My presentation to SCOPE will begin in around an hour. If you're watching on the webcast and can't see very well, you can find a copy of the slides below to follow along with.
It's not a Kinect, damnit. But what is it? What are these strange pictures davidc keeps posting, where is it leading, and will he even receive the parts in time?
I'll be presenting my "magic wall" art project next Thursday evening at the next SCOPE session. I'm not even going to try and describe it in text - it seems to defy definition - so come along to Atelier Überall to check it out, or tune in to watch it live.
It's been a long time since I've played with any microelectronics - the last time was about 15 years ago for my A/S level Electronics project with a venerable 1802 processor, already 20 years old at the time. I wired up a massive array of LED matrix displays and had it controlled by an 1802, one SRAM with program code, another with display data, and around 10 breadboards worth of demuxes, ripple counters and drivers. It was pretty dim, but it worked.
When using tabbed panes, the user expects Ctrl-TAB to move to the next tab, and Ctrl-Shift-TAB to move to the previous tab. This is not the default behaviour in Java, which uses Ctrl-TAB to move to the next focusable component. This allows you to escape from a text box, where pressing TAB alone would insert a tab character into the box, but it is not what most users would expect to happen in most instances.
This game was written in seven days for the Experimental Gameplay Project February challenge.
The challenge was to design a game using only ASCII characters (letters, numbers, punctuation). I've held true to the spirit of this theme, and although I've spruced it up with some background graphics and a user interface, this doesn't affect the fundamental gameplay which is pure text.
This article describes the licenses I usually use for my work. This is a guide to those licenses and their terms, and where I generally use them; however, you must refer to the specific work to determine the license that it is available under.
Code samples and snippets are placed in the public domain using the Creative Commons CC0 license:
This is my unfinished prototype for the Experimental Gameplay Project January 2011 theme of "Inanimate". Working title: "Hued awakening".
I was in two minds as to whether to post it: unfortunately I've only had time this month to work on it 4 of the allowed 7 days (and much of that was spent in setup since I haven't done any serious graphical programming before). Some of the concept is done but no real gameplay. So come back here after trying it out for the story about how it's MEANT to work.
This is an XML diff tool that takes two XML documents and produces an XSL stylesheet describing the differences between them. Transforming the first document with the stylesheet will produce the second document again. This is useful for diffing/patching XML files.
In my game design workshop this week, the task was to come up with and iteratively redesign and prototype a game based on two fundamental concepts provided by another team: an action, and a feeling.
I gave out "flying" and "nausea", and that group had fun making a terribly sickening game where one player is an airplane, spins around rapidly five times, and tries to "land" at an airport - another player - by touching their hand. Dizziness and nausea does indeed rapidly ensue.
Oysterband are one of my favourite bands, and I've had the privilege of hearing them live many times. My second-favourite song of theirs is "Another Quiet Night in England", but nothing I find through a Google search gives me the correct lyrics - at least for the version I have. Strange, but here's the real lyrics of Oysterband's "Another Quiet Night in England":
Just another quiet night in England
And far away, the dogs are barking
Just another quiet night in England
Rubbish burns in an empty mall
And money rides while people crawl
And another quiet night goes by