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I've got a way to go with Abel yet; I can't do FADCs at all, but the earlier stuff looks useful.
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The title sequence to a Saturday morning kids' cartoon series. Of Watchmen. It is not, shall we say, particularly reverent. Probably better for it.
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Tom's been poking Heroku, and now, so have I. It's proper brilliant: a rackup file, a tiny Sinatra app, and the Heroku gem, and you're building webapps in ten minutes. It's crazy and brilliant, and exactly the kind of thing of which we need more of.
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"It’s new fun in some Russian cities, to jump from the bridge with the rope in a big group, when there is no water under the bridge but raw firm ice, also they use to jump at that same moment when the train is going thru the bridge". The pictures explain it pretty well.
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"Planbeast is a free service that lets you find people to play your favorite Xbox 360 games with online. Planbeast allows you to schedule and join new online events for any Xbox Live-compatible title." And there was me all ready to build this (albeit just for Left4Dead)… and now somebody's gone and done it already.
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"This is a series of lessons on Blues Guitar." Simple, but thorough, and with some score/tab as well. Probably worth plugging through.
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"BUGFIXES: Fixed a bug that would sometimes cause characters other than Ken to appear on the Character Select screen during online play." Damn, that one's been affecting me too.
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"It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens." Chris Remo documents the end of Tabula Rasa from the frontlines.
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"How finished an artefact is is an important indicator of its relationship to the world: not just an indication of where it is in its lifecycle, but also one that explains how it should be understood, and that opens a dialogue between the observer and the artefact." Me, on Pulse Laser, talking about unfinished states as conversation tools, amongst other things.
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"Virgil is singing arms and a man". I must admit, I prefer "the man", but this is lovely nontheless.
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"I’ve always been curious about which drummers use a click track and which don’t, so I thought it might be fun to try to build a click track detector using the Echo Nest remix SDK." Analysing tempo fluctuation on a variety of popular recordings to find out who uses a click track; as you might have guessed, Ringo and John Bonham didn't.
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Finally, a decent video of Abel. Ignore the first round, where he gets hammered, and concentrate on the second two: he negates Sagat's ranged game by getting in close, throwing in some careful EX scissor kicks, and massive abuse of linking a juggle into the aerial grab throw.
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Some nice tips in here, mainly about blocking access to things and security.
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David Hobby goes to Cern, and has a ball. Also: takes some nice portraits.
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Useful tutorial on building Pagination, that goes beyond the Pagination library and points out what you need to be doing with the Model, too.
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Bandcamp add an automatic way to generate one-time use download codes for music – so bands can promote singles and the like. And then: they add automatic Moo Minicard generation to the mix. Bloody brilliant, and definitely The Right Way To Do Things.
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"where dreams become heart attacks" – photographs of revolting, calorie-drenched food "experiments".
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"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
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"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
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"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
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Wonderful interview with Marty Stratton and John Carmack on Quake Live; there's some really smart insight on development and business in here, and also some tidbits of Carmack talking code. Definitely one to mull over.
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Dave Sirlin offers some analysis of SF4. I think, at the overview level, he's got a good point: SF4 is not actually as "accessible" as everyone makes out; it's certainly got a lower on-ramp than SF3, but it ramps up pretty fast. More on this in a blogpost, I think.
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"After being seen as cheap or low-rent housing for much of the 40s, asylums started to be seen as 21st century modern, and desirable places to live." All of this has happened before and all of it will happen again. Heathcote's Lyddle End entry is fantastic, and primarily for his writing/futurism.
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"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
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"…when we step into the shoes of that avatar, be it 1st-person, 3rd-person or otherwise, we exit the darkened movie theater paradigm and enter an intricate, performative, exploratory lab of untested ideas and speculation. We enter a playful space that feels and responds much more like a live theater rehearsal than an interactive movie or a triggered series of movie clips." Michael debunks the games-as-cinema analogy with an interesting take that considers them as more like theatre rehearsal.
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"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
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"[s3fm]… lets anyone run a streaming radio station, with just a folder of MP3s. Put those MP3s in an Amazon S3 bucket, and give your friends the S3 FM link."
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Matt's talk (in English) from Lift 09, on scientific fiction, stories, and the design process. Good stuff – not too long – and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect.
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NeoGAF users band together to make a perfect, eight-stage, LittleBigPlanet rendition of Contra. Remarkable, especially the behind-the-backdrop puppeteering that makes the walking-into-the-screen levels possible. This had better not get a takedown slapped on it, because it's phenomenal.
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"Perfect gift for any World of Warcraft player or other MMORPGer in general. You get one "main" glass and one "alt" glass. Serving idea: fill your main with your alcoholic beverage and your alt with your chaser since mains are typically stronger than alts." Oh dear. (But: good gag, and dangerous for drinking games).
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"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
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"One of my enduring passions is exploring graphic design with programmatic and generative systems. While some aspects of design require the skilled hand of the designer, others can be formalized and explored by computer. For those tasks, Mathematica is an exceptional tool." Some lovely thinking around generative design.
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"Xbox Live Friends is a tool for keeping a vigilant eye on what all of your friends are doing." It's much improved from previous versions, too. Enjoying this quite a lot.
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These feel about right. Or, at least, about right if you agree with Rams as both a designer and a provider of commandments. He's hard to argue with, for sure.
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Defend Moscow are a friend's new band, and their single "Manifesto" is out very, very soon; big, eighties-influenced pop, with slightly filthy bass and that classic boy/girl harmony thing going on. Hoping for good things for this, so into the links it goes!
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More on the phenomenon that is Ken Fighter Ken.
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This is a pretty accurate explanation of the state of the majority of SF4 online. It's also quite funny, and is the reason the phrase "Flowchart Ken", used to described a particular kind of player, is already entering the SF4 Lexicon.
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"Ryanair can confirm that a Ryanair staff member did engage in a blog discussion. It is Ryanair policy not to waste time and energy corresponding with idiot bloggers and Ryanair can confirm that it won't be happening again." Ryanair's social media strategy is pretty much on-brand, it seems.
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'A morose-looking guy stood at the bar talking to his friends, wearing a Flashbang Studios t-shirt. Emily leaned across the bar next to him, and shouted giddily over the music: "hey, I like that developer."' A lovely piece of speculative writing from Duncan Fyfe.
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A first, rather long, post on the S&W Blog, in which I talk to Jack about a project he's been working on for a while.
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"This summer will you be, or not be? It's Resident Evil meets House of the Dead, IN DENMARK." Epic Eegra thread taking the Dante's Inferno-shaped ball and running a very, very long way with it.
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Full version, no out! The beta was lovely, so I'm looking forward to this a lot.
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"[Wrestle Jam is] completely playable. There was an intro screen, character select, win / loss conditions, opponent AI, eight different attacks," Furino explained. "It was as close to a genuine old-school wrestling game as I could make it in the time allowed. I even mapped an old Nintendo controller to the input system so they could play it that way." Gosh, that's lovely, if not totally unexpected from Arronofsky. Lovely interview, too.
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"…kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
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It's more cursor*10, and it's as fiendish and entertaining as ever. The impaled-cursor is particularly cute.
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"Not to be outdone (well, maybe a little outdone), we've combed through hours of imaginary data here at Consumerist HQ and put together a similar animation that illustrates Starbucks' explosive growth over the past 20 years. Enjoy." I did.
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Obvious, when you think about it; if you're going to mash up one track in five, why not find another? What's remarkable is how well Brubeck's piano and Paul Desmond's sax fit the melody, as well as the stilted rhythm, of Radiohead's "Fifteen Step".
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"SmartSwitch doesn't restrict the user from turning on a light, but rather it passively encourages behavior change. SmartSwitches can be programmed to respond to either personal or communal electrical usage. In a home wired with SmartSwitches, lights can become harder to turn on during hours of peak demand." Just right.