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  <title>Piddlepup Games blogs</title>
  <subtitle>Games for the whole family.</subtitle>
  <link rel="alternate" type="text/html" href="http://piddlepup.com/blog"/>
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  <updated>2007-11-08T11:18:50-06:00</updated>
  <entry>
    <title>Report from GameFest 2008 – Microsoft Casual Games</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/126" />
    <id>http://piddlepup.com/node/126</id>
    <published>2008-07-23T00:42:51-05:00</published>
    <updated>2008-07-23T00:42:51-05:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p>The keynote address in the morning was not very good.  However it did show a diagnostic tool that can be run in real time with your  game. It records the frame states of your game and you can play through them on  a graphical interface to see where you get spikes in graphic, sound, etc  processing. The example they showed was of Gears Of War. The presenter ran  through about 1 minute of play with no lag. Then he pulled up the tool and  could see the same play and it’s graph at the same time. Very impressive and it  didn’t slow the game down at all.<br />
  The rest of the track was focused on Casual Games. It  consisted of 6 topics.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The keynote address in the morning was not very good.  However it did show a diagnostic tool that can be run in real time with your  game. It records the frame states of your game and you can play through them on  a graphical interface to see where you get spikes in graphic, sound, etc  processing. The example they showed was of Gears Of War. The presenter ran  through about 1 minute of play with no lag. Then he pulled up the tool and  could see the same play and it’s graph at the same time. Very impressive and it  didn’t slow the game down at all.<br />
  The rest of the track was focused on Casual Games. It  consisted of 6 topics.</p>
<h2>“Taking Xbox LIVE Arcade Games to the Next Level”</h2>
<ul>
<li>Add what the trial experience will be like to  your design document before you begin coding.   Too many people wait until after the game is finished before thinking  about it.</li>
<li>They mentioned the 4 winners of the Xbox Live  development contest. And they also mentioned Shuggy (which I believe had graphics  from Daydream).</li>
<li>Xbox Live doesn’t have any games with a time  trial. Most of them allow you to play one level. They aren’t opposed to it;  it’s just that no developers have implemented it that way.</li>
<li>On some games they report that people play the  demo over and over many, many times without ever buying them. That’s why they  recommend working on the trial experience before development begins.</li>
<li>They don’t allow users to play multiplayer on  the trial versions, but they make it clear those options are available, just  locked until you pay.</li>
</ul>
<h2> “Life Cycle of Casual Games”</h2>
<ul>
<li>They find that multiplayer games with a  community have a wider tail with regards to sales.</li>
<li>Also web versions of games help drive sales. Now  MSN offers revenue sharing on ads. However it didn’t seem like that much.</li>
<li>All games should be:</li>
<ul>
<li>Easy to learn</li>
<li>Can be minimized</li>
<li>Can be “muted” if necessary( these seem to be  related to their numbers on how many people play at work. LOTS!)</li>
</ul>
<li>The question was asked as to the best time of  the year to release a game. The response was that they find a very small spike  at Christmas time, but nothing else noticeable.</li>
</ul>
<h2>“The Top Ten Things You Need to Know About Privacy</h2>
<p>Why ?</p>
<ol start="1" type="1">
<li>Keeps you out of hot       water.</li>
<li>Differentiates you with       competitors</li>
<li>Unblocks product       deployments for MS at least. Some governments don’t like privacy data       being sent.</li>
</ol>
<p>1/3 of customers say they don’t buy software that sends  privacy data. (cited source)</p>
<ul type="disc">
<li>Have an internal policy       that says what you will do with the email address. </li>
<li>Data classifications:</li>
<ul type="circle">
<li>Anonymous</li>
<li>Pseudonymous – don’t        individually know who that person is. The person in seat 7F.</li>
<li>Personally identifiable –        Pseudonymous data that is now identifiable.</li>
<li>Data about children</li>
<li>Sensitive personal        information</li>
</ul>
<li>Primary Use – To enter a       competition</li>
<li>Secondary Use – Using that       data for another purpose. Usually requires an opt out for the user.</li>
</ul>
<p>PII(Personally Identifiable Information)</p>
<ul type="disc">
<li>Name first and last</li>
<li>Address</li>
<li>Phone/fax/cell numbers</li>
<li>Email Address</li>
</ul>
<p>Sensitive( don’t collect this)</p>
<ul type="disc">
<li>Race</li>
<li>Financial Information</li>
<li>Medical Information</li>
<li>Sexual/Political       Preference</li>
<li>Government issued ID</li>
</ul>
<p>Where possible strong type cast your entry fields so people  don’t enter PII by accident. Also keeps data neat.<br />
  COPPA – Children’s Online Privacy Protection Act. Children  under 13 must have parent/guardians consent before you can collect data on them<br />
  The Ten Commandments</p>
<ol start="1" type="1">
<li>Accountability – Do you       do what you say in your policies?</li>
<li>Notice &lt;-Important.       Give notice before you ask for the data as to what it will be used for.       Provide opt out mechanism.</li>
<li>Collection – Only collect       what you need. Primary data can be implied opt in. However Secondary data       must require explicit opt-in.  Don’t       use persistent cookies.</li>
<li>Choice/consent &lt;-       Important Users should have to hit “Accept” or “Submit”. Do not “Phone       Home”. Let the users know it’s optional if it is.</li>
<li>Use and retention –       Destroy the data when you don’t need it any more. Don’t collect what you       won’t need. Treat it like toxic waste. Greek the phone numbers (206) 545       –XXXX.</li>
<li>Disclosure – Have a       privacy policy. Don’t use live customer data in your data center.</li>
<li>Quality- Have an obligation       to make sure the data is accurate.</li>
<li>Access- Users should be       able to update the PII. How do they clear it?</li>
<li>Security- You must secure       the privacy of the information. Encryption, SSL, etc.</li>
<li>Monitoring/Enforcement –       Mechanisms in place for Policies, training, Process, Audits. Do you have a       way for them to contact you if they believe there’s been a breach?</li>
</ol>
<p>Truste is an organization  (non-profit) that works with people to improve privacy on sites.</p>
<h2> “Integration APIs for MSN Site and  Messenger Games”</h2>
<p>Features:</p>
<ul type="disc">
<li>Badges and stas</li>
<li>Game Controls(mute, pause)</li>
<li>Game installation</li>
<li>Advertising</li>
</ul>
<p>Allows for the platform to tell the game when to continue  and for the game to send messages back to the platform to put in adds at  specified break points in the game. They can also force a game break if there  hasn’t been one in a long time.<br />
  CustomEvents and CustomReturns can be used for ingame  upsells and other hooks.<br />
  Scores can be sent by ScoreBroadCast and ScoreSubmit API  commands.<br />
  GameEnd command tells the platform to display the badges the  player has won and presents the upsell message.<br />
  Can be called from Flash, ActiveX. Silverlight was greyed  out. Don’t know why.<br />
  Announced RAPID 2.0 changes:</p>
<ul type="disc">
<li>Integrated with IIS</li>
<li>Updated documentation</li>
<li>Introduced a patching       utility that allows you to wrap the game into a single install.</li>
<li>Captures all the API calls       so you can see how they work in the platform.</li>
<li>Allows you to set the       genre of the game, game description, and other data for the site production       staff to figure out where to place the game. Also you can set the levels       for the badges.</li>
</ul>
<p>Messenger Games API</p>
<ul type="disc">
<li>Fuzz Test – Hits your       client to see if they can handle bad data being sent across the network.</li>
<li>Can test two clients in       the same window.</li>
</ul>
<p>Gotchas</p>
<ul>
<li>Suspend sounds during GameBreak, Pause, GameEnd,  or Mute.</li>
<li>Make sure that the game client is reset after  GameEnd is called</li>
<li>Do not assume recourse are it the same directory  as the page</li>
<li>Don’t assume things load instantly. Many people  have low performing machines</li>
<li><a href="mailto:mcg@microsoft.com">mcg@microsoft.com</a> to get the GDK</li>
<li><a href="http://www.microsoftcasualgames.com">www.microsoftcasualgames.com</a> for information</li>
</ul>
<p>&nbsp;</p>
<h2>“Building Games with Silverlight”</h2>
<p>They started by playing a few games from Miniclip and other  sites including Tunnel Trouble, Zombomatic, Dr. Popper., and Zero Gravity.<br />
  Silverlight MVPs were here to answer any questions about the  session.<br />
  Overview of Silverlight:</p>
<ul type="disc">
<li>Cross browser</li>
<li>Cross patform</li>
<li>Browser plugin</li>
<li>.Net(C#, VB, Ruby, Python,       Javascript)</li>
</ul>
<p>XAML – eXtensibleAplication Markup Language. Separation of  Code from XAML.<br />
  Two Tools:</p>
<ul type="disc">
<li>Visual Studio – Code,       Compile, Debug.</li>
<li>Expression Studio -       Design, States, Vector</li>
</ul>
<p>Demoed Zombomatic – Silverlight 1.0 development<br />
  Written in XAML with Javascript.<br />
  Zero Gravity – Silverlight<br />
  Written in C# and .NET. Uses tiles  created InDesign an Blend.<br />
  Tunnel Trouble – <br />
  Large  tile game.<br />
  Dr. Popper –<br />
  Written in XNA and then into  Silverlight 1 and 2.<br />
  Has network high scores.<br />
  Scaling to full screen is handled automatically.  No special code needed.<br />
  Stack Attack (like Klax)<br />
  Written  in a few eventings<br />
  Written for the RIA Run game  contest.<br />
  Board Composition<br />
  Vector graphics used.<br />
  Collision detection is done on  different layers, so it can ignore tiles on another layer.<br />
  The board stays stationary and the  players view moves around the screen to create a scrolling effect.<br />
  In XAML they can set keyframes and transformations on  objects. They can set the time it takes to do these transformations as well.<br />
  These transformations are then wrapped into “storyboards”.  These can be called as needed in the game.<br />
  Transformations can be procedurally done as well as in the  XAML.<br />
  Performance:</p>
<ol start="1" type="1">
<li>Powerful CLR</li>
<li>Not Compact Framework,       has same GC as full .NET framework. Includes garbage collection.</li>
<li>Can do heavy duty       calculations client side, including physics.</li>
<li>Troubleshoot render       performance with EnableRedrawRegions.</li>
</ol>
<p>You can also take advantage of some of the XNA game  libraries with Silverlight.<br />
  Things to think about when making a Silverlight and XNA Game  at the same time.</p>
<ul type="disc">
<li>Avoid Vector Graphics</li>
<li>Wrap differences</li>
<li>Add as link for common       files</li>
<li>Update/Draw vs Add and       Forget</li>
</ul>
<p>The code they showed was able to compile for Silverlight,  XNA and the Zune.<br />
  Animation Techniques:</p>
<ul type="disc">
<li>Silverlight can only       modify the value of a property over an interval of time.</li>
<li>Two approaches: Stack a       series of frames or use a Canvas Clip.</li>
</ul>
<p>Links:<br />
  Game Contest with $2000 in prizes:<br />
  <a href="http://www.teamzonesports.com/home/silverlightgamecontest">www.teamzonesports.com/home/silverlightgamecontest</a><br />
  <a href="http://www.Silverlight.net">www.Silverlight.net</a>  is the tools site.<br />
  <a href="http://www.Silverlightgames101.net">www.Silverlightgames101.net</a></p>
<h2>“Game Programming with Silverlight 2”</h2>
<p>Silverlight supports IE, Firefox and Safari.<br />
  Use Visual Studio 2008.<br />
  Recommend using “add a new web to the solution for hosting  the control” when you create the project solution.(default)<br />
  Main GameLoops should be executed as a Storyboard. </p>
<p>Fireball was a game that you can learn about on this blog.<br />
  The blog can be found here: <br />
  <a href="http://Timheuer.com/blog">http://Timheuer.com/blog</a><br />
  <a href="http://www.slilverlight.net/blogs/msnow">www.slilverlight.net/blogs/msnow</a></p>
    ]]></content>
  </entry>
  <entry>
    <title>My new toys and the portals</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/123" />
    <id>http://piddlepup.com/node/123</id>
    <published>2008-07-09T12:24:38-05:00</published>
    <updated>2008-07-09T12:29:01-05:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p>It's been a busy summer. I've gotten my game out to three portals. Two (<a href="http://www.macgamestore.com/detail.php?ProductID=940">Mac Game Store</a> and <a href="http://www.reflexive.com/Crumb.html">Reflexive</a>) have released and one is pending. Hopefully it will be out in the next few weeks.<br />
I'm very pleased with the exposure, but the sales on my own site have not been great. I suspect this is mostly to the fact that I don't have the exposure necessary to pull the required amount of downloads.<br />
I just recently got a PS3 and have been having alot of fun playing with that. Not as many games as the 360 but I like what I've seen so far. My wife and I have been playing Guitar Hero Aerosmith and having a blast.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>It's been a busy summer. I've gotten my game out to three portals. Two (<a href="http://www.macgamestore.com/detail.php?ProductID=940">Mac Game Store</a> and <a href="http://www.reflexive.com/Crumb.html">Reflexive</a>) have released and one is pending. Hopefully it will be out in the next few weeks.<br />
I'm very pleased with the exposure, but the sales on my own site have not been great. I suspect this is mostly to the fact that I don't have the exposure necessary to pull the required amount of downloads.<br />
I just recently got a PS3 and have been having alot of fun playing with that. Not as many games as the 360 but I like what I've seen so far. My wife and I have been playing Guitar Hero Aerosmith and having a blast.<br />
My plans for my next game are around a click-management type game. I'm still writing the spec and doing some prototyping. I'll post screen shots as development proceeds.<br />
Later this month will be the Seattle Casual Connect conference. This conference is a chance for all us Casual/Indie game developers to get together. It should be alot of fun.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Marketing and Distribution</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/119" />
    <id>http://piddlepup.com/node/119</id>
    <published>2008-06-12T10:34:56-05:00</published>
    <updated>2008-06-12T10:34:56-05:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p>So I've been silent since my last post due to lots of work in the Marketing and Distribution area. To get Crumb as much exposure as possible, I've had to spending lots of time marketing it. This has included writing and distributing press releases, creating and distributing PAD files, and writing to and signing contracts with distribution partners.<br />
I think anyone wanting their game to make a big impact in the market should expect to spend about a months time in refining the game, making fixes, creating custom builds, and negotiating with people. I'll write more about my experiences with fini</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>So I've been silent since my last post due to lots of work in the Marketing and Distribution area. To get Crumb as much exposure as possible, I've had to spending lots of time marketing it. This has included writing and distributing press releases, creating and distributing PAD files, and writing to and signing contracts with distribution partners.<br />
I think anyone wanting their game to make a big impact in the market should expect to spend about a months time in refining the game, making fixes, creating custom builds, and negotiating with people. I'll write more about my experiences with finishing the game as time permits.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Crumb is finished</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/113" />
    <id>http://piddlepup.com/node/113</id>
    <published>2008-05-04T16:25:46-05:00</published>
    <updated>2008-05-04T16:26:36-05:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I'm pleased to announce that Crumb is finished. I've had alot of support and encouragement from the Indie Game community who helped me through the tough spots. I'm now looking for publishers and setting up the sales portal for this site. I'm also looking at putting the Forum back in to encourage community development around the game. The Mac version is being finalized as well and will be coming out soon.</p>
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    <content type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I'm pleased to announce that Crumb is finished. I've had alot of support and encouragement from the Indie Game community who helped me through the tough spots. I'm now looking for publishers and setting up the sales portal for this site. I'm also looking at putting the Forum back in to encourage community development around the game. The Mac version is being finalized as well and will be coming out soon.</p>
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  </entry>
  <entry>
    <title>Funny Bugs</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/111" />
    <id>http://piddlepup.com/node/111</id>
    <published>2008-03-10T11:10:09-05:00</published>
    <updated>2008-03-10T11:10:36-05:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p>On the Crumb front, I've finished the first pass with all 54 levels of the game. I'm now going through and counting how many moves it takes to finish each level. Then I'll take this information and build the best score table based on this. If a player beats this best score, the table replaces that entry with their profile name. I'm also rearranging the character select screen so it is only accessible when a player creates a new profile. Seems to make better sense there. I've also found a few bugs I'm figuring out.</p>
<p>It seems like every time I fix a few bugs, I find a few smaller ones. I know this is part of the final process but it's annoying. I'm definately going to have to put the game out for beta feedback to do the final evaluation before sending it to publishers.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>On the Crumb front, I've finished the first pass with all 54 levels of the game. I'm now going through and counting how many moves it takes to finish each level. Then I'll take this information and build the best score table based on this. If a player beats this best score, the table replaces that entry with their profile name. I'm also rearranging the character select screen so it is only accessible when a player creates a new profile. Seems to make better sense there. I've also found a few bugs I'm figuring out.</p>
<p>It seems like every time I fix a few bugs, I find a few smaller ones. I know this is part of the final process but it's annoying. I'm definately going to have to put the game out for beta feedback to do the final evaluation before sending it to publishers.</p>
<p>The two funniest bugs I've found lately:</p>
<p>1. When the player picks up a key of a certain color, they can then go through doors of the same colored lock. However, I discovered on one level that my code was letting the monsters unlock the doors as well, if the player had picked up the corresponding key. It was kinda funny to see the monsters go through the doors and surprise you.</p>
<p>2. I have two types of cottages in the game that act as exit points for the player. One of them is a straw house. When a player gets all the crumbs, the door is supposed to open automatically on the house. However on the straw houses, the door open tile, shows up in another place on the map. If you can imaging an open door materializing on the map, but not at the actual cottage.</p>
<p>On the video game news front, I was pointed to a great article on one persons experiences working at Atari on the Donkey Kong game for the Atari 800. You can check it out <a href="http://www.dadhacker.com/blog/?p=987">here</a>.</p>
    ]]></content>
  </entry>
  <entry>
    <title>The Accounting Game</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/110" />
    <id>http://piddlepup.com/node/110</id>
    <published>2008-02-11T11:25:41-06:00</published>
    <updated>2008-02-11T11:29:26-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p></p>
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A few weeks ago, I had the opportunity to participate in a great class on accounting. The class is designed around a game called the <a href="http://www.theaccountinggame.com/?cid=hr.gg.accountingtraining">Accounting Game</a>. In the game, you participate in the creation and running of a lemonade stand. Using little game pieces, you act out the accounting involved in running your stand. You purchase supplies, pay people, get loans and pay them back. In the end you learn how to read balance sheets and many other accounting documents.<br />
The Accounting Game by no means is a full accounting course. The instructors describe it as an introduction to accounting all in one day.</p>
    ]]></summary>
    <content type="html"><![CDATA[<br />
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A few weeks ago, I had the opportunity to participate in a great class on accounting. The class is designed around a game called the <a href="http://www.theaccountinggame.com/?cid=hr.gg.accountingtraining">Accounting Game</a>. In the game, you participate in the creation and running of a lemonade stand. Using little game pieces, you act out the accounting involved in running your stand. You purchase supplies, pay people, get loans and pay them back. In the end you learn how to read balance sheets and many other accounting documents.<br />
The Accounting Game by no means is a full accounting course. The instructors describe it as an introduction to accounting all in one day.<br />
<!--break--><br />
My group found it to be alot of fun and very educational at the same time. Though the course is probably expensive to attend, the book they also have is quit reasonable. If you are curious about the basics of accounting (like many indie game business owners) I would highly recommend it.<br />
<!--break--><br />
You can find the book <a href="http://www.amazon.com/Accounting-Game-Basic-Fresh-Lemonade/dp/1570713960/ref=pd_bbs_2?ie=UTF8&amp;s=books&amp;qid=1202750343&amp;sr=8-2">here</a>.<br />
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    ]]></content>
  </entry>
  <entry>
    <title>Mass Effect</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/109" />
    <id>http://piddlepup.com/node/109</id>
    <published>2008-02-04T10:58:14-06:00</published>
    <updated>2008-02-04T10:58:14-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p></p>
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On top of my continuing obsession with Guitar Hero 3, I've started playing Mass Effect. My take on the game is that it's a modern remake of <a href="http://www.geocities.com/TimesSquare/Maze/4979/starflight.html" title="Starflight">Starflight</a>. I was a big fan of Starflight, so this game is right up my alley. Mass Effect has a huge story line with many races and plots going on. The dialog tree is also huge. I have found some annoying problems that creep up from time to time. In one incident after a cutscene on the first planet mission I returned to the ships infirmary. When I awoke and started to talk to the doctor my XBox started to get quiet and I couldn't hear anyone talking in the game. Then I got an error that the disk was damaged. I examined the disc and it was fine. So I had to start over from the cutscene. I think there area  few glitches like this in the game.<br />
Another thing that annoyed me was that on one planet I could explore everywhere. On another I was stuck in a valley that I couldn't go up the walls in my vehicle. There was no difference in the height, they just wanted to control my movements. I do find that the exploration on the ground is kinda boring, but the spacefilght and the RPG aspects are very cool.<br />
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On top of my continuing obsession with Guitar Hero 3, I've started playing Mass Effect. My take on the game is that it's a modern remake of <a href="http://www.geocities.com/TimesSquare/Maze/4979/starflight.html" title="Starflight">Starflight</a>. I was a big fan of Starflight, so this game is right up my alley. Mass Effect has a huge story line with many races and plots going on. The dialog tree is also huge. I have found some annoying problems that creep up from time to time. In one incident after a cutscene on the first planet mission I returned to the ships infirmary. When I awoke and started to talk to the doctor my XBox started to get quiet and I couldn't hear anyone talking in the game. Then I got an error that the disk was damaged. I examined the disc and it was fine. So I had to start over from the cutscene. I think there area  few glitches like this in the game.<br />
Another thing that annoyed me was that on one planet I could explore everywhere. On another I was stuck in a valley that I couldn't go up the walls in my vehicle. There was no difference in the height, they just wanted to control my movements. I do find that the exploration on the ground is kinda boring, but the spacefilght and the RPG aspects are very cool.<br />
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  <entry>
    <title>Worst Keyboards</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/108" />
    <id>http://piddlepup.com/node/108</id>
    <published>2008-01-11T13:44:59-06:00</published>
    <updated>2008-02-11T11:28:59-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --></p>
<p>Today there was an interesting <a href="http://www.pcworld.com/article/id,139100/article.html">article</a> on the "worst" computer keyboards of all time. I remember alot of these. Recently I took a look at an old TI-994A and Atari 800 that I have. Both have very bad keyboards. I probably got carple tunnel from all the hours spent typing in computer code. It's much easier now, and not as painful.</p>
<p><a href="http://www.greyaliengames.com/">Grey Alien Games</a> has released a new 1.06 version of their <a href="http://www.greyaliengames.com/framework.php">Framework</a>. It includes many features to make BlitzMax much more Mac friendly as well as fixing many bugs with Vista. I highly recommend it to anyone working in BlitzMax.</p>
    ]]></summary>
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<p>Today there was an interesting <a href="http://www.pcworld.com/article/id,139100/article.html">article</a> on the "worst" computer keyboards of all time. I remember alot of these. Recently I took a look at an old TI-994A and Atari 800 that I have. Both have very bad keyboards. I probably got carple tunnel from all the hours spent typing in computer code. It's much easier now, and not as painful.</p>
<p><a href="http://www.greyaliengames.com/">Grey Alien Games</a> has released a new 1.06 version of their <a href="http://www.greyaliengames.com/framework.php">Framework</a>. It includes many features to make BlitzMax much more Mac friendly as well as fixing many bugs with Vista. I highly recommend it to anyone working in BlitzMax.</p>
<p><a href="http://piddlepup.com/node/9">Crumb</a> is progressing nicely and i hope to have major updates within the month.</p>
<p>Happy New Year to everyone.<br />
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  </entry>
  <entry>
    <title>Holiday Update</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/107" />
    <id>http://piddlepup.com/node/107</id>
    <published>2007-12-17T12:29:27-06:00</published>
    <updated>2008-01-11T13:43:34-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p>Time for an update. I've been very busy with <a href="http://piddlepup.com/node/9">Crumb</a>. Lots of great work has been done by my artists at Sherman3D. They have created some great artwork. So now it's up to me to finish up some features and complete levels. The levels take alot of time. It's really takes time to make levels that are nice to view as well as being fun to play. I have to make sure they aren't too hard, but also not too easy.</p>
<p>A few other things to mention. Aveyond 2 has been released by <a href="http://piddlepup.com/node/9">Amaranth</a>. If you have a chance to download it I'm sure you'll really like what they have done with this game. </p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Time for an update. I've been very busy with <a href="http://piddlepup.com/node/9">Crumb</a>. Lots of great work has been done by my artists at Sherman3D. They have created some great artwork. So now it's up to me to finish up some features and complete levels. The levels take alot of time. It's really takes time to make levels that are nice to view as well as being fun to play. I have to make sure they aren't too hard, but also not too easy.</p>
<p>A few other things to mention. Aveyond 2 has been released by <a href="http://piddlepup.com/node/9">Amaranth</a>. If you have a chance to download it I'm sure you'll really like what they have done with this game. </p>
<p>On the home front, I've changed the web site a little bit to remove redundant links and make things easier to navigate. I hope people like it much better. I'm also on the verge of compiling and releasing my Mac version of <a href="http://piddlepup.com/node/51">Pirate Poker</a>.<br />
I should have more updates in the next month and hope to have a complete game by then.</p>
<p>Merry Christmas and Happy Holidays to everyone out there.</p>
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  <entry>
    <title>Welcome Sherman3D</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/106" />
    <id>http://piddlepup.com/node/106</id>
    <published>2007-11-01T11:44:54-05:00</published>
    <updated>2008-01-11T13:46:57-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start -->Time to give an update. I've been very busy with BBQ competitions and vacation so I'm finally getting some time to get back to work. Our team got 9th in Chicken but didn't do as well in other categories. We're still getting better every year in our overall scores, so I'm happy with our showing.</p>
<p>Time for a programming update.</p>
<p>Among the things I've got to show are my new tile sets that I've gotten from my friends at <a href="http://www.sherman3d.com" title="Sherman3D">Sherman3D</a>. They are working hard to get me the 3 final tile sets and additional art assets I need to finish <a href="http://www.piddlepup.com/node/9" title="Crumb">Crumb</a>.</p>
<p>Here are some of the great tile sets they have initially worked on. </p>
<p><span class="inline left"><a href="/node/104"><img src="http://piddlepup.com/system/files/images/fall_current.thumbnail.jpg" alt="Fall TileSet for Crumb" title="Fall TileSet for Crumb"  class="image thumbnail" width="100" height="70" /></a><span class="caption" style="width: 98px;"><strong>Fall TileSet for Crumb</strong></span></span><span class="inline left"><a href="/node/105"><img src="http://piddlepup.com/system/files/images/winter_current.thumbnail.jpg" alt="Winter TileSet for Crumb" title="Winter TileSet for Crumb"  class="image thumbnail" width="100" height="70" /></a><span class="caption" style="width: 98px;"><strong>Winter TileSet for Crumb</strong></span></span></p>
<p>
Also, my <a href="http://piddlepup.com/node/51" title="PiddlePup Pirate Poker">PiddlePup Pirate Poker</a> game has had some major bug fixes and been tested on Vista. So I'm going to incorporate those fixes into my next version release as well as into my Mac release. </p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start -->Time to give an update. I've been very busy with BBQ competitions and vacation so I'm finally getting some time to get back to work. Our team got 9th in Chicken but didn't do as well in other categories. We're still getting better every year in our overall scores, so I'm happy with our showing.</p>
<p>Time for a programming update.</p>
<p>Among the things I've got to show are my new tile sets that I've gotten from my friends at <a href="http://www.sherman3d.com" title="Sherman3D">Sherman3D</a>. They are working hard to get me the 3 final tile sets and additional art assets I need to finish <a href="http://www.piddlepup.com/node/9" title="Crumb">Crumb</a>.</p>
<p>Here are some of the great tile sets they have initially worked on. </p>
<p><span class="inline left"><a href="/node/104"><img src="http://piddlepup.com/system/files/images/fall_current.thumbnail.jpg" alt="Fall TileSet for Crumb" title="Fall TileSet for Crumb"  class="image thumbnail" width="100" height="70" /></a><span class="caption" style="width: 98px;"><strong>Fall TileSet for Crumb</strong></span></span><span class="inline left"><a href="/node/105"><img src="http://piddlepup.com/system/files/images/winter_current.thumbnail.jpg" alt="Winter TileSet for Crumb" title="Winter TileSet for Crumb"  class="image thumbnail" width="100" height="70" /></a><span class="caption" style="width: 98px;"><strong>Winter TileSet for Crumb</strong></span></span></p>
<p>
Also, my <a href="http://piddlepup.com/node/51" title="PiddlePup Pirate Poker">PiddlePup Pirate Poker</a> game has had some major bug fixes and been tested on Vista. So I'm going to incorporate those fixes into my next version release as well as into my Mac release. </p>
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  <entry>
    <title>10 greatest challenges of making video games</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/103" />
    <id>http://piddlepup.com/node/103</id>
    <published>2007-09-21T10:49:58-05:00</published>
    <updated>2007-12-17T12:27:59-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start -->Today Popular Science posted an article on the <a href="http://popsci.com/popsci/technology/8312f0209dd15110vgnvcm1000004eecbccdrcrd.html">10 greatest challenges of making video games</a>. It's an interesting read from the game design/art/programming perspectives in a broad sense, but has less of a relevance to the Indie Game Community. Still a good read.<br />
There was also a post today about a <a href="http://www.techcrunch.com/2007/09/19/playspan-takes-65m-series-a-founder-in-grade-6/">12 year old entrepreneur</a> who received 6.5 Million in venture capital for his game startup company. It still shows that some things are still so easy a 12 year old can do them.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start -->Today Popular Science posted an article on the <a href="http://popsci.com/popsci/technology/8312f0209dd15110vgnvcm1000004eecbccdrcrd.html">10 greatest challenges of making video games</a>. It's an interesting read from the game design/art/programming perspectives in a broad sense, but has less of a relevance to the Indie Game Community. Still a good read.<br />
There was also a post today about a <a href="http://www.techcrunch.com/2007/09/19/playspan-takes-65m-series-a-founder-in-grade-6/">12 year old entrepreneur</a> who received 6.5 Million in venture capital for his game startup company. It still shows that some things are still so easy a 12 year old can do them.<br />
Next week I'll be posting my post mortem on <a href="http://www.piddlepup.com/?q=node/51&amp;PHPSESSID=bf61ea789c1d1101f42692ce5b82ce2a">PiddlePup Pirate Poker</a>. It will detail the good and bad experiences I had in making the game and hopefully guide others in what works and what doesn't work. :)<br />
I'll also be competiting this weekend in a BBQ Competition here in Seattle with 30 other groups. I hope to come home with another ribbon this year.<br />
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  <entry>
    <title>Colossal Cave Adventure Source Code Found</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/102" />
    <id>http://piddlepup.com/node/102</id>
    <published>2007-08-15T10:27:24-05:00</published>
    <updated>2007-11-08T11:18:07-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I still remember playing Adventure on my girl friends IBM "portable". Even though there were no graphics, it was still a great experience. Recently it was announced that Will Crowther's original source code for Colossal Cave Adventure has been found. The FORTRAN source code can be found <a href="http://jerz.setonhill.edu/if/crowther/">here</a>. For those too young to realize the significance of this, it's like finding the holy grail of adventure game programming.</p>
<p>You can see the posting <a href="http://brain.lis.uiuc.edu:2323/opencms/export/sites/default/dhq/vol/001/2/000009.html">here</a>. It includes pictures of the real caves used for inspiration in the game and an explanation of the code.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I still remember playing Adventure on my girl friends IBM "portable". Even though there were no graphics, it was still a great experience. Recently it was announced that Will Crowther's original source code for Colossal Cave Adventure has been found. The FORTRAN source code can be found <a href="http://jerz.setonhill.edu/if/crowther/">here</a>. For those too young to realize the significance of this, it's like finding the holy grail of adventure game programming.</p>
<p>You can see the posting <a href="http://brain.lis.uiuc.edu:2323/opencms/export/sites/default/dhq/vol/001/2/000009.html">here</a>. It includes pictures of the real caves used for inspiration in the game and an explanation of the code.<br />
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  <entry>
    <title>Her Interactive</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/101" />
    <id>http://piddlepup.com/node/101</id>
    <published>2007-08-10T12:06:25-05:00</published>
    <updated>2007-11-08T11:18:20-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I've always been a fan of the Hardy Boy/Nancy Drew books as a kid. And I love that <a href="http://digitalstore.herinteractive.com/">Her Interactive</a> has brought these games back. I saw a report about a year ago that described how mothers were doing slumber parties with their daughters.They would stay up all night and play these games. I always like to hear about a game studio who has gone against the grain to create their own genre and I'm glad to see adventure games like this making a comeback. Today, gamasutra has a good <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15056">article</a> with Her Interactive Marketing Producer Jessica Chiang. Check it out, it's a good read.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
I've always been a fan of the Hardy Boy/Nancy Drew books as a kid. And I love that <a href="http://digitalstore.herinteractive.com/">Her Interactive</a> has brought these games back. I saw a report about a year ago that described how mothers were doing slumber parties with their daughters.They would stay up all night and play these games. I always like to hear about a game studio who has gone against the grain to create their own genre and I'm glad to see adventure games like this making a comeback. Today, gamasutra has a good <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15056">article</a> with Her Interactive Marketing Producer Jessica Chiang. Check it out, it's a good read.</p>
<p>I've also got a subscription to Shockwave so that I can look at the games that are out there. They have a good deal where you can play all their games for free (fully unlocked) for $60 per year. A good deal in my book. I've already gotten hooked on the hidden item games. Spooky Manor was alot of fun, and very well done. However I finished it in 4 hours, and there's no replay value.<br />
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  <entry>
    <title>Back from Vacation</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/100" />
    <id>http://piddlepup.com/node/100</id>
    <published>2007-07-30T15:54:23-05:00</published>
    <updated>2007-11-08T11:18:34-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
<P>It's been awhile since I posted, so I'll just give a quick update.</P><br />
		<P>Two weeks ago, I attended the Seattle Casuality conference. It was a blast. I<br />
			got to see many of my friends from the Indie Gamer Forum, as well as others I<br />
			haven't seen since last year. I wasn't sure if the Monday sessions would be<br />
			worth it since they focused on an introduction to the industry, however I did<br />
			discover some real gems of information from those sessions. The rest of the<br />
			conference was alot of fun, and I had a great time meeting new people.<br />
		</P></p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start --><br />
<P>It's been awhile since I posted, so I'll just give a quick update.</P><br />
		<P>Two weeks ago, I attended the Seattle Casuality conference. It was a blast. I<br />
			got to see many of my friends from the Indie Gamer Forum, as well as others I<br />
			haven't seen since last year. I wasn't sure if the Monday sessions would be<br />
			worth it since they focused on an introduction to the industry, however I did<br />
			discover some real gems of information from those sessions. The rest of the<br />
			conference was alot of fun, and I had a great time meeting new people.<br />
		</P><br />
		<P>Here are some of the highlights:</P><br />
		<UL><br />
			<LI>There were a few great post mortems on <a href="http://www.virtualvillagers.com/">Virtual	Villagers</a>, and <a href="http://www.xbox.com/en-US/games/c/catanxboxlivearcade/default.htm">Settlers of Catan</a>.<br />
			<LI>Nolan Bushnell was on hand to talk about his new ventures with <a href="http://beta.uwink.com/">uWink</a>.<br />
			<LI>James Smith gave a great run down of his <a href="http://www.game-sales-charts.com/cms/">Game Sales</a> charts.<br />
			</LI><br />
		</UL><br />
		<P>This last week, I spent in Whistler getting a much needed vacation. While there<br />
			I read a very good book by Raymond Chen called <a href="http://www.amazon.com/s/ref=nb_ss_gw/002-9475356-3478416?initialSearch=1&amp;url=search-alias%3Daps&amp;field-keywords=%22old+new+thing%22"><br />
				The Old New Thing</a>. I highly recommend it for those of us who complain<br />
			about Windows. It reveals alot of the reasons Windows has become the OS it is.</P><br />
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  <entry>
    <title>Zork</title>
    <link rel="alternate" type="text/html" href="http://piddlepup.com/node/99" />
    <id>http://piddlepup.com/node/99</id>
    <published>2007-06-28T11:43:05-05:00</published>
    <updated>2007-11-08T11:18:50-06:00</updated>
    <author>
      <name>Keith</name>
    </author>
    <summary type="html"><![CDATA[<p><!-- google_ad_section_start --></p>
<p>I was reading a great <a href="http://www.gamasutra.com/view/feature/1499/the_history_of_zork.php?page=1">article</a> today on the history of <a href="http://en.wikipedia.org/wiki/Zork">Zork</a>. For those of you who weren't playing video games in the 1980's, Zork was an early text adventure that helped set the bar for descriptive text adventures. I have many fond memories of playing this game and others like it on an old IBM <a href="http://old-computers.com/museum/computer.asp?st=1&amp;c=446">portable</a>.</p>
<p>One of the most interesting things in the article was how the early Infocom developers created a virtual machine that worked for all computers. When they wanted to port the game to a new computer, they simply had to write an interpreter for the virtual machine to run on the new computer. This allowed them to port their whole library of games to a new computer with one effort.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><!-- google_ad_section_start --></p>
<p>I was reading a great <a href="http://www.gamasutra.com/view/feature/1499/the_history_of_zork.php?page=1">article</a> today on the history of <a href="http://en.wikipedia.org/wiki/Zork">Zork</a>. For those of you who weren't playing video games in the 1980's, Zork was an early text adventure that helped set the bar for descriptive text adventures. I have many fond memories of playing this game and others like it on an old IBM <a href="http://old-computers.com/museum/computer.asp?st=1&amp;c=446">portable</a>.</p>
<p>One of the most interesting things in the article was how the early Infocom developers created a virtual machine that worked for all computers. When they wanted to port the game to a new computer, they simply had to write an interpreter for the virtual machine to run on the new computer. This allowed them to port their whole library of games to a new computer with one effort.</p>
<p>Another great inovation that Infocom came up with was the addition of schwag type items. I call them schwag because they were little extras that came in the box. One game I had came with a glowing stone and some notes to use in the game. One copy of Leisure Suit Larry I received in the late 80's had a cocktail napkin with the name of the bar in the game. These were great marketing ideas and added a nice touch to the packaging of the game.</p>
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