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"Whiskey Media provides fully structured data APIs for the following: Giant Bomb (games) Comic Vine (comics) Anime Vice (anime/manga)". This is a really good page for both explaining what you can and can't do, and explaining what the damn thing is. Wonder how good the data is?
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"Have you ever wanted to sink your hooks into a gaming database full of release dates, artwork, games, platforms, and other sorts of related data? I'm going to guess that, for the bulk of you, the answer's probably no. But if you're out there wondering what to do next with your developer-savvy smarts, you've got another big source to pull data from. The Giant Bomb API is now available for non-commercial use." Giant Bomb really are doing some pretty interesting stuff, alongside their more traditional content.
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"Customers seem to respond better to the Sims than all the adventure games ever made combined together. Then there are Bejeweled and Peggle and other game games. Who needs a stink’n story? I prefer making interactive stories." The writer of "Dangerous High School Girls in Trouble", interviewed on RPS, drops an interesting one.
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"The baseline grid. Oh yes, the baseline grid. Let's be honest this is the sort of thing you know you need to know about. And you do know about, you know, sort of. But. Do you really know about it? Of course you do if you work on a magazine or a newspaper, but when was the last time you used one? I almost re-taught myself how to use a baseline grid. I certainly re-read all about it and it pretty much saved my life." Ben, on the details of The Paper. Good stuff in here.
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"This is by no means an exhaustive list, just a start. In each of these you’ll find other resources to help you dig deeper." Which, right now, is what I need. For a former front-end-dev, I'm a bit behind the curve.
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"So we’ve progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that’s encrypted– really more just obfuscated– to an executable that doesn’t even run as an executable. It runs merely as a series of threads." Fascinating interview with a smart guy, who at one point in his life, did some bad (if not entirely unethical) work.
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"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
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"On June 17th, every year, the family goes through a private ritual: we photograph ourselves to stop, for a fleeting moment, the arrow of time passing by." Perfectly executed.
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"The Bop It commands are called out in different tones. These tones differ from version to version as well. In Bop It Blast, distinct tones are employed by both male and female speakers." I did not know that.
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"A couple of other examples of this kind of thing we like, are the bookish experimentations of B.S. Johnson, whose second novel Alberto Angelo contains both stream-of-conciousness marginalia, and cut-through pages enabling the reader to see ahead – possibly the most radical act I know in experimental books." Yes! And which I bang on about interminably. I love this stuff.
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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"AlterEgo is a Ruby implementation of the State pattern as described by the Gang of Four. It differs from other Ruby state machine libraries in that it focuses on providing polymorphic behavior based on object state. In effect, it makes it easy to give an object different “personalities” depending on the state it is in." Oh, that could be really handy.
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Oh gosh this is brilliant.
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"Simply stick your finger in the hole and a virtual representation appears on the screen. Then you can use your virtual finger to play all kinds of cool mini games… from swinging a panda to having a karate fight with a tiny little man." Um, wow. Although I'm always afraid of putting appendages in boxes I can't see inside, though.
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I think they're wrong, you know. It's not theatre; it's protocol. Maybe people aren't used to the protocol; if yours is the first app they encounter, they'll think that it's OK to show what passwords are – and perhaps that it's OK to write them down elsewhere in plaintext. Applications have a degree of responsibility for users' interactions across the internet, and quirky and cute as this may be, it's just not the place to demonstrate your shining personality.
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The Brian Dettmer is beautiful. Also: didn't realise the heart/cube cogs were paper, not wood.
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"…it's another little example of the way the ipod/iphone is such an attention-demanding device. It doesn't orient to you, it orients to itself." Yes. This is a problem.
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"The US auto industry is on the verge of imploding. People are losing their homes to foreclosure. And, on the off chance that you had the nerve to try to buy something, credit is almost impossible to come by. It is against that backdrop that I would like to talk about working for free. Why? Because I think it is one of the fastest ways to make yourself a better photographer, whether you are a pro or an amateur."
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"To the extent that the web is becoming truly ubiquitous, and involves increasingly multimodal paradigms of interaction, it seems appropriate to define a Web standard for representing emotion-related states, which can provide the required functionality." No, it does not seem appropriate. It seems bonkers.
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Hey, I've been in that relationship too! These made me laugh a lot.
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"bill. francis. louis – look here. help." Ah, the fun of the farm. It's all coming back to me now.
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"The future is terribly easy to predict. It’s predicting the instantiation that’s hard."
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"These travel posters by Steve Thomas, Amy Martin and Adam Levermore-Rich promote travel to exotic eras and destinations, such as the Crimson Canyons of Mars, Tranquil Miranda, or the Winter Wonderland of the Ice Age." Beautiful.
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Lots of sed-goodness here.
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Javascript demoscene craziness from Matt Westcott; 3D, music, and the most incredible editing tool I've seen in JS ever.
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"The rest of this article will be a tutorial showing you how to host and manage Git repositories with access control, easily and safely. I use an up and coming tool called gitosis that my friend Tv wrote to help make hosting git repos easier and safer." Nice guide to getting up and running with gitosis.
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"Turning the economic crisis into one of those clever internet memes." Lols.
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"The Mugen (infinite) series of toys from Bandai Asovision has now brought us the Mugen PeriPeri, a keychain toy that aims to replicate the pleasure of opening a package for the first time. Snacks, boxes, and other tear-open packages tend to reveal good things, so perhaps experiencing this sensation boosts endorphins and sends us into pleasure mode." Tear-off wrapping you can tear forver.
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"[Donald Winnicott] maintained that [the transitional object] was able to occupy the space between me and not-me where play occurs, where we are neither trying to impose ourselves on our environment, nor being dictated by it. Play is not goal-directed or purposeful, not about trying to fulfil an instinct, as in sexual intercourse (versus flirting). Rather, like much of art or sport or fun, it is done for its own sake." A wonderful article about men and their bears, with an interesting psychoanalytic note in the middle of it.
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"When NASA's last scheduled Space Shuttle mission lands in June of 2010, the United States will not have the capability to get astronauts into space again until the scheduled launch of the new Orion spacecraft in 2015. Over those five years, the U.S. manned space program will be relying heavily on Russia and its Baikonur Cosmodrome facility in Kazakhstan." Wonderful pictures of spaceflight, Russian-style.
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"Journalist Kareem Shaheen was attending at GAMES 2008 convention in Dubai, and asked us if we fancied writing anything about gaming in the Middle East. And we said HELL YES, as we like capitals." A nice, if brief, piece from Shaheen about a sector of gaming I know nothing about.
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Make Iced Tea!
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"Now noisy makers can assemble and modify their own light controlled analog noise friend!" I want an analog noise friend.
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"Over the weekend, students from NYC's Parsons School worked for twenty four hours continuously with LittleBigPlanet. Their challenge? To create a level from scratch using early copies of the PS3-exclusive.. one level stood out as the single best level — one created by Team Sportsmanship. We've lovingly dubbed the level "Shadow of the LittleBigColossus." Watch the video and see why." Amazing. Intensive, over-difficult, but still impressive.
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"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
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"…this leads up to a discussion of two things: the OAuth protocol which aims, amongst other laudable goals, to help safeguard users’ passwords, and the distinctly unnerving trend which Jeremy Keith has christened the password anti-pattern, which really doesn’t." A clear, articulate explanation of the issues around authentication.
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In 2000, a group of seventh-graders were asked to draw what they thought scientists looked like and describe their pictures. Then, after visting Fermilab, they were asked to repeat the exercise. Some of the quotations are genuinely excellent, cf "Some people think that (scientists) are just some genius nerds in white coats, but they are actually people who are trying to live up to their dreams and learn more." Aren't we all?
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"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff – God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
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A detailed look at various techniques for greebling Lego models.
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"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction– the interface and the mission-delivery system– Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here – the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
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"The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging 1, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design." Anne Galloway's PhD thesis, now online.
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A remake of "You Have To Burn The Rope", in the style of an Intellivision game. They've changed an important play mechanic and given the game an entertaining twist ending. Fun.