i love you grandpa
Really made me love Grandpa no matter what he looks like. I teared up. Growing My Grandpa! $

#batman#dc comics#dc#bruce wayne#dick grayson#batfam#tim drake#batfamily#dc fanart



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seen from United States
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seen from United States

seen from United States

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seen from United States

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i love you grandpa
Really made me love Grandpa no matter what he looks like. I teared up. Growing My Grandpa! $
It sort of feels like the GOP is full of Tentacles.
Yrs Truly, Bresus
Everything requires a password and I cannot remember all of mine. Maybe I should tap into the part of my brain which once stored phone numbers I knew by heart.
Yrs truly, Bresus
In part 1 of 1 in my series of articles on games design, let’s delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Don’t confuse it with a flow chart, it’s not a flow chart and the subtle distinctions will hopefully become clear, for they are the key to it’s usefulness and raw pulsing design power.
There is some dispute in Lucasfilm Games circles over whether they were called Puzzle Dependency Charts or Puzzle Dependency Graphs, and on any given day I'll swear with complete conviction that is was Chart, then the next day swear with complete conviction that it was Graph. For this article, I'm going to go with Chart. It's Sunday.
Gary and I didn’t have Puzzle Dependency Charts for Maniac Mansion, and in a lot of ways it really shows. The game is full of dead end puzzles and the flow is uneven and gets bottlenecked too much.
Puzzle Dependency Charts would have solve most of these problems. I can’t remember when I first came up with the concept, it was probably right before or during the development of The Last Crusade adventure game and both David Fox and Noah Falstein contributed heavy to what they would become. They reached their full potential during Monkey Island where I relied on them for every aspect of the puzzle design.
Rob Gilbert explains a technique: puzzle dependency charts. (If you find the blog post a little unreadable, I suggest copying it into another program or editing the rules, in the inspector, to up the font size on .entryBody and to change the font on body.)
Return of the Phantom, a point-n-click PC game by Microprose from 1995.