Io, Io, Io!
A girl. A car.
2011-08-07 18:39:28 And, in minutes, a girl, a car, hours of roads, a different background each checkpoint.

But remember: after the long trip, the clear sea and the love (and nags) of your sweet girl, if you hate the fat guy with checkered flag you've left at start, the hate is still there after the vacation.
Vacations are relax, not amnesia.
Have a nice summer! Bye! ~ . ~ Summer graveyard.
2011-08-05 22:10:23 Hi guys. I'm not dead, as usual. And when the most of the posts starts with "I'm not dead" is probably because I'm turning in one of them.
Anyway, in these months I've played with a lot of things - any of them is far for being complete but I had a lot of fun doing them and did their job: make me learn stuff. And their sources are still on my unfinished projects, so who knows? ;)
Spout in HTML
Playing with fonts, divs and CSS transformations, I've tried to replicate the cool Spout (Link) using HTML. Results were quite good on desktops and while most of the text formatting and camera animations were complete, results were less exciting on mobiles. Played a lot of videogames instead - some of the few nice games for PS3 I have.

More games with HTML5/CSS3
I've decided to explore the CSS-sprite way of making games, mixing the essential "new" CSS transformations. This time I've tried to make something more visual, taking a lot of inspiration from Torque (Link) instead of a set of libraries or an SDK.
Results are quite satisfying and working on a GUI is really fun. The GUI is totally completed, the behaviour engine and many sprite properties are ready but I've decided to pause the project in order to do some in-depth test on Akihabara on 3DS and, since something is moving with other Akihabara devs. I gave more attention on the existing project. I'll pick up the code again later, since I had a lot of fun on watching what was coming up.

Alchemy-esque game
A friend (Stefano "The Kusagari" Fioretto) suggested me Alchemy for Android (Link) and, while I've found the game quite original, it wasn't the genre I like. But I was wondering which complex procedure is behind the making of coherent pairs in order to keep the game completable and balanced on the number of combinations. Started on an HTML version of the game that included database coherence checks and pairs generators. I also did the whiteboard code but after 80 combinations, I paused the project: It took to me on an interesting research on gaming history and genres influences that stolen the scene, turning me in a Wikipedia crawler.

Playing with websockets
I usually don't like browser specific features on not-so-spread technolgies but, after "hanging out" on Google+ with PotHix and talked about misc HTML5 technologies, I decided to have a look to websockets, just for knowing in-depth how it works when I talk about with friends. :)
I experimented some kind of netplay with Akihabara games, using the "keyboard sharing" technique, remarked for being as easy to implement as quite unefficient and net-expensive. Probably it could work just on LAN but I had some fun on integrate that - brought me memories of SDL_net libs. It worked but was far from being "production ready". Moreover I think that games have to implement their specific netcode in order to give acceptable performances on each genre.
Websockets are interesting indeed and I surely have a look again to them once will be supported by more browsers.

Low latency realtime web
About 4 years ago I started a MMO that used PHP, Javascript and HTML (CSS sprites). It worked quite well and I've put together some worlds and a set of interactions between players (from baloon-esque chat to syncronous video playback, multiplayer games and so on).
Anyway I wasn't sure about load and security issues so, while I've leaned a lot of stuff (that is my main purpose when I work on my own projects), I left the project as is.
This project popped up from the mail some days ago so I've decided to work on just the client/server comunication engine in order to make a "cheap" and more stable infrastructure to be used in other projects.

Sun
No. I'm not working for Sun. Is summer. Everything stops, except Nintendo DSs, XBoxes and PS3s. I've to end my pile of games ASAP in order to empty the wallet for the September-December marathon, expecially for the nearly-unused 3DS.
That's all. I hope to abandon this digest-like updates to something more... well... like a blog :)
Hi, then! Have a nice summer!
~ . ~ Ocsicnarf Nas
2011-07-03 18:59:40 Who follows me on Twitter already knows that I was in San Francisco in the last three days. What is less known is that I was there thanks to Zynga (Link) who kindly offered travel and hotel reservations.
Despite the 14-hours-long travel, some troubles at Amsterdam airport in both directions, I've to say that they were very nice days indeed and, better than all, I met a lot of very interesting people there.

I talked about games seriously and is something mind blowing for me for mainly two reasons: the first one is that game development is really underrated here in Italy and, in most of the cases, are considered like low-budget projects that don't need any particular care, so talking about videogames in that terms was very new to me.
The second one is that I spoke in English and, despite most of the words were sadly incorrectly placed or expressed, I felt that the other person was understanding what I was saying for real. Honestly, just this is a real goal for me.
It is not a secret that we mostly talked about the Akihabara engine, from the reasons I've put together that messed-up libraries to something in-depth about how it works. I'm not going to tell you what was said word-by-word, since it is so boring to fill up this post with tech babble, but I'm here to say thank you again to anybody who showed or are still showing, in some way (from promoting to hacking and developing) to this little open-sourced project.
Akihabara wasn't born as a real full-fledged opensource project nor something like a company startup - it was made putting together what I know about making games (and what I know about game engines) while wasting my spare time in lunch breaks or at home.
Having some people promoting that, someone else patching and making the code tidy and, most important, someone making some small or big game using that, is like an unexpected reward for something I hadn't the intention to do.
So, people, I credited all of you (don't need to say who you are - you simply already know) to them, because I'll always owe you something, since I made Akihabara without asking nothing back.
Seriously, I don't mind if Akihabara will be replaced, forgotten or improved for that same reason - until its code is online, will be yours and, if you ask me if some improvement is good or not, I'll simply answer you. It is on GitHub and is there for collaboration, branching, rewriting or being forgotten.
Akihabara is not the only "thing I've made for fun" that is on kesiev.com. Probably there will be more or there will be less or nothing more at all.
And for this no-reward request, I've to thank you for anything will come from my sh*t (from dissing, criticizing and hate mail to opportunities to make photos of the Moscone Center, visiting the Westfield Shopping Mall or being called for my late at the airport on San Francisco). But the most exciting part, talking with real seniors in videogame development, is the most rewarding thing for a coding lover - above all if is something coming by himself.
So, thank you again. I'm going to write more code, in order to make this happen again and again.
I was joking. Prr.
I'm going to keep playing Castlevania Order Of Ecclesia - started during plane trip. And if you own a NDS (or 3DS) make you a favour and hurry purchasing that game because will kick your ass so hard you'll never remember your name again! (Link) ~ . ~ « Pagina precedente | Pagina successiva » |