Many geoengineering schemes have been proposed, but all can be reduced to two main strategies: reduce the amount of greenhouse gases in the atmosphere (increase the amount of infrared radiation escaping to space) or reduce the amount of solar energy the Earth system absorbs. Two of the most common examples of these geoengineering china travelstrategies involve removing carbon from the atmosphere by adding fertilizer to selected regions of the ocean to increase phytoplankton growth and reflecting more sunlight by injecting tiny, non-absorbing particles (aerosols) into the upper atmosphere (stratosphere).
While both of these geoengineering examples might counter global warming for a time, they could also have significant drawbacks. Increased fertilizers and/or phytoplankton growth could havechina tours unintended consequences on ocean ecosystems, including increased ocean dead zones and toxic blooms. Adding aerosols to the upper atmosphere could modify the chemistry of the upper atmosphere, affecting ozone and thereby having possible unintended impacts on the lower atmosphere.
Who is responsible for this: http://scratch.mit.edu/projects/14wehttam/1286669
I attended PAX this year! As part of my devious plan to spread the Glorious Trainwrecks way of game-makering, I put aside an hour to set up a laptop in a vaguely low-traffic area with an attractive sign promising people that I would make games for them. I quickly got a taker, who sat down and chatted with me for about an hour as I made PAX Quest In Glorious Klik-O-Vision! Many other people looked and smiled -- one guy even stopped to say he liked my sign -- but no one else stopped to see what I was doing. It may or may not have had something to do that I was mostly looking at my computer and there was a dude sitting beside me, presumably getting a game made. (Turned out he was a Mac user so he won't be able to play it.)
In conclusion: Fun experiment! Mixed results. Afterwards my legs hurt.
Oh, the game? PAX Quest is a fairly accurate representation of some of the more annoying portions of PAX. I resisted the temptation to make waiting in line real-time.
Basically uploaded onto here so that my friend Tyler could see it, this is the engine for a game I never got around to making.
The controls are arrow keys to move, Up to jump, and Control to spin attack in midair. By tapping the arrow keys twice in a direction you can dash, and by pressing down then up on the arrow keys, you can do a super jump. If you're facing towards a wall and you press up, you will kick off the wall. Finally, press S to control whether or not the screen scrolls.
Now that the Pirate Kart II is finally out in the world, I've been able to find time once again for MarMOTS; the greatest telnet-based collaborative ANSI art editor and game engine EVER WRITTEN!
I'm still super-excited about MarMOTS even though there are so few people using it (basically me and qrleon, and I don't ever draw anything). And I've decided it's high time to start letting people make stuff besides pictures. Thus I have begun the implementation and design of the scripting language* and its editor! No screenshots yet, unfortunately, but rest assured I'm plugging away. If you have any ideas for textmode games that you might be interested in building in MarMOTS, please feel free to talk about them in the comments and I can make sure that the language comfortably supports your use.
In the meantime, I've deployed a new version of MarMOTS that features line wrapping in more places, like text entry, and "buttons". No more typing off the edge of the screen when chatting, or worrying about making a picture whose name is too long!
* possible names for the scripting language (please vote or supply more suggestions in the comments):
I've had bit of a Knytter's block on several large projects over the past few weeks, so I decided to work it out by making some small, teeny-tiny levels, like Tree House. Anyway, I used silhouettes with this one because I liked the look of it. It's not pure black and white, though.
So I wasn't 100% happy with my KotMK entry, so I updated it...
now the invaders stay upright, and oriented towards the "player", and they have grey outlines, and the "chase cursor" is a bit different... now x+y axis is changed when you move the mouse, and x+z when you move the mouse with the button held down. Plus the chase box is a white box rather than a red dot
again, more of a toy than a game....
Once, very long ago, in a copse of pretty little trees by a pleasant little stream, there lived a young fox by the name of ARGLEBARGLE. ARGLEBARGLE was not sly or clever like his fox brothers. ARGLEBARGLE mostly just wanted to bite things. ARGLEBARGLE's brothers would often chat up tasty-looking passers-by, luring them with their cunning into highly compromising and edible states. ARGLEBARGLE was not so keen on that. He mostly did okay anyway, though.
Then one beautiful fall afternoon, ARGLEBARGLE was killed by a hound. THE END
Here is something I made a while ago -- completely forgot about it until this weekend. I submitted it to KNP Korner, but it never went up.
So there's this ongoing Knytt Stories level competition thing over at Nifflas Forums. One comp in particular requires that at least one tile from a tileset (A Beach and A Cave) be on every screen. I decided to make a level for it, despite not being a member of the Nifflas Forums.
Anyway, here is the level! It is one of those levels where you just wander around without much to challenge you in particular, although there is a challenge corner tucked away in here. There are 5 endings, most of which I wish I had done better. I like to think of this as a love letter to summer, kinda. Hope you enjoy it!