Posted by Data in Cortex Command - April 3rd, 2009

Contrary to what some have feared, we have been working (albeit slowly) on Cortex Command during and after the GDC madness. The biggest new feature for Build 23 is the ability to attach Lua scripts to not only the Missions, but any MovableObject in the game!

In the ini definition of any Preset in the game, an optional line can be added to make any object of that Preset load and use a script file:

AddAmmo = AEmitter
  PresetName = Destroyer Cannon Shot
  ScriptPath = Dummy.rte/Devices/Weapons/Launchers/Destroyer.lua

The test script file Destroyer.lua looks like this – try to figure out what it does to the projectile:

function Create(self)
  print("CREATED: " .. self.PresetName);
  self.testTimer = Timer();
end

function Destroy(self)
  print("DESTROYED: " .. self.PresetName);
end

function Update(self)
  if self.testTimer:IsPastSimMS(1500) then
    self.Vel = self.Vel + Vector(0, 1);
  end
end


That simple! You can attach any data or timers or whatever you wish to the object, and since almost the entire C++ engine is exposed to the Lua state, modders will have a LOT of power to play with! You will be able to come up with completely new, custom logic for how anything and everything should behave. Want homing bullets? Custom AI behavior? Crazy special effects? No problem!

Next up is to get get the documentation for all the Lua bindings in the engine made. It’s all about scraping the C++ source for the thorough documentation and spitting it out to legible files, but we’re not far off.

You can follow any responses to this entry through the RSS 2.0 feed.
Trackback from your own site.


159 Responses to “Script Everything!”

  1. Kiberkiller - # April 3rd, 2009 at 6:51 pm

    Awesome. Zombie mods are one step closer

  2. Kiberkiller - # April 3rd, 2009 at 6:51 pm

    I’m first btw

  3. abc - # April 3rd, 2009 at 7:02 pm

    As long as the performance doesn’t suffer too much…sounds great!

  4. Frigid - # April 3rd, 2009 at 7:03 pm

    Nice! Can’t wait to fool around with CC Lua :D

  5. Tark - # April 3rd, 2009 at 7:05 pm

    Fuckin’ awesome work, cant wait to see this in 23.

  6. Sheezy - # April 3rd, 2009 at 7:06 pm

    YESSSSSSS
    also first

  7. Azukki - # April 3rd, 2009 at 7:11 pm

    This is excellent!
    I’ll certainly have interest in Lua now.
    We are gonna see some crazy mods with this…

  8. zalo - # April 3rd, 2009 at 7:12 pm

    Thanks, Data, this is great!

  9. Lord Tim - # April 3rd, 2009 at 7:15 pm

    Hehe, Data, did you forget to close a [code] tag or something?

  10. Lord Tim - # April 3rd, 2009 at 7:16 pm

    Also, any drawing functions? Or at least documentation for the ones that are there but we have no idea how to use?

  11. lafe - # April 3rd, 2009 at 7:32 pm

    This is great!!!

    now i need to get more fluent

  12. Mooseral - # April 3rd, 2009 at 7:33 pm

    We need a turret in our turret so we can shoot while we shoot.

  13. Shard - # April 3rd, 2009 at 7:41 pm

    Awsome!

    So now I can attach a timer to a unit and see how long he lives?

  14. Mooseral - # April 3rd, 2009 at 7:46 pm

    Better yet, put a timer on a bomb and attach the bomb to the unit. THEN see how long he (and all those in his immediate vicinity) live. CUNNING PLAN!

    Also, I forget; is it possible to have attachments on legs?

  15. Lord Tim - # April 3rd, 2009 at 7:46 pm

    Also, http://lordtim.pastebin.com/f25ed1477

  16. Mooseral - # April 3rd, 2009 at 7:49 pm

    Ooh, I see turrets. Plural turrets, too. On a dropship. Epic win.

    Also, I wonder if this will draw more coders into the CC community. It’d make sense, I guess.

  17. Alejandro - # April 3rd, 2009 at 7:53 pm

    Homing bullets? So, the gun from “5th element” can be done, but… what the heck, how are we gonna asign it’s target, the nearest one?

    Aren’t bullets unable to tell between reds and greens?

    Either this game challenges me in new ways or data is just bluffing :D

  18. Maddog321 - # April 3rd, 2009 at 8:01 pm

    This is what is taking build 23 so long…
    Thanks for telling us :P
    Can’t wait to see the mods.

  19. Magnnus - # April 3rd, 2009 at 8:11 pm

    OMG! I thought you guys were just slacking off, but in fact you were doing the most amazing thing ever to happen to CC!

  20. Geti - # April 3rd, 2009 at 8:19 pm

    YES! YES YES YES!
    thank god, this is brilliant news. thank you data :D

    also alejandro, you could cause the bullets to only home for the enemy team with something like:

    local team = self.Team
    for actor in MovableMan.Actors do
    if actor.Team ~= team then

    end
    end

    or whatever.

    and hell, this is going to lead to some crazy, crazy mods.

  21. Mooseral - # April 3rd, 2009 at 8:25 pm

    Actually, “magnetized” bullets with local gravity towards all nearby actors would be neat. It’d be neat to shoot at someone and miss, only to have the bullets go into orbit and crash on the “planet surface”. Woo metaphorical bullets. Or something.

    Yeah, basically, all kinds of neat stuff. Apparently also (from a previous update) a spin-up for the weapons? This would imply other added variables in the weapon scripts, I would guess? Sounds like this might be the biggest update for a long while.

    “crazy, crazy mods” = very true, methinks.

  22. Coops - # April 3rd, 2009 at 9:07 pm

    this is nuts…

  23. mail2345 - # April 3rd, 2009 at 9:08 pm

    Make an Orbit Lands style Grav Gun.

    Will lag like heck, but make cool gifs.

  24. HyperKUltra - # April 3rd, 2009 at 9:10 pm

    SOON TO BE EPIC! EXTREMELY EPIC!

    @11 You can probably script it to tell between reds and greens, then kill the greens. Or just check who fired. Or go for whoevers closest ^.^

  25. Tomaster - # April 3rd, 2009 at 9:14 pm

    Amazing.

  26. CantTouchTheGround - # April 3rd, 2009 at 10:01 pm

    I want your babies.

  27. neoseeker - # April 3rd, 2009 at 10:37 pm

    data you’re a dick :p

  28. ILikePie - # April 4th, 2009 at 12:30 am

    Yes! Finally we can make even more innovative/epic mods…

  29. Warman - # April 4th, 2009 at 1:26 am

    Finally!
    Great job.
    Mods are now going to be sooooo unique, I might even get into this lua stuff now.

  30. FinDude - # April 4th, 2009 at 1:37 am

    Yey!

    Now to find a way how to use the CC Lua. :|

    (Docs plox)

  31. guiguito - # April 4th, 2009 at 4:17 am

    I LOVE YOU I LOVE YOU I LOVE YOU

  32. Skiv - # April 4th, 2009 at 4:39 am

    wheee im especially loving the HOMING part :D
    can’t wait :)

  33. Seraph - # April 4th, 2009 at 4:45 am

    Homing. Bullets. This game’s getting better every day.

  34. Shook - # April 4th, 2009 at 6:03 am

    Holy ! I sense incredibly awesome mods coming. One question though, will we have more functions to screw around with in ordinary modding?
    After seeing this, i really ought to learn Lua. =P

  35. Captain Kicktar - # April 4th, 2009 at 6:07 am

    Yes! Now someone can create the portal gun!

  36. Nukes-for-all - # April 4th, 2009 at 7:33 am

    OMG!!!!1one
    Zalo + full lua = A Hell load of crazy shit =D

  37. Cevius - # April 4th, 2009 at 8:16 am

    Holy hell. With this level of customisation, you might as well sell the engine as its own damn product, and let other developers use the Datarealms awesomeness all over the place.

    Perhaps that thought had already been considered, and you just needed your flagship game out there to gain attention (and iron out bugs! :D )

    I really cannot wait to see what the crazy modders in the community pull out of their hats with this power!

  38. SunnyKatt - # April 4th, 2009 at 8:26 am

    This is awesome. I love you data.

  39. Tobeh - # April 4th, 2009 at 8:57 am

    Sounds tasty

  40. Vorac - # April 4th, 2009 at 9:13 am

    Whooo!
    …When is this coming out?

  41. Livelikeasam - # April 4th, 2009 at 9:16 am

    @1, Zombie Modes….omg, last stand, flying rockets into zombies with your last oz

  42. BerkleyJ - # April 4th, 2009 at 9:37 am

    Thank you for the progress update. It’s all I wanted.

  43. Daman - # April 4th, 2009 at 11:35 am

    @#15

    The crabs would get moved further apart every frame? Pretty sure update is the function that occurs every frame.

    You’d want to position them when they’re created.

  44. ZomBuster - # April 4th, 2009 at 12:05 pm

    This means SWEPs (scripted-weapons) right?

    Can’t wait what we get.

    (terminology ripped from gmod)

  45. Bing Wing95 - # April 4th, 2009 at 12:43 pm

    Omg this is awesome. First you guys win the technical excellence award and now you are already trying to out do that. Build 23 should be epic with this power.

  46. Keiseth - # April 4th, 2009 at 1:00 pm

    Congratulations on your well-earned awards!

    This new modding capability is going to be epic; any idea what the performance penalty is like? I’m running at “barely” as it is, but it’d be worth it either way.

  47. BerkleyJ - # April 4th, 2009 at 1:44 pm

    I think you should add at least one new mission to every release ;)

  48. Bing Wing95 - # April 4th, 2009 at 2:21 pm

    Just one question data. When the new build arrives are you gonning to up the price or leave it as is for the time being?

  49. DeathHydra - # April 4th, 2009 at 5:11 pm

    I agree with #47, something that at least encompasses these new tweaks and shows off some of the neat new mechanics. And if you can set up ‘timers’ in which custom AI can be manipulated, could you essentially make ‘movie’ type scenes? With maybe textual dialogue before levels? Also, with how things are moving, can we get an estimate on when our next update will be? Weeks, Months, Q3, the Holiday season, a year? I know the more time you spend with the game the better the release will come out to be, but of course we’d all like to see the progress. And I’m not attempting to be really ‘pushy’, I’d just like to know if I should get my hopes up with these teasers.

  50. Will - # April 4th, 2009 at 5:19 pm

    I can see someone making a gun that just kills everything on the other team lol.

  51. PlasmaNova - # April 4th, 2009 at 7:45 pm

    thats wicked awesome

  52. Lord Tim - # April 4th, 2009 at 7:46 pm

    @Daman

    The crabs are being repositioned on either side of the dropship every frame. The self refers to the dropship, not each individual crab.

    Also, the code doesn’t work anyways, because there is more setup to be done to make the crabs actually appear.

  53. Octyl - # April 4th, 2009 at 7:49 pm

    I am very excite!

  54. Shard - # April 5th, 2009 at 8:28 am

    All the threads are down, I can still enter the forums though.

  55. Zinc - # April 5th, 2009 at 10:23 am

    Forums are down… :/

  56. Mooseral - # April 5th, 2009 at 12:44 pm

    Any info on how units and weapons are handled in the campaign? Do you start with a selected race, and have the ability to hire mercenaries from other factions?

    At the moment, I think it would be useful to have the ability to restrict purchasable units in skirmish mode, even, for more themed fighting… or is it more going to be a “everyone gets everything” type of layout for the factions?

    Also, once things like homing bullets are in the game, there will be a clear tech difference between assault rifles and homing sniper rifles. Is there going to be a tech tree of some description, or will some groups simply rely more on tech than others?

    Yeeah, I think that CC has the potential to be one of the best strategy games around when it’s finished, in addition to it’s merits as a platformy-2d game, and an action game. Basically, epic winsauce on a steaming bed of curiosity. Or something.

  57. Morbo!!! - # April 5th, 2009 at 2:11 pm

    Mooseral, I’m pretty sure it’s too early in development to decide that right now. We’ll probably see something like that made by a modder first, if anything.

  58. Blank - # April 5th, 2009 at 8:48 pm

    Seriously? You’re just going to ignore all those comments about your frigging ripped body and post about LUA? Dude, WHO CARES ABOUT LUA!? You just proved a variety of things:
    1. Not all programmers/computer scientists/game developers are pale and frail or grossly out-of-shape and overweight.
    2. Not all indie devs are a buncha hippies.
    3. Indie devs can find enough time in the day to hit up the gym for some serious benching. Or did you do all that through pushups alone? If so, I’d be stunned and applaud your effort!
    4. Nerds can be hot!

    Your code increases the projectile’s velocity by one point (whatever unit that is, I have no idea) every 1500 milliseconds.

    I guess I have to add LUA to the list of languages I need to learn. I was hoping to “finish” learning C# before moving on to another language, but this is a very compelling reason to learn LUA. Well, this and Harvest: Massive Encounter.

  59. Lord Tim - # April 5th, 2009 at 9:22 pm

    function update(self)

    self.Vel += (MovableMan::GetClosestTeamActor(self).Pos-self.Pos)::Normalize()/4;
    self.Vel::Normalize();

    end

    –the subtraction might need to be switched around if it goes in the opposite direction.

  60. Bremze - # April 6th, 2009 at 3:09 am

    Blank, its Lua not LUA. Also will we be able to bind buttons with scripts?

  61. Mooseral - # April 6th, 2009 at 6:50 am

    @56

    More like too early to release information on anything, but yes, probably true. An improved unit selection system would be nice, though, as I do not think that Lua could influence the current one much; it seems fairly unlikely to me that we’ll see modders getting to it before Data does.

    Also, curiosity. I know that many game designers have at least a vague idea of what the details of their game will look like, and I’m looking forward to the depth of the “metagame” in CC, whenever Data is able to implement it. We don’t really know many of the details of the end product Data is looking to produce at this point.

    Yeah, core engine features are more important at the moment however (huzzah Lua!). Also homing bullets.

  62. JeCa - # April 6th, 2009 at 9:26 am

    Completely of topic, I found this (click my name for link) short 3D animation of something that has to be related to Cortex Command, and for some reason I think I’m the only one who doesn’t know how. Anyone who know how Morr (of GoneWithTheBlastWave) is related to Datarealms?

  63. DeathHydra - # April 6th, 2009 at 2:44 pm

    @62 that’s a link to a demotivational poster.

  64. Shard - # April 6th, 2009 at 5:03 pm

    The who made GoneWithTheBlastWave I think was the original creator of Cortex Command, but was lazy so he handed it down to someone else, I don’t know the whole story, or if it’s even true.

  65. Shard - # April 6th, 2009 at 5:03 pm

    oops, *the guy who made GoneWithTheBlastWave

  66. Lord Tim - # April 6th, 2009 at 6:30 pm

    Pretty sure that isn’t true at all.

    Morr (guy who made Gone with the Blastwave) just happens to enjoy playing a good game of Cortex Command. Who wouldn’t?

  67. Durza - # April 6th, 2009 at 10:24 pm

    @ Shard, where the heck did you hear that?

  68. guiguito - # April 7th, 2009 at 4:25 am

    I tought GoneWithTheBlastWave was based on fallout ?

  69. w33n - # April 7th, 2009 at 1:41 pm

    Oh, that’s snazzy.

    Too bad i can’t get LUA to work.
    Damn.

  70. ANG3L - # April 7th, 2009 at 2:03 pm

    “(guy who made Gone with the Blastwave) just happens to enjoy playing a good game of Cortex Command. Who wouldn’t?”

    All true, thats how I came across CC through GWTBW site. :D

  71. moon - # April 8th, 2009 at 1:45 pm

    bullet curving!

  72. Lord Tim - # April 8th, 2009 at 6:35 pm

    Gone with the Blastwave is based on it’s own thing.

  73. TheLastBanana - # April 8th, 2009 at 10:30 pm

    Yeah, the only thing Morr has to do with CC as far as I know was that he made a post on his site about CC because he liked it.
    Data has been working on CC since he was in high school.

  74. KarvaBopi - # April 9th, 2009 at 3:55 pm

    A zombie survival of somekind would be awesome :O

    bleh… now i want the full version even more.

  75. Shard - # April 10th, 2009 at 7:46 am

    @67
    Yeah I messed thaat up.

    I think he actually helped with the art, most the art in the opening..
    In the opening of CC, the art looks alot like his, i’m gonna take another look later.

  76. UMMM - # April 10th, 2009 at 6:39 pm

    Don’t we already have homing bullets? I know we have homing rockets…

  77. Azukki - # April 10th, 2009 at 7:16 pm

    That’s Prom that does CC’s art.

    But if I remember correctly, Morr did make a mod with GWTBW actor/s, and posted a screenshot of them on his site when talking about CC.

  78. shadow717 - # April 11th, 2009 at 1:29 am

    Nummy just released his solid snake B 23 actor, I can Hopefully say build 23 will be this weekend.

  79. ramonimbao - # April 11th, 2009 at 9:59 am

    OH MY GOD. This is awesome. This is gonna be really awesome.
    Missile interception, anyone? :D

  80. Шрэк - # April 12th, 2009 at 10:30 am

    БИЛД 23 В СТУДИЮ!!!

  81. 411570N3 - # April 13th, 2009 at 12:46 am

    Would the Lua code in the original post be a two stage rocket activating at 1.5 seconds? Every update after 1.5s extra velocity would be applied it seems. Though you’d probably need a limiter on there to stop it from going fast enough to crash the game…. hmmm… someone might need to make relativity compliant projectiles: More velocity = more effective mass = harder to accelerate…

  82. Warman - # April 13th, 2009 at 2:30 am

    Come on! Release! Release :D

  83. TheLastBanana - # April 13th, 2009 at 10:33 pm

    Okay, nobody has actually guessed it yet.
    Once 1.5 seconds hits, the ball begins to accelerate infinitely upward.

  84. guiguito - # April 14th, 2009 at 3:40 am

    Does that mean fireworks?

  85. robolee - # April 14th, 2009 at 6:25 am

    This means I can make my portal gun run anywhere and instead of having a separate gun for the zero point gravity manipulation part of the gun I can have it be an alternate fire mode, I think this is the update that everyone was expecting when the previous lua announcement was made.

  86. Lord Tim - # April 14th, 2009 at 8:15 pm

    I love how the way these scripts are set up, you can use that script on a bullet or an actor or a rocket, and it will still work, with no modifications. Modularity for the win.

  87. Mooseral - # April 14th, 2009 at 11:27 pm

    Yeah, the flexibility of the CC engine is probably one of the most awesome parts of the game. Goes along with the literal in-game representations, i guess; if you pressurize a rocket with explosives, you ACTUALLY HAVE A ROCKET PRESSURIZED WITH EXPLOSIVES. AWESOME.

    Seriously, a flexible 2d engine with depth of user-driven customization and an advanced, literal physics engine beats most triple-A titles easily in my mind. It doesn’t rely on a rehashed (and finite) story, graphical style, or gameplay mechanic, but rather more so on the creativity of the users.

  88. Warman - # April 15th, 2009 at 7:57 am

    reeleeeeeeeeeeeeease! :3

  89. the4runner - # April 15th, 2009 at 9:25 am

    When i first read the OP, i beleived it would be out by the weekend. now wedesday, and gawd. im checking twice daily, and when it comes to about 5am my life is pressing F5. not cool – but i can wait, because the longer i do, the more polished and refined B23 (hopefully) shall be.

  90. guiguito - # April 15th, 2009 at 9:39 am

    IF DATA IS THE EASTER BUNNY,B23 IS A CHOCOLATE EGG

  91. shadow717 - # April 15th, 2009 at 10:03 am

    Too late for that idea. I Really want B23 though.

  92. Warman - # April 15th, 2009 at 11:15 am

    Come on everyone let’s do what we did at
    http://www.datarealms.com/devlog/cortex-command/we-are-set-for-campaign-production/ :D

  93. Tomaster - # April 15th, 2009 at 2:09 pm

    I don’t think that will work Warman, but it was fun.

  94. whitty - # April 15th, 2009 at 5:03 pm

    FUCK NO NOT THAT SHIT AGAIN

  95. Mooseral - # April 15th, 2009 at 9:39 pm

    WHAT WHAT SHIT YOU SAY WHAT IS THIS MADNESS

    SPARTAAA

    But hey, it is the only type of comment-run that actually ended in Data releasing stuff.

    THIS IS GOOD LOGIC

  96. Warman - # April 16th, 2009 at 6:15 am

    Only like 1000 posts till we hit 1100 posts.

  97. w33n - # April 16th, 2009 at 7:29 am

    Deployable robots with “batteries” is now an option!

  98. the4runner - # April 16th, 2009 at 9:49 am

    yeah… lets do this. because everyone knows the speed at which data works is directly proportional to the amount of comments on this here page. GOOD LOGIC

  99. w33n - # April 17th, 2009 at 4:50 am

    Come on, put up the new build already.

  100. Warman - # April 17th, 2009 at 6:17 am

    Nearly at 100.

  101. Will - # April 17th, 2009 at 7:09 am

    Anyone like beans?

    Love ‘em myself.

  102. Darklink - # April 17th, 2009 at 9:01 am

    As do I.

  103. the4runner - # April 17th, 2009 at 11:09 am

    pork n beans? beans and sausage? no? love them :p

  104. Warman - # April 17th, 2009 at 12:41 pm

    Oh I love beans.
    I’m the only one in my famlily that likes beans.

  105. Tomaster - # April 17th, 2009 at 1:55 pm

    I like baked beans.

  106. Shard - # April 17th, 2009 at 2:18 pm

    @94

    Sparta..

    THIS IS MADNESS!!

    Progress is looking good, but even posting the smallest amount of your progress would put smiles on our faces.

    like this :) :) :) :)
    -|- -|- -|- -|-
    /\ /\ /\ /\
    OMNOMNOMNOM.

  107. Shard - # April 17th, 2009 at 2:20 pm

    NOOOO! DARN YOU ANIMATED SMILEYS MESSING UP MY ART!

    sorry for the double post :(

  108. the4runner - # April 17th, 2009 at 3:31 pm

    for me, in UK, the forum’s down, hows about you guise?

  109. Anon - # April 17th, 2009 at 6:31 pm

    This topic sucks and is now about trains

  110. Mooseral - # April 17th, 2009 at 6:45 pm

    Careful, almost an infinite loop you’ve got there.

    MADNESS? THIS IS SPARTA
    SPARTA? THIS IS MADNESS
    MADNESS? THIS IS SPARTA
    SPARTA? THIS IS MADNESS

    Yeah. Pretty much.
    Also, any thoughts on what other weapon functions might go with the gatling gun spin-up code?

  111. Warman - # April 18th, 2009 at 1:27 am

    Oh come on Data, we can’t wait much longer.

  112. mr.president Obama :) - # April 18th, 2009 at 1:45 am

    !!!!!!!!!!!!FASTER PLEASE!!!!!!!!!!

  113. Shard - # April 18th, 2009 at 6:41 am

    madness? THIS IS MADNESS!

    ONTOPIC: Lets donate 1 million dollars to data so he will make online :D

  114. guiguito - # April 18th, 2009 at 8:15 am

    Data never gets here apparently…

    Lazy bum…

  115. teh somebody - # April 18th, 2009 at 12:39 pm

    Come on Data!

    If you can’t release it then you can tell us why!

    @%#¤!!

  116. Anon - # April 18th, 2009 at 2:04 pm

    CHOO CHOO! All aboard the moron express!

  117. Warman - # April 19th, 2009 at 3:06 am

    MUGGOMUGGO MOO

  118. Darklink - # April 19th, 2009 at 4:56 pm

    Will we have to pay for B23?

  119. Durza - # April 19th, 2009 at 9:52 pm

    Yes.

  120. the4runner - # April 20th, 2009 at 5:28 am

    darklink, if you dont already have a key, yes, you will have to pay to get one. however, if not, you can just unregister your copy of B22, and use that key to register your newly downloaded copy of B23.

    At least, wait until Data/RegularForumGoer confirms this, but this is how its worked before.

  121. gismo - # April 20th, 2009 at 7:20 am

    is there a demo at least ??

  122. w33n - # April 20th, 2009 at 1:45 pm

    Hey everybody, it’s 420!
    LET’S GET HIGH!

  123. Tendrop - # April 20th, 2009 at 5:08 pm

    hay guize letz spam teh dev kay

  124. Anon - # April 20th, 2009 at 10:21 pm

    HAI GUYS WHAT’S GOING ON IN THIS THREAD

  125. w33n - # April 21st, 2009 at 8:09 am

    Kauh.

  126. robolee - # April 21st, 2009 at 9:00 am

    everytime I see the name of this blog on the datarealms rss feed thingy on the front page it always make me think of the EA ad, “EA, challenge everything”…

    DR, Script Anything!

  127. Warman - # April 21st, 2009 at 11:31 am

    I just hope that DR doesn’t turn into EA, or that they ally EA :v

  128. Reed1000 - # April 21st, 2009 at 12:09 pm

    Agreed

  129. zalo - # April 21st, 2009 at 6:03 pm

    Maybe getting this onto steam will be good.
    World of Goo is available on and off steam
    like a few other games (Both Crysises to name one).

    Maybe Cortex Command will be a good edition.
    Yo know, to expand the user base.

    Though, registration keys and E-mail badges and all that…

  130. zalo - # April 21st, 2009 at 6:04 pm

    Oops, I meant to name two, and it could be a good addition.

    Also, You.

  131. Warman - # April 22nd, 2009 at 6:01 am

    I like the idea Zalo, and maybe make it possible for us non-steam users to activate our product on Steam. That’d be nice.

  132. Angua - # April 22nd, 2009 at 1:00 pm

    Bahh… Steam sucks… well it could be nice for it to be there because lots of people download small indie games mostly through steam. but if you are going to put it into steam then i suggest that you release an Non-steam version.

  133. Warman - # April 23rd, 2009 at 6:45 am

    B23 will NEVER come out ( will NEVER come out this week)

  134. gismo - # April 23rd, 2009 at 9:05 am

    IS IT!! NO WAY GATTO BE KIDDING WARMAN ….
    shjatttt….

  135. Tomaster - # April 24th, 2009 at 3:40 pm

    @Warman
    It probably won’t come out this week. Anyone know how to make napalm?

  136. FoxyWoxy - # April 24th, 2009 at 7:48 pm

    Yes, you mix hairgel with grinded pamtree. Then combine it with fire!

  137. Generalidea - # April 25th, 2009 at 11:30 am

    Ah, I hate steam. Honestly I’d be infinitely happier if this my favorite of games never has anything to do with it.

  138. Warman - # April 25th, 2009 at 2:26 pm

    ask in the forums.
    and maybe a rotating with an emitter.
    or a particle with an emitter.
    nah i dunno, I’m not that good at modding :v

  139. Skiv - # April 26th, 2009 at 1:19 am

    i think he meant real napalm :x

  140. Skiv - # April 26th, 2009 at 1:19 am

    fail emoticon is fail…

  141. Warman - # April 26th, 2009 at 1:30 am

    oh. right. silly me.
    try contacting the US government.

  142. Azukki - # April 26th, 2009 at 4:46 am

    Incendiaries have been too touchy of a subject to use by US military standards for years.

    But anyways to easily make something a bit like napalm, you can thicken gasoline by letting styrofoam dissol…

    Wait. What’s this for?

  143. Azukki - # April 26th, 2009 at 5:09 am

    Why did I say incendiaries? I meant just napalm.
    My excuse is being still awake at 6 in the morning.

  144. Blarg - # April 26th, 2009 at 11:29 am

    I like napalm. I hope that build 23 is being worked on. I still like napalm.

  145. Blarg - # April 26th, 2009 at 11:30 am

    yay 130!!! i feel special. I have lost my intrest in napalm.

  146. Reed1000 - # April 26th, 2009 at 11:41 am

    Thank you for the update BLARG we will all make note of this

  147. Tomaster - # April 26th, 2009 at 1:21 pm

    Just idle interest.

  148. Tomaster - # April 26th, 2009 at 8:47 pm

    About the napalm. Also, anyone else here read about the Mexican swine flu?

  149. Will - # April 27th, 2009 at 6:39 am

    Two cows in a field.

    One says “Moo”.

  150. Warman - # April 27th, 2009 at 7:28 am

    Yes Tomaster, I read about it on Facepunch.
    Some guy said that there was ‘A PLAGUE IN MY CITY, MEXICO CITY’. Like it was some sort of zombie stuff.
    should we drop napalm on mexico city?
    Y/N?

  151. Luiz Fernando - # April 27th, 2009 at 5:54 pm

    So, now will I be able to create my Portal gun?

    AWESOME! :D

  152. guiguito - # April 28th, 2009 at 9:35 am

    Holy shit data,at least put some preview.

  153. Reed1000 - # April 28th, 2009 at 2:03 pm

    I understand this would take along time but I think it would make everybody happy to know at least a guess to when it might be out even if it’s wrong/a lie it gives us something to look forward to and keeps everybody’s mouth shut

  154. Octyl - # April 28th, 2009 at 4:11 pm

    Devlog should be more like this.

    http://www.bay12games.com/dwarves/dev_now.html

  155. Reed1000 - # April 28th, 2009 at 10:48 pm

    Yes and Yes

  156. Warman - # April 29th, 2009 at 5:56 am

    I don’t even think Data is reading beyond the first 15 comments.

  157. gismo - # April 29th, 2009 at 10:30 am

    lets drop da napalm the we giggle and watch (not realy we would cry for our fellow humen well they would die anyway…)

  158. gismo - # April 29th, 2009 at 10:31 am

    sorry fow the last post all mexicans :P

  159. Bremze - # April 29th, 2009 at 11:52 am

    And I would too, if I liked the leftovers of my sanity.

Leave a Reply