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"Maybe participating in a Game Jam ought be a required rite of passage for anyone who wants to make videogames. It's a deep, oxygen-less dive into the depths of the industry, compressed into 48 hours. Survive it, and you can survive anything." Development as fractal.
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"Smart things: the design of things that have computers in them, but are not computers". Mike Kuniavsky outlines the book he's currently working on. Looks interesting.
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35mm, f1.8, crop-factor only, and with a built in motor so all the D40/D60 users can use it. This is big news – the first-party crop-factor prime. If they can make it super-affordable and good quality (at least as good as the 35mm f2 I'm thinking of buying) it's a lock.
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Retrospective on Pinball Construction Set, as well as EA's subsequent forays into "construction kit" territory, as a brief history of accessible, mainstream game-creation tools.
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"Red dot fever enforces a precision into your design that the rest must meet to feel coherent. There’s no room for the hereish, nowish, thenish and soonish. The ‘good enough’." Dingdingding. +5 points to Taylor, as usual. Place, not location.
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"TinkerKit is an Arduino-compatible physical computing prototyping toolkit aimed at design professionals. The interest in physical computing as an area in development within the creative industries has been increasing rapidly. In response to this Tinker.it! is developing the TinkerKit to introduce fast iterative physical computing methodologies to newcomers, and particularly design professionals." Standardised modules, standardised connectors, Arduino-compatible. I remember Massimo showing me his keyboard-emulating board ages ago. Nice to see Tinker productising the platform, too.
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"The buttons are designed to look very similar to basic HTML input buttons. But they can handle multiple interactions with one basic design. The buttons we’re using are imageless, and they’re created entirely using HTML and CSS, plus some JavaScript to manage the behavior." Dark, dark voodoo, but very impressive – and excellently explained by Doug Bowman. It's nice to see Doug blogging again.
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"If 2009 is going to see the emergence of high-quality browser-based games, then 2009 is going to be the year of Unity. It has: lots of powerful features; iPhone support; Wii publishing; a developing community; quality developers using it; and an upcoming upcoming PC version. In short, it is about to make a major splash. I feel compelled to jump in with it — the indie license is cheaper than the Flash IDE."
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"bash completion support for core Git." Ooh. This looks really, really nice.
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That's sad; he was a fount of statistics since I first listened to TMS, and long before that.
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"By wrapping and extending Flash 8's sound API, SoundManager 2 brings solid audio functionality to Javascript." Dark voodoo. Dark, clever, voodoo.
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This was actually a pretty good tutorial for the jQuery UI Slider control, if only for illustrating how much code – notably markup/styles – you have to provide before the slider works.
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Kyle Gabler of 2D Boy gives the first Global Game Jam keynote. Seven minutes, seven tips, packed with goodness. He's not wrong.
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"I’m much more interested in automated nostalgia than automated presence – data feeds that gradually acrue in your wake, rather than constantly dragging your focus on to the next five minutes." Yes.
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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.
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"I’m a web developer at heart, and a scripting language user by preference. Coding for the iPhone doesn’t feel as fluid in text handling or HTTP access as the environments I’m used to. Fortunately I’ve been able to find some fantastic open-source libraries and wrappers that make up the difference. Here are my favourites so far:" A useful – and interesting – set of links from Matt B.
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"Oh words, words, words." Beautiful. Thanks, Simon.
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"The Wii has captured the imagination of millions of people who didn't consider themselves gamers at all. Why are we so surprised? All this has happened before." And, no doubt, all of it will happen again. Some good insight and quotation from Mitch Krpata on a history of Nintendo's console marketing and sales strategies.
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War reporting from a virtual world; Jim Rossignol documents the first skirmishes in the Offworld/RPS/Escapist conflict. Looking forward to more of this.
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"It is from the era when people were all 'we will not know if acid is dangerous until we test it on THE FOXIEST GIRLS IN ENGLAND.'" Too right.
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If you can see it, it exists. If you can't, it doesn't. Lovely, tough, fun.
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"We were delighted to have George Oates, ex of Flickr who started and managed the Commons, come to visit us at the National Maritime Museum in November 2008. When she was here she curated some Commons content for us. This set is the first of this content." Some wonderful selections; the full archive must be remarkable.
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"Perhaps more charities should project a less glamorous image, and remind us that they still have to do all the boring stuff that everyone does at work. And perhaps then we wouldn’t have such unreasonable expectations. Sponsor a filing cabinet, sir?" The thing I like most about this is being told exactly where your contribution goes; you get a real connection with a real thing. I'd rather buy charities a shelving unit than £25 of vague platitudes.
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"Unlike other screenshot services, we are able to process a large number of capturing jobs in parallel and in realtime, making it the fastest service that we know of." Ooh. That could be useful.
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"This article provides a simple positive model for preventing XSS using output escaping/encoding properly. While there are a huge number of XSS attack vectors, following a few simple rules can completely defend against this serious attack." Pretty comprehensive, and some clear guidelines if, like me, you're unsure where to start when protecting against XSS.
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"Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input." Which is interesting. I know it's only a research project, but it'd be lovely to play with some time.
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"One [memory] always stuck with me was him showing a moody, uplit black-and-white press portrait of Richard Meier in the cliché black-turtleneck and severe glasses in front of venetian blinds – eyes directed up and away in search of the future – very fountainhead. Kaplicky rumbled: “This is not design”. He pointed at me to click the slide carousel forward. An image of a carpark full of Boeing employees, from design engineers to HR to office cleaners in 777 project t-shirts waving at the camera. Kaplicky, now beaming, crookedly: “This. This is design.”" Sounds about right to me.
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"Multiplayer Design Lead Tyson Green checked a week ago in with a lengthy explanation of the melee system in Halo 3, how it’s different from Halo 2’s what worked about both versions, what didn’t work and how it’s being addressed by the auto update. here's a reminder of what he explained." Via Offworld, this frankly excellent explanation of a Halo 3 patch from early 2008, explaining the problems latency brough to melee combat, and why Bungie implemented their solutions as they did. Clear, educational, and it feels like the right answer. More writing like this, please, games industry!
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Playground for Google's Ajax APIs. Well implemented, and very useful.
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"Isla Lyddle End lies on the far east of the British Archipelago. It is the largest of the eastern islands in what was once the continuous land mass known as Hornbyshire. Isla Lyddle End celebrates the Golden Jubilee of The Grand Iman of Britain HH Patel bin Windsor with a minaret clock tower, constructed of hard-pack, molded synthetic carbon nodules in full compliance with the Rock and Soil Conservation Act of 2038." Julian's Lyddle End 2050 entry is excellent.
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"Slowly, over time, a page typeset in 1771 might start to get a whole new life, thanks to the growing authority we grant it through that elemental gesture of making a link." And this is why we need to empower the socialised book, not just through Google Books, but through the physical things themselves.
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Official Poken site.
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"Simply pull out your Poken and ‘high five’ it with your new best friend’s. Clever RF technology then zaps the info between the devices, so next time you log on to your favourite site, your profiles are linked. Genius!" Physical exchange of details, dead cheap, integrated through a web intermediate. Lovely.
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"We don't provide the 'easy to program for' console that [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is what do you do for the rest of the nine-and-a-half years?" It's good to see that Sony can still afford their weekly supply of crazy pills. Locking up potential inside a monkeypuzzle is a _good_ thing? "Official" leadership? What the hell, Kaz?
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"When it’s just you, the rooftops and Faith’s slim repertoire of jumps, shimmies, slides and rolls, it’s something like the urban Tarzan game we all hoped Mirror’s Edge would be. Time Trial mode rewards practice and it rewards perseverance, and it’s the only reason to buy Mirror’s Edge." An interesting take on Mirror's Edge, which has a lot of truth in it.
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"Thank you to everyone who emailed asking about a World of Goo Soundtrack. This is probably as close to an "official" soundtrack I'll ever make for the game World of Goo. I'm making it available here on my personal portfolio for free." No, thank you, Kyle.
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A useful guide, although perhaps more detailed than you'd normally need. Still, clear instructions for handling reverting changes in git.
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"Afterwards, we came to refer to certain types of accomplishments as “black triangles.” These are important accomplishments that take a lot of effort to achieve, but upon completion you don’t have much to show for it – only that more work can now proceed. It takes someone who really knows the guts of what you are doing to appreciate a black triangle."
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112 different games1 It's amazing to think that "Moving Shields" and "Zigzagging Laser Bombs" could be counted as different game-types, though, and presumably that number comes from all possible combinations. The videogame industry's obsession with bullet-points on the box is deep-rooted, it seems. (From Simon Parkin's lovely "Box Art" blog).
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"Mr Aygun once said: "I thought how much easier it would be if they could take their food with them." The first of the new snacks was served on March 2, 1971, at Hasir, his restaurant in Berlin. It was called a doner kebab after the Turkish word "dondurmek" which means a rotating roast." So now you know.
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Olly Moss has now moved from movies to videogames, pastiching classic Penguin covers; the Goldeneye one is superb.