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PUBLIC MARKS with tags "blog post" & games

05 March 2006

Make Mac Games » Blog Archive » Bullfrog: Improving AI

by bcpbcp (via)
I’ve been steadily plugging away at my list of bugs and enhancements for the upcoming release and finally tackled one area that I had been avoiding: improving the AI of some of the bugs.

04 March 2006

Gamecloud - - Casual Games Interview: Wildsnake Software

by bcpbcp (via)
Formed by former members of Microsoft, Wildsnake Software has released a number of casual games over the years but later this year they will also be the exclusive publisher for new games created by Tetris creator Alexey Pajitnov. Gamecloud got a chance to chat with Wildsnake co-founder "Andy" (he prefers to be called that in interviews) to find out more about the company and future plans.

GameProducer.Net » Blog Archive » Sometimes Programming Is Like Playing an Adventure Game

by bcpbcp (via)
If sometimes you feel you cannot solve a problem and you feel tired - go to sleep and let your brain solve the problem while at sleep. It just might work.

IndieGameDev :: New Book: Physics for Game Programmers

by bcpbcp (via)
Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming�even if you don�t have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You�ll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.

Gamers With Jobs Press Pass » Blog Archive » Interview with “Geometry Wars” Creator, Stephen Cakebread

by bcpbcp (via)
Geometry Wars has been hailed as the “Halo of Xbox Live Arcade” referring to the relative popularity of the game. Intoxicating, frustrating and addictive all in one, Geometry Wars: Retro Evolved provides a constant challenge and level of enjoyment, a siren song to gamers enticing them to play just one more game before hitting the sack. More than 200 thousand gamers, roughly a quarter of which actually paid, are currently wearing out their thumbs and roundly cursing one man, whether they know his name or not. That man is Stephen Cakebread, the designer and developer who crafted this gem for Bizarre Creations.

27 February 2006

Mu-cade: The Physics Centipede Invasion » Fun-Motion Physics Games

by bcpbcp
Mu-cade is a new shoot-em-up by the master of shmups, Kenta Cho of ABA Games. He pitches his game as a “smashup waggly shmup”, which is, by itself, reason enough to check it out. With Mu-cade, Kenta has introduced physics into his formula of hardcore shooting games. The result is a great physics game (even if it will kick your ass in five minutes or less).

26 February 2006

Sociable games at Suttree, Elixir for Immortal Baboon

by bcpbcp
Like most people, I played around with Ning when it launched. I didn’t really know what to make of it and filed the link away as ‘one to come back to’.

25 February 2006

GameReporter.org | Os jogos antigos não eram mais divertidos: analisando a evolução dos games

by bcpbcp
Gostaria de apresentar neste artigo uma reflexão a respeito da qualidade e nível de diversão dos jogos atuais em relação aos jogos antigos. Esta reflexão partiu da observação de uma possível tendência, entre os gamers com quase 30 anos (como eu), de avaliar os jogos mais antigos de maneira desproporcionalmente favorável.

Game/AI: AI Planning for games and characters CFP

by bcpbcp (via)
However though AI Planning has much to contribute to both these fields, particularly in producing more convincing Non-Player Characters and autonomous intelligent characters, few AI planning researchers have been involved in this work, and the technology, where applied at all, has often been used in a somewhat ad hoc way. In addition, games company use of AI planning has so far been limited - A*-based motion planning the main exception - with practitioners feeling that the technology is too computationally expensive or risky for integration into computer games.

GameCultura: Video: Bate-papo sobre gamearte

by bcpbcp (via)
Este é o vídeo de nosso bate-papo sobre gamearte, que rolou no SESC Consolação dia 20/02/06. Para quem não pode estar aqui, ou quer relembrar, veja aqui o vídeo hospedado no Google Video.

GameReporter.org | Video Computer System

by bcpbcp (via)
Um clássico do Golder Shower. Para quem não conhece, vale assistir até o final. É a cultura do videogame presentes em todos os lugares.

18 February 2006

GameCultura: Cirurgia Videogame: uma viagem pelo corpo humano

by bcpbcp
TV Escola abre a programação do mês com uma viagem pelo corpo humano 31/01/2006 12h30 A TV Escola desta quarta-feira, 1º, abre a programação com Cirurgia Videogame, que mostra uma viagem pelo corpo humano e como os instrumentos cirúrgicos se parecem cada vez mais com jogos eletrônicos, que orientam minirrobôs cirurgiões e nanocâmeras. Em breve, as desconfortáveis endoscopias serão substituídas por câmeras-pílulas e equipes de especialistas poderão operar de qualquer lugar do mundo por telecirurgia. Às 7h, 9h e 21h. [...] A TV Escola pode ser acessada pelos canais 27 (Sky), 237 (DirecTV) e 4 (Tecsat) e também por antena parabólica analógica e digital. As grades de programação estão disponíveis no portal do MEC. (Assessoria de Imprensa da Seed)

GameCultura: Mini Games Experimentais

by bcpbcp
# o projeto todo deve ser feito por uma pessoa apenas em uma semana; # e cada jogo deve estar centrado em apenas um dos play elements fundamentais (isso é jargão de game designer, mas são basicamente os elementos que diferenciam os games dos outros softwares)

Heroine Sheik » Blog Archive » Orgasm: the Ultimate Game

by bcpbcp
What is a game, at its simplest, but an interactive challenge with a goal? Let’s go one better, and say a game — this game at least — takes skill, and that that necessary skill-level, along with the game itself, gets higher/faster/harder as the game continues, until it finally culminates in one last explosive battle.

Intelligent Artifice: Augmented reality cell phone soccer game

by bcpbcp
C-LAB, the software arm of Siemens Business Services and the University of Paderborn have created "Kick Real," which is an AUGMENTED REALITY SOCCER GAME for cell phones. To play, you aim your camera phone down, and the video screen superimposes a soccer field on the live video of your foot. You can see the virtual ball, and "kick" it with your real foot to try and score goals.

GameCultura: Educação através dos jogos

by bcpbcp
Assista neste link um super-vídeo sobre educação através dos jogos, edugaming. http://vc.ocde.us/archive/film/Techgames-stream.mov

12 February 2006

Raph’s Website » Are single-player games doomed?

by bcpbcp
The entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers. People always play games together. All of you learned to play games with each other. When you were kids, you played tag, tea parties, cops and robbers, what have you. The single-player game is a strange mutant monster which has only existed for 21 years and is about to go away because it is unnatural and abnormal.

11 February 2006

Excesso de realismo deixa o jogo chato [ Podcast ]

by bcpbcp (via)
Professor de level-design afirma que games estão deixando de ser games e passando a ser meros simuladores.

PhilSteinmeyer.com » Blog Archive » Top 10 Casual Games Portals

by bcpbcp
If I was to put a short list of the top 10 by volume (not performance) I would say 1) RealArcade (Gamehouse) 2) Yahoo Games 3) Oberon Network : Pogo, AOL (non exclusive), MSN, Xbox Life, and so on 4) Zylom 5) Shockwave 6) BigFish Games 7) Boonty Games 8) TryMedia (Because of AOL) 9) Reflexive Network 10) Gamefiesta, Arcadetown, Iwin, Wild Tangent

Only a Game: Na na na na na na na na na Katamari Analysis

by bcpbcp
Katamari Damacy = [N] x [V] [N] = Katamari (avatar) Objects [V] = Roll Clump (Quick Turn) (Dash) (Look) (Map) [N/N] (adjectives) = Size/Katamari Size/Object

05 February 2006

Re:Retro - The Classic and Retro Games Blog

by bcpbcp
They do indeed go everywhere. Andreas Wieslander and his band of intrepid film makers/musicians/gamers pay homage to Parappa the Rapper in this excellent video, which is a cover of “Cheep Cheep Cooking Chicken’s Rap” from the first title in the PaRappa series.

fredshouse.net: the medium that is eating the world

by bcpbcp (via)
Raph Koster gave a talk this afternoon at PARC titled "The Medium That is Eating the World." Raph is a well-known online game designer (Ultima Online, Star Wars Galaxies) and a warm, funny, engaging speaker. His talk today was pretty loosely structured; he wandered around through a bunch of disjoint thoughts about the origin of games, different kinds of media, the definition of play, a bit of kitchen cog sci, and the impact of games on gamers and on the world. Overall it was quite interesting, but I felt like he was trying a bit too hard to be academic and researchy, since the audience was that kind of crowd.

PhilSteinmeyer.com » Blog Archive » Conversion Rate Inversely Related To Download Rate

by bcpbcp
Your gross profits (excluding development costs) are roughly: # of downloads TIMES conversion rate TIMES revenue per sale

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last mark : 05/03/2006 00:32