Entries from November 2007

November 29, 2007

A Rubik’s Cube that’s comfortable in your pocket

If you ever threw an unsovled Rubik’s cube at a wall out of frustration- well, you probably won’t want to try this because a broken $10 puzzle is still better than a broken $150 game system. Created by Sinasquax, Mix The Cube! takes that square-spinning puzzle to a whole ‘nother level with a feature set [...]

November 27, 2007

Mac’s new web ad: Don’t Give Up on Vista

Yeah, another YouTube link so soon, but this one’s kinda out there. Apple has usually been known for its aggressive marketing, and it’s not slowing down with its latest addition to the Mac campaign. The following internet ad appears on the CNet’s own Windows Vista Page! Better yet (or worse, depending on your perspective), it [...]

November 27, 2007

Hurry up dude, boss is coming in…

Thank you, marketing department for Westwood College, for providing us with hilarious source material to work with. Because without it, people wouldn’t be making gems like this one (This is probably NSFW…you have been warned!)

Can you believe they get jobs doing this?

November 27, 2007

The .obj file format, demystified

If you have ever thought of doing any 3D games programming, your first thought might be how the graphics are done. From the highly polished Final Fantasy games, to the abstract look of Geometry Wars, the answer varies. But more often than not, you would need to use visual assets that were made with other [...]

November 23, 2007

What happened here, Epic?

Time to break from my development run for a bit.

Unreal Tournament has been out for 3 days now, enough time to savor in some good sales of an anticipated game. Let’s put aside the fact that busiest shopping day is among us…these stats were even worse a day ago. The game has been well-received from [...]

November 22, 2007

Wanted: A Good Mapmaker

No, I’m not making a post about looking for good game mapping talent (though that wouldn’t hurt), but what I am talking about is the need for a way to make maps for my upcoming quick reflexy action-puzzler. My game has finally come this far to crave this need. So it’s time to do some [...]

November 17, 2007

Some graphical goodness

Here’s a scaled-down screenshot of how the game is looking on the PC side of things. Looking more like a Monkey Ball game, right?

Collision detection is still buggy on the edges and on angled surfaces, but angled surfaces need a different way to handle movement. But for flat surfaces the game looks totally playable, and [...]

November 13, 2007

Other stuff along the way

While working on my PSP game, I’ve been thinking of continuing a few not-so-related projects.
First is PSPMyAdmin, which was supposed to be a tool to help you manage MySQL databases. Due to the lack of having a server on the PSP, the program uses SQL files and parses them to produce an image of the [...]

November 8, 2007

Code snippet – frame of collision

I whipped this little program in about an hour which helps you find the collision point of a circle to a line, and the normal in which it reflects. This principle works the same in 3D. You must have Java enabled in your browser to view the applet. The blue points connect the shortest distance [...]

November 4, 2007

More game progress: Collision detection

Before we go on to the more tech-y stuff, a disclaimer: I like programming, but I’m an art major. My concentration is electronic media, and we do dabble in some programming in more arcane (but still easy to use) languages, and 3D modeling, but that’s as technical as my art classes get. But I took [...]