congressional representative, your mayor or a radio show host – to highlight the need for food and promote the event.
Additional Resources
AARP Foundation Drive to End Hunger – www.aarp.org/giving-back/charitable-giving/hunger/
In the world's wealthiest country, nearly 9 million people age 50 and older have trouble getting enough to eat. What can you do? Learn more about the problem and join AARP and AARP Foundation in solving it.
Feeding America – www.feedingamerica.org
A network of more than 200 food banks supporting approximately 61,000 local charitable agencies and 70,000 programs which provide food directly to individuals and families in need.
The United States Department of Agriculture – http://fnic.nal.usda.gov/
The USDA Food and Nutrition Information Center has a myriad of resources and ideas for how to address hunger issues in your community.
Meals On Wheels Association of America – www.mowaa.org
Meals on Wheels represents some 5,000 local, community-based Senior Nutrition Programs, which provide well over one million meals to seniors who need them each day. Some programs serve meals at congregate locations like senior centers, some programs deliver meals directly.


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|View Poll Results: Chuunibyou Demo Koi ga Shitai! - Episode 6 Rating
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Chuunibyou Demo Koi ga Shitai! - Episode 6 Discussion / Poll
Welcome to the discussion thread for Chuunibyou Demo Koi ga Shitai!, Episode 6.
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|2012-11-06, 15:00
|Link #4
And with that, here's the summaries/production sketches:
Episode 6's title: The Atonement of the...Innocent (The kanji give the meaning for Clown)
A letter of love has finally reached Makoto Isshiki. No name is attached. When asking Yuuta about it, he has no idea who would send it. Isshiki is the kind of guy who loves girls a lot and he even organized & wrote down the class's cutie poll. Naturally he can't calm down after this huge life disturbance.
And then Isshiki makes a huge mistake. Will he be able to man up and take responsibility as another disturbance is added to his previous upheaval?
A letter is delivered to Yuuta's comrade, Isshiki. Inside it is a note filled with love. In the chaos that follows, Isshiki loses his "Index of Revelations".
Production Sketches:
Makoto Isshki: After committing a huge mistake, he's forced to stand in the middle of this debacle.
Class 1-4's Classroom:To own up to his blunder, Makoto Isshiki addresses his classmates.
Makoto Isshiki: After fulfilling his responsibilities, he looks like this!
The "Oriental Magic Napping Society of Summer"'s clubroom: Here, Isshiki admirably (?) fulfills his responsibilities.
Last edited by ultimatemegax; 2012-11-12 at 09:21.
|2012-11-06, 17:09
|Link #5
Senior Member
Join Date: Jan 2009
Location: Mandaluyong, Philippines
I could speculate that Makoto's 'cute chick list' got into the wrong persons hands and is possibly making a trap to embarrass him into owning up to whatever sexist notes he wrote regarding to all the schools cute girls in his secret Index.
There is also that Model sheet where Isshiki seems to had gotten his hair cut really short, possibly as an end result of this episode... Maybe.
|2012-11-07, 12:15
|Link #7
阿賀野型3番艦、矢矧 Lv173
Graphic Designer
Join Date: Mar 2006
Location: Belgium, Brussels
Age: 32
I assume the director changed for this episode, but I think some personal touch was a bit too overboard in some cases, especially how the camera panning went a little too wild at times (and I really didn't expect "slapstick comedy faces" there, let alone Yuuta and Shinka doing these).
The real little problem I have with this episode direction was how disjointed the events felt together, especially how Rikka's "serious plot part" was added, a tad too shoehorned if you ask me. That said, the train scene had an excellent mood, labeit a bit random at the first glance.
That said, an amusing episode nevertheless, and I really didn't expect Makoto to have his own episode, let alone joining Rikka's club. So many bro attitude it could only remind me Danshi Koukousei no Nichijou in a good way (along with few Higurashi / Sota no Otoshimono vibes, due to their respective protagonist, conveniently also voiced by Hoshi).
Shinka's gyakugire was priceless in there, given an emphasis with Yuuta's reactions there (I didn't expect him to treat Shinka the same than he does with Rikka and Sanae, definitely good to see a consistent character there).
I was expecting from the very moment the letter was introduced that Rikka "baited" him in order to recruit him in her club, but I was pleasantly surprised it wasn't as predictable as that. Hopefully, the scripters won't forget about this side plot in the future.
I sure hope next episode will be less hectic in term of mood swing though.
|2012-11-07, 12:44
|Link #8
|2012-11-07, 13:44
|Link #9
Yuuki Aoi
Join Date: Jul 2004
Another wonderful episode, hilarious with a bit of touching. Some of the animation was incredible: the timing of Dekomori hitting the closed door; her legs shaking as the milk bottle entered the room; the watery animation of Isshiki when he was clingingly telling Yuuta about the letter; or the moe-moe drawing/animation of Rikka's legs (and Dekomori's) at several points.
One scene that hit me just for its layout was where Isshiki was lit against the sky on the left, talking to Yuuta who was in some shadow at the lower right. Beautifully done.
This was a comedy episode, but included some important romantic development: Yuuta actually wearing the shirt; both his and Rikka's drawings seen by the class; the hand-holding scene by the railway tracks (he made no move to take his hand away).
And Nibutani just gets better. I loved the scene where she was speaking directly into Isshiki's open mouth. And the scene where Dekomori and she are suddenly fighting at the door. Or when she is comically rolling around the magic circle in embarrassment at hearing words from her Mabinogion. Akasaka Chinatsu is really doing a wonderful job, and seems so assured. I loved the way she did the sudden shift from seriously threatening Isshiki to saying "Yokatta!" and dancing away.
I understand Klashikari's criticisms. He's describing things that are actually there. But those things didn't bother me. The "mood swings," "shoehorned" romance, and "personal touches" all worked for me.
Next week: the beach.
Last edited by Kaoru Chujo; 2012-11-08 at 01:37.
|2012-11-07, 15:56
|Link #10
Senior Member
Join Date: Mar 2009
Location: In my room
This episode feels like a breeze to me. Ishiki's sacrifice was useless though it strengthen the brotherhood in exchange of love life but still in the end he got lucky with Kumin-senpai
Though the good part for me is the in front of the train, holding hands with Rikka. That felt great but this entire episode feels like a filler with foreshadowing of something to come from what the priestess said and she also ask help from Yuuta. Maybe the parents are coming to visit and.... well it looks like Rikka and her parents aren't in good terms.
|2012-11-07, 18:28
|Link #11
ダメ人 - 人間失格
Join Date: Jul 2011
Location: Germany
Age: 32
I'm not a huge bromance fan, so I won't comment on those points
Yuuta's reaction at the end felt quite exaggerated. The inital surprise when Rikka's nee-san suddenly appeared was normal, but the whole "shaking" afterwards felt needless and somewhat stupid even as a comedy element for me(!).
What else to comment on? It was a nice gesture from Yuuta to still put the t-shirt under his normal school uniform.
|2012-11-07, 19:09
|Link #12
Senior Member
Join Date: Dec 2007
So today's episode showcases the Houtarou look a like (seriously, no one thinks Isshiki looks JUST like Houtarou?? Sure personality wise it's Yuuta who has Houtarou's I'm a male MC and I'm boring" personality).
Freakin' love Dekomori. All my DESU (feels)~ Her and Shinka are fun to watch!
|2012-11-07, 20:18
|Link #15
Senior Member
Join Date: Jul 2006
Didn't expect Isshiki to gain "main supporting cast status"
Glad Nibutani isn't immune to physical discipline by Yuuta.
Also, the background characters were really well-animated this episode.
While Isshiki and Yuuta were talking, couldn't help noticing the couple walking by in the background and the girl that suddenly got scared off by Isshiki. Also I agree the scene where Dekomori and Nibutani just automatically fight eachother when they catch sight of eachother was great. Its like a Tom & Jerry relationship with them now.
Last scene was interesting. Tsuyuri has a thing for bald guys maybe?
|2012-11-07, 20:25
|Link #16
Beyond the Fringe
Join Date: Jun 2011
Watching Nibutani rolling around the magic circle as Dekomori quoted a passage from Mabinogion's Rainbow Manuscript was so funny, I had to replay it again, and again, and again. Isshiki jumping over her as she passed by was like icing on the cake. At least for me, this was the funniest laugh-out-loud bit in the whole series.
The hand-holding scene was quite nice, and Yuuta does seem to be slowing re-adjusting his attitude toward Rikka. Perhaps he's beginning to realize that what shows on the surface of one's personality isn't nearly as important as what the "real" person is like. Case in point is Nibutani, who he was painfully crushing over until her "real self" was revealed. Whereas that beautiful, sweet, wonderful girl turns into a vicious lunatic when the facade drops, the lunatic girl is actually sweet and loving.
|2012-11-07, 21:49
|Link #18
Join Date: May 2010
Location: Unspecified
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|2012-11-07, 21:49
|Link #19
Join Date: Apr 2012
God, it's so hard for me to be 100% objetive when I see a masterfully animated chapter like this. Chiyoko Ueno was the same AD in the Nichijou's reindeer chapter. And I really was expecting some crazy animated moments, but if I had to praise something, by far and over the vivid animation, is the screenplay/storyboard for more than 90% of the chapter that was absolutely magnific. (In train scene for example)
I've always liked how Kyoani disposes "camera" moves, angles, and its contrast with background lights, so when they capitalize their strengths so good in chapters like this, for me it's just pleasure to my eyes.
It has details that could have been better done?, of course it had. But, c'mon nowadays the vast majority of series it has "more" than a couple of details to improve. And for the same reason, I don't even care about some "minor" things here and there, if "it's evident" all the effort, love, and passion they put in the overall rest of the chapter.
For me, perfect (again yes). At least, in visual topics, and generally that's about 80-90% of my criteria to rate a anime. It's just that, in this moment I can't find a better way to imagine what was presented today. "In visual aspects" of course. The rest for me it is relative, and don't affect to a large degree the overall feel of "enjoyment" that I've got watching this.
Clap, clap. I ask nothing more, really. Just keep it up!
|2012-11-07, 21:58
|Link #20
Last Engage
Join Date: Jun 2007
Location: Florida
Chu2Koi 06 - Kyoto Delusion Animation
I was way more interested in the B plot than the A plot. Not so much a plot as a scene. The first two(-ish) scenes. Yuuta's a good artist, and Rikka's just as good. I figured this out when she was sketching the clown with the dice last time. She could channel her delusion power in a good direction if she figures it out. Sanae's sliding drop kick on Shinka was also hilarious. In and out in a flash! But my favorite part of the episode was shortly after.
Rikka making shirts for every member, and specialized roll calls to make them into a sort of dark Sentai team... all the props for her. All of the props. Come hell or high water, I want to see Yuuta and Shinka in those shirts doing their roll call. In the version of the show in my head it's in front of a cheering crowd, but even on the Christmas light magic circle will do. I just want to see it. And maybe make one of those shirts for the next convention I attend, assuming that Cospa or someone doesn't start selling them officially, thus making it the second anime (and KyoAni) based clothing I purchase since my official HTT T-shirt after that fateful concert...
Okay, the love letter thing. It sort of relates to the light music club, so it's a passable segue. The dramatic speech in front of the class was well-animated, and the glowy effects on the cut were funny too. It also showed just how strict Shinka can be in her public persona as well as her private one. Like the rest of the show, it was well done.
I just like the Oriential Sentai Magickranger stuff a lot, lot more.
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Thomas Reiter during training in the Neutral Buoyancy Laboratory (NBL) nearby the Johnson Space Center (JSC).
Astrolab mission logo - Europe's first long-term mission onboard the ISS.
View of the Columbus Control Center (Columbus-Kontrollzentrum), located within the German Space Operations Center (Deutsches Raumfahrt-Kontrollzentrum) at DLR Oberpfaffenhofen. The Columbus Control Center controls the operation of the space laboratory and coordinates its scientific programme on behalf of ESA.
Thomas Reiter: the first German onboard the International Space Station
German ESA astronaut Thomas Reiter is the first European to be sent on a long-duration mission to the International Space Station (ISS). He is also the first German to visit the ISS. Reiter took off on his six- to seven-month mission on 4 July 2006 on the US Space Shuttle Discovery (STS-121).
The first European to travel by Space Shuttle to the International Space Station was Italian Umberto Guidoni in April 2001. Since then, there have been seven other missions involving European astronauts, lasting an average of 10 days. Thomas Reiter's long-duration mission is an important milestone for Europe in the utilisation of the ISS.
First European member of the ISS Expedition Crew
Two days after arriving at the ISS, Reiter assumed his role of second flight engineer for Expedition Crews 13 and 14. His tasks include the monitoring and maintaining the space station, monitoring the environment and life support systems, the health and safety of the crew, extra-vehicular activity or EVA ('spacewalks') and logistics handling for the Progress transporter.
First long-term European research programme on the ISS
Reiter has performed about 30 scientific and technological experiments on board the ISS. Eight of the experiments are from Germany, while German researchers are involved in a number of others. This is the first time European scientists have had the opportunity to design a wide range of experiments adapted to the possibilities offered by the ISS, and to carry them out over an extended period. This also includes the installation and commissioning of three research labs developed especially for the ISS. Previous European experiments were either operated by American or Russian astronauts, or by ESA astronauts on short taxi missions lasting just a few days. Now, however, scientists have the first-ever chance to carry out different series of experiments with varying parameters as intensively as they would in a normal laboratory on Earth.
Return to a three-member crew on the ISS
Following the destruction of Space Shuttle Columbia on 1 February 2003, the ISS crew was limited to two astronauts. The Astrolab mission signalled a return to a three-astronaut team, which was good news for research activities on the ISS.
First long-duration mission for the Columbus Control Centre at Oberpfaffenhofen
Astrolab is the first long-duration mission to be managed by a European control centre. Astrolab is being coordinated by DLR on behalf of ESA at the Columbus Control Centre in Oberpfaffenhofen. It is here that Thomas Reiter's activities are coordinated and observed in collaboration with the mission control centres in Houston and Moscow, the European Astronaut Centre in Cologne and various European user centres. Astrolab is providing Europe with important insights into the management of long-duration manned missions as it prepares to coordinate the European research lab mission Columbus, which is scheduled to dock with the ISS in 2008.
The Astrolab mission is being funded from ESA's current budget. Germany is also contributing another €2.2 million to the mission. Astrolab is covered by a European-Russian agreement enabling an ESA astronaut to occupy a crew place originally intended for a Russian cosmonaut. The agreement forms part of a trilateral understanding between ESA, Roscosmos and NASA.
The key milestones of the Astrolab mission at a glance:
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Amazing Mercer Bay
Mercer Bay, an undiscovered gem on Auckland's west coast. Nestled snugly between Piha and KareKare this beach offers huge caves and dramatic cliffs.
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Past Karekare, look out for the Te Ahuahu turnoff where it's difficult to keep your eyes on the road with the extremely distracting views of Piha beach. The end of the road is unsealed, as is the carpark.
Getting down
Not for the faint hearted, getting down to the beach requires scaling down a cliff, at times using ropes that have been left there, but the long descent is totally worth it, at the bottom you are rewarded with soft, powdery, gold and black sand and unrivalled sea caves. But for those who wish to take it easy there is a lovely walk around the coastal cliffs which, infact, are the highest in Auckland.
Low tide
Make sure you head out at low tide in order to ensure access the the largest cave as at mid-tide to high tide the access is submerged. If you miss it, no worries, because there is plenty more to see and do.
Watch for seals
Watch out for seals which frequent the west coast and head around to the rockpools, which on a summer afternoon are like a heated swimming pools and perfect for soaking sore muscles. Look for the large bright anemones that line the smaller pools and the giant starfish that hide in the crevices.
Getting back up
The climb back up is not as grueling as one might think and is generally easier than the descent, the hardest part is leaving the wonderful beach behind.
What to bring
- A Torch (those caves sure are dark)
- Togs and Towel
- Beach feet/Water shoes (The rockpools are, well, rocky)
A Word of warning
The track to the beach is not sign posted, nor is it official. You are climbing down at your own risk. If you are just walking the loop track stay behind the barriers as someone lost their life trying to get a photo opportunity.


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TORINO TARGET BESICSerie A club Torino are interested in signing Everton midfielder Muhamed Besic, according to Sky sources.The 25-year-old has made just eight appearances this season with only two coming in the Premier League.Not worked out for him in the end here, thought he would have been good for us when he signed, injuries and a loss of form have been a problem for him
think we all overshot ourselves with him to be honesthe'd shown very little when he arrived other than one good game at the World Cup and an absolute stinker of an attitude when he was in Germany, but we all thought he'd be a world beater.you'd think we'd learn but to be honest I'm expecting a hundred goals from Tosun on his debut
Good attitude and I actually think he's a good enough player but the injuries are ridiculous.
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New York Governor George Pataki talks to Hardball host Chris Mathews about the London attacks and urges New Yorkers to stay on alert. Reflecting upon the recent attacks in London and the attacks of September 11, Pataki explains precautions New York officials are taking to protect the citizens of the city.
CHRIS MATTHEWS, 'HARDBALL' HOST: Governor, I remember you in the days of 9/11, immediately thereafter. What were your feelings tonight on hearing it happened to London?
GOV. GEORGE PATAKI, NEW YORK: Well, of course, the minute you hear it, you think of September 11. The first thing I think of are the individuals.
You know, you don't worry about numbers. You worry about individuals and you think of the friends that I lost on September 11 and that Londoners are now going through that same experience. You also immediately start thinking about New York and what we have to do to make sure we are as safe as we can possibly be.
But right now, our thoughts, our prayers are with the people of London. I talked to the consul general here in New York a few hours ago. And I believe the British people know that New Yorkers, Americans, civilized people around the world stand with them in this very, very difficult hour.
MATTHEWS: What about our own self-protection? I was telling you before we went on the air of that 7th Avenue entrance at Penn Station in New York, where everybody get on the escalator, thousands and thousands of people getting on the subway ultimately every evening and every morning in New York. How do you screen them for bombs?
PATAKI: Well, Chris, as you know, since September 11, New York has never stepped down from level orange alert. We've had heightened alert throughout the city and throughout the mass transit system since that date.
That means more police, more canine units, more vigilance, more security. We've invested over a half-billion dollars in hardening security in the mass transit system since September 11. But, when you do get a warning, when you do see an event like this, we take even further steps. We have—today, we'll have state police riding on the commuter trains. We have National Guard units out in greater force than they are usually at stations and on the trains.
Of course, the NYPD is the finest police department anywhere in the world. And they have additional NYPD members out on the streets patrolling. We've been at level orange. We're now at orange-plus. And we're confident that whatever we can do to secure the lives and the transit system of the people of New York is being done.
MATTHEWS: We're watching a picture right now, stock footage of a New York subway and a police officer checking it today, actually. Is there any way we can check the packages of people that get on the subway?
PATAKI: We're doing random checks. But you can't check the hundreds of thousands, literally hundreds of thousand of people who ride the subways, ride the trains. You just have to have roving high-level patrols, do spot checks when it is possible. And probably the most important thing right now is for the public to be the eyes and ears, in addition to the law enforcement authorities.
And when I spoke with Secretary Chertoff this morning, early this morning, one of the things that we stressed was, if you see an unattended backpack or baggage or a parcel that is just sitting there, contact the authorities right away, because, for all the security we have, ultimately, it is the public, the riding public, that just has to be, first of all, unafraid, go about their ordinary lives with the confidence we're entitled to have as residents and citizens of the greatest country that has ever been, and, yet, at the same time, have this heightened level awareness of your surroundings of things that might not be normal.
MATTHEWS: Are you worried about the ports of New York?
PATAKI: We're always concerned about everything from the Canadian borders to the airports to the ports. But the Port Authority has added personnel. They've put in place some of the most sophisticated detection devices anywhere in the world.
We know we're vulnerable. We know we're a free and open society, with close to 300 million people and borders that are more porous than they should be. But we have taken very dramatic steps since September 11 to raise our security levels and raise the efforts we're making to protect the people of New York.
Watch 'Hardball' each night at 7 p.m. ET on MSNBC.
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