Graham Reeves, the feed.

This is most of my stuff, they're usually in RSS feeds so I've aggregated it all.

graham@grahamreeves.com

Links
Source: Twitter / TootleGames | 2 Feb 2010 | 4:57 am

TootleGames: Genius. RT @appcakes: iSandwich – An iPhone Sandwich http://ff.im/-f7cn7 #iphone

TootleGames: Genius. RT @appcakes: iSandwich – An iPhone Sandwich http://ff.im/-f7cn7 #iphone
Source: Twitter / TootleGames | 23 Jan 2010 | 6:56 am

TootleGames: Looking for something different to send to your Valentine? Send a special doodle using Heartist! http://bit.ly/5DXVns

TootleGames: Looking for something different to send to your Valentine? Send a special doodle using Heartist! http://bit.ly/5DXVns
Source: Twitter / TootleGames | 18 Jan 2010 | 11:02 am

TootleGames: RT @blacksmithgames: Rope 'n' Fly is free today. Check http://bit.ly/7gUM4T for more free games in the next days #iphone

TootleGames: RT @blacksmithgames: Rope 'n' Fly is free today. Check http://bit.ly/7gUM4T for more free games in the next days #iphone
Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:26 am

17012010114

HouseTreeRobot posted a photo:

17012010114

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:26 am

17012010113

HouseTreeRobot posted a photo:

17012010113

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:26 am

17012010112

HouseTreeRobot posted a photo:

17012010112

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:26 am

17012010111

HouseTreeRobot posted a photo:

17012010111

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:25 am

17012010110

HouseTreeRobot posted a photo:

17012010110

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:25 am

17012010109

HouseTreeRobot posted a photo:

17012010109

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:25 am

17012010108

HouseTreeRobot posted a photo:

17012010108

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:25 am

17012010107

HouseTreeRobot posted a photo:

17012010107

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:25 am

17012010106

HouseTreeRobot posted a photo:

17012010106

Source: Uploads from HouseTreeRobot | 17 Jan 2010 | 10:24 am

17012010104

HouseTreeRobot posted a photo:

17012010104

Source: Twitter / TootleGames | 16 Jan 2010 | 2:05 am

TootleGames: RT @appcakes: Great App Bake Off Results! http://ff.im/-elUiu #iphone

TootleGames: RT @appcakes: Great App Bake Off Results! http://ff.im/-elUiu #iphone
Source: Twitter / TootleGames | 12 Jan 2010 | 1:23 pm

TootleGames: RT @appcakes: Here are the finalist in the Great App Bake Off: http://bit.ly/4u5gbR Who do you think should win? #iphone

TootleGames: RT @appcakes: Here are the finalist in the Great App Bake Off: http://bit.ly/4u5gbR Who do you think should win? #iphone
Source: Twitter / TootleGames | 11 Jan 2010 | 9:34 am

TootleGames: RT @gavinbowman: Two more fan entries @appcakes! It's a real life Zombie Pizza Pizza and a Jabeh Cake: http://bit.ly/6wz1xc - last day!!

TootleGames: RT @gavinbowman: Two more fan entries @appcakes! It's a real life Zombie Pizza Pizza and a Jabeh Cake: http://bit.ly/6wz1xc - last day!!
Source: Lemon Good | 10 Jan 2010 | 10:30 am

wxWidgets on OS X...

Using the latest version from SVN... it doesn't work out of the box. Here are some notes (once I've got all this working I'll submit TRAC bugs or something similar to wxWidgets...)
  1. I can't use `wx-config --cppflags` in xcode for cpp flags. So I need to do it manually. Maybe xcode has a workaround instead of using execution quotes....
  2. wx-config returns a __WX_MAC__ define, a build then results in an #error No Target defined. It turns out now with the cocoa split, WX_MAC is no longer used, instead I need to manually set the target to be __WXOSX_COCOA__ (or _CARBON or _IPHONE etc). Maybe wx-config needs updating...
It builds! Lets see if it works...
Source: Twitter / TootleGames | 9 Jan 2010 | 12:25 am

TootleGames: RT @appcakes: Don't forget, the Bake Off ends on Monday, but you still have time to sneak in and grab some prizes: http://rfly.me/bakeoff

TootleGames: RT @appcakes: Don't forget, the Bake Off ends on Monday, but you still have time to sneak in and grab some prizes: http://rfly.me/bakeoff
Source: Twitter / TootleGames | 7 Jan 2010 | 4:51 am

TootleGames: RT @appcakes: Earth Vs Moon Cake http://ff.im/-dVEYf #iphone

TootleGames: RT @appcakes: Earth Vs Moon Cake http://ff.im/-dVEYf #iphone
Source: Twitter / TootleGames | 5 Jan 2010 | 10:37 am

TootleGames: New entry in the Great App Bake Off: VocaForm: http://bit.ly/5sYzLd (via @GavinBowman) Only 1 week left so get baking & win prizes! #iphone

TootleGames: New entry in the Great App Bake Off: VocaForm: http://bit.ly/5sYzLd (via @GavinBowman) Only 1 week left so get baking & win prizes! #iphone
Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:59 am

05012010103

HouseTreeRobot posted a photo:

05012010103

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:59 am

05012010102

HouseTreeRobot posted a photo:

05012010102

Pretty pretty thick

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:59 am

05012010101

HouseTreeRobot posted a photo:

05012010101

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:59 am

05012010100

HouseTreeRobot posted a photo:

05012010100

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010099

HouseTreeRobot posted a photo:

05012010099

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010098

HouseTreeRobot posted a photo:

05012010098

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010097

HouseTreeRobot posted a photo:

05012010097

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010096

HouseTreeRobot posted a photo:

05012010096

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010095

HouseTreeRobot posted a photo:

05012010095

Source: Uploads from HouseTreeRobot | 5 Jan 2010 | 4:58 am

05012010094

HouseTreeRobot posted a photo:

05012010094

Source: Twitter / TootleGames | 2 Jan 2010 | 9:23 am

TootleGames: RT @appcakes: Contest Extended http://ff.im/-dAs66 #iphone

TootleGames: RT @appcakes: Contest Extended http://ff.im/-dAs66 #iphone
Source: Twitter / TootleGames | 30 Dec 2009 | 3:35 am

TootleGames: RT @appcakes: The first non-developer entry in the Great App Bake Off is in. And it's Totemo: http://bit.ly/6XU0Dp #iphone

TootleGames: RT @appcakes: The first non-developer entry in the Great App Bake Off is in. And it's Totemo: http://bit.ly/6XU0Dp #iphone
Source: Twitter / TootleGames | 24 Dec 2009 | 12:45 pm

TootleGames: @JGKunzler thanks, you're very welcome. We hope you enjoyed Ickle Count and have a very merry xmas! :)

TootleGames: @JGKunzler thanks, you're very welcome. We hope you enjoyed Ickle Count and have a very merry xmas! :)
Source: Twitter / TootleGames | 22 Dec 2009 | 3:15 pm

TootleGames: New (quick!) blog post: Merry Xmas http://bit.ly/8yEKvq #tootle #iphone #iphonedev #merryxmas

TootleGames: New (quick!) blog post: Merry Xmas http://bit.ly/8yEKvq #tootle #iphone #iphonedev #merryxmas
Source: Tootle Games | 22 Dec 2009 | 3:11 pm

Merry Xmas

We wish all of the Tootle chaps and chapesses out there a very merry xmas and happy new year! Tootle Tweet this...Delicious this...Digg this...Stumble this...
Source: Twitter / TootleGames | 21 Dec 2009 | 9:15 am

TootleGames: Toot Toot! Yay, our 'Snow Way To Draw' Cake is on @appcakes - http://ff.im/-dc8Xl #iphone #app #cake

TootleGames: Toot Toot! Yay, our 'Snow Way To Draw' Cake is on @appcakes - http://ff.im/-dc8Xl #iphone #app #cake
Source: Twitter / TootleGames | 21 Dec 2009 | 6:31 am

TootleGames: New blog post: Cake? Snow Way! http://bit.ly/6jEKRK #tootle #iphone #appcakes

TootleGames: New blog post: Cake? Snow Way! http://bit.ly/6jEKRK #tootle #iphone #appcakes
Source: Tootle Games | 21 Dec 2009 | 6:29 am

Cake? Snow Way!

About a year ago we released our first application onto the appstore. That application was Snow Way To Draw, a doodling app come snow globe, and to celebrate it’s one year anniversary I baked a cake: This one took longer than the Seaman Count cake due to me suffering a cold the day after I [...]
Source: Twitter / TootleGames | 21 Dec 2009 | 5:00 am

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Doodle Golf : http://bit.ly/1YcDkl #iphone

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Doodle Golf : http://bit.ly/1YcDkl #iphone
Source: Twitter / TootleGames | 19 Dec 2009 | 4:04 am

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Imp or Oaf? : http://bit.ly/1YcDkl #iphone

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Imp or Oaf? : http://bit.ly/1YcDkl #iphone
Source: Twitter / TootleGames | 17 Dec 2009 | 2:46 am

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Cabby : http://bit.ly/1YcDkl #iphone

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Cabby : http://bit.ly/1YcDkl #iphone
Source: Twitter / TootleGames | 16 Dec 2009 | 3:07 am

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Cheese Collect : http://bit.ly/1YcDkl #iphone

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Cheese Collect : http://bit.ly/1YcDkl #iphone
Source: cottonabuse's Etsy Favorites | 16 Dec 2009 | 1:25 am

girl feeding birds (stone) by yellowmonday

$0.00
This archival giclee print is taken from one of my original ink drawings and digitally coloured.

It is an archival quality print on fine art paper, printed with pigment inks.

The paper is approx 21cm x 30cm, and there is a generous white border for framing.

The print is signed and shipped in a cellophane sleeve in a sturdy cardboard envelope.

Please note that the artist retains copyright.

Please contact me with any questions.

Thanks for visiting!

Source: Twitter / TootleGames | 15 Dec 2009 | 6:40 am

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Balcassa : http://bit.ly/1YcDkl #iphone

TootleGames: RT @blacksmithgames: Happy Appvent: Free game today: Balcassa : http://bit.ly/1YcDkl #iphone
Source: Tootle Games | 8 Dec 2009 | 2:30 am

Ickle Count free for a day!

Today our application Ickle Count is available for free for a day. That’s right folks FREE for a full 24 HOURS ONLY. Why we hear you cry, when it is such a damn fine app, definitely worthy of it’s meager $1 price tag? Well it’s part of the Appvent Calendar for Christmas where you can get a free [...]
Source: Tootle Games | 5 Nov 2009 | 5:43 am

Girls like Seamen?

Seaman Count is a welcomed addition for anyone who appreciates a challenge to the senses. This deep sea game will test your mind in ways that you’ve never fathomed possible. – appgirlreviews.com Late last week a review of Seaman Count popped up on AppGirlReviews. It got a thoroughly spunktastic 7 out of 10 stars which [...]
Source: Tootle Games | 29 Oct 2009 | 5:56 pm

Eat my cake

After last weeks reviews I decided it was about time to make a celebratory cake for our Seaman Count release… even if it is about two months overdue. And here it is, or was rather seeing as it’s all gone now! (Sorry G, next time I’ll post you some if there aren’t any postal strikes [...]
Source: Tootle Games | 23 Oct 2009 | 1:12 pm

Reviews schmews, scores schmores

Earlier this week we had our first ‘proper’ review, i.e. not one of our mates, for Seaman Count, published by the good fellows at WePlayiPhone. We weren’t expecting much considering Seaman Count is quite a small casual game but it appears to have been quite well received and obtained a respectable ‘C’ grade. Devilishly [...]
Source: Twitter / HouseTreeRobot | 20 Oct 2009 | 1:52 am

HouseTreeRobot: some curiosity cola progress http://bit.ly/SZtal

HouseTreeRobot: some curiosity cola progress http://bit.ly/SZtal
Source: Tootle Games | 16 Oct 2009 | 8:23 am

Mac my game up… just an Ickle

Earlier in the week we received an email from Apple saying that our submission of Ickle Count had been delayed. This was an onymous sign as we had had a similar email before when Seaman Count was in submission. That ended up with us waiting for a month with no further info before eventually we removed [...]
Source: Tootle Games | 13 Oct 2009 | 10:50 am

Who has the largest Seaman Count?

Want to know who has the largest Seaman Count? Well now you can! Seaman Count Scores This will show you the top 10 scores along with a map using AGON’s online widget system, so if you’ve got Seaman Count already check out where you rank and if not then you can get it from the [...]
Source: Twitter / HouseTreeRobot | 9 Oct 2009 | 9:10 am

HouseTreeRobot: neck is great, top is okay, body is okay, lighting on edges needs a lot of work...: http://bit.ly/C3MFu

HouseTreeRobot: neck is great, top is okay, body is okay, lighting on edges needs a lot of work...: http://bit.ly/C3MFu
Source: Tootle Games | 8 Oct 2009 | 2:42 am

Seaman Count v1.1 Released

Seaman Count v1.1 is now available for download from the iTunes Appstore! This update features the following: Fix for the slow down over time issue General bug fixes General performance improvements Score boards using Agon online. This will provide online and offline score boards Performance related feedback We have also changed the difficulty slightly to make it a bit easier initially [...]
Source: Twitter / HouseTreeRobot | 7 Oct 2009 | 2:43 pm

HouseTreeRobot: spent hours on the bottlecap, but it was worth it! :D: http://bit.ly/GhzJB

HouseTreeRobot: spent hours on the bottlecap, but it was worth it! :D: http://bit.ly/GhzJB
Source: Twitter / HouseTreeRobot | 6 Oct 2009 | 11:45 am

HouseTreeRobot: More practising with blending... turned out a bit too dark :): http://bit.ly/Kvc5o

HouseTreeRobot: More practising with blending... turned out a bit too dark :): http://bit.ly/Kvc5o
Source: Tootle Games | 29 Sep 2009 | 2:18 am

Ickle Count Submitted

When we were doing focus testing for our Seaman Count iPhone game we obtained quite a bit of feedback suggesting that it would be great for kids and to help them count, but it would have to be more ‘child friendly’. Taking this feedback on board, we recently submitted Ickle Count, a more colourful, [...]
Source: Twitter / HouseTreeRobot | 24 Sep 2009 | 10:59 am

HouseTreeRobot: trying to improve my painting skills a little... very WIP!: http://bit.ly/WqtWO

HouseTreeRobot: trying to improve my painting skills a little... very WIP!: http://bit.ly/WqtWO
Source: Twitter / HouseTreeRobot | 22 Sep 2009 | 5:15 am

HouseTreeRobot: http://bit.ly/wsmfw

HouseTreeRobot: http://bit.ly/wsmfw
Source: Lemon Good | 7 Sep 2009 | 11:19 am

Slack.

Well it didn't take long before the daily updates stopped. I'm busy packing up my house, throwing away my crap rather than working.
After wrestling with the iPhone http connection code I got it downloading files with stability. The cocoa framework code was threaded too, and I had only quickly put the code together for synchronous connections. I've expanded the system so after creating a connection you start a Download() or Upload() with an url (which obviously we can adapt for other protocols) which creates a task with a TBinaryTree which contains data being sent, URI information, error codes, and then on success will have the returned HTTP data -which will be exclusivly XML-. We poll the connection with our task ref to get the current status (False,Wait,True) and the data on the task and wait for the thread to finish.

Now that that was working on both formats (same fish test as before of course) I added uploading data via multi-part form posts. This wasn't too much trouble using Curl... I never realised how poorly thrown together some of the HTTP protocols are! The use of an arbrtitry string to seperate fields seems a little daft to me, and doesn't really impose any error checking for half-submitted forms IMO. But anyway, it's a 20 year old standard so I guess the world has coped.

Anyway, data gets uploaded as hex strings - a little ineffecient, but reliable, easily translatable back to binary,  readable so good for debugging - as they're UTF8 compatbile and so good for XML and Form data. Each branch of the Upload data we supplied to Upload() gets put into a different form-part. The PHP code simply enumerates through the POST variables, and converts the form part name (Ref) and the form part data from Hex back into binary for whatever data we require; Ref, String, Data, integers etc. The whole system is essentially templated from setting up the upload data all the way through to the PHP code which now has the $_POST variable as an equivilent binary tree.

I'm now working on the database interaction code on the web side to store the match asset's data in the database and return some relevant data.

This can then all be re-used in the same way to get a list of matches applicable to one user name[ref] returned in an XML format which we can parse, or just to fetch the latest asset from the server of a particular match.
Source: Lemon Good | 2 Sep 2009 | 12:16 pm

Embiggen day N

After wrestling mostly with NSConnection and an Objective-c learning curve, I've got the file-downloading code down to a wierd bad_access crash and stopped work on that to spend the rest of the afternoon on Embiggen features.

The next task was to do something with the words (and points) now that we've calculated them. To aid this I've setup player information; A list of players in the match, and arbritary data on the player. The data on the players contains a player ref (a global unique identifier) an avatar texture ref, a current score and a list of letters in the players rack.

I setup the gui to display the avatar, name and score. It also currently colours the active player red so we know who's playing. Upon pressing play, it calculates the words generated by the current player, verifies everything is okay (although I've not done spell checking yet), burns the players tiles into the board, adds the points to the players score.

It then saves the match asset which contains the board, (which contains tiles, letter pool), players and active player. Due to the way the engine works this is easily serialised into an asset. Now we have an asset we can/will send that asset up to the web, where some PHP will write it back to the database, do notifications etc and wait for the next player to make their move and submit the next board.

All simple data-orientated changes, but it does mean it turns into much more of a game now that we handle multiple players and save/load the board :)


Next task is back to sorting out the IPod web-connection, THEN I can do the PC and IPod web-sending code, then I'll sort out the server side PHP scripts and database to save our match and make it accessible world wide!
Target to finish by the end of the week may be reachable :) (Although I need to start packing for my move to Manchester next week)
Source: Lemon Good | 1 Sep 2009 | 8:05 pm

Embiggen day five

All day doing apple network code. 2am now. Quickly added word detection. Bed time.

Source: Lemon Good | 31 Aug 2009 | 4:48 pm

Thank you curl, Thurl.

Today was a bit of engine work. (Not a bank holiday as some other people here in the UK seem think, too wet!)
For Embiggen we will need to fetch some data from the web. Namely, from a database which stores all our matches (and user profiles). A simple PHP script can convert the required match database row into some XML and pump it out - specifically into our asset XML format - and we can download it, convert it to binary asset data and load it in-game. Shimples!
Anyway, the UIKit in the iPhone SDK provides us with some functionality to do this for us (NSURLConnection) so we need a solution in windows to replicate this for easier testing. (and maybe for us on the Wii or Mac or whatever else we might port to)

I looked through a few open source projects, libs etc before settling on LibCurl which seems to do everything we require in a nice simple, supported, threadsafe, documented, active open source package. After some initial linking trouble with unresolved externals all starting with __imp__ I had a look through the example .vcproj for some pre-processor defines which sure enough I missed out on. Got it all going, setup a simple asynchronous base connection class (TLNetwork::TConnection), setup a new TestApp example which shows one texture asset on the left and another on the right. I uploaded a compiled .asset file to the web (Which is freely availible to download if you're curious, although it's binary data rather than XML representation, I'll show an example of that when it's ready)
Everything seemed to be setup nicely but when the internal thread was cleaned up I kept getting some corruption in the heap. I started looking into CRT issues and conflicts and found a full rebuild of an all debug build of the app didn't corrupt the heap. I setup all our projects to use Debug MT CRT but was still getting an occasional crash. I overloaded all the LibCurl memory allocation functions to use our own memory allocation functions which I can track much more easily. The remaining crash seemed more consistent (Instead of random crashes), looking further into it an asset kept being overwritten and corrupted... I stepped through the code and it turned out I was corrupting one of my assets myself, turning a c-pointer into a smart pointer and then releasing it, Oops.
Now I'm a little unsure if the change in the memory allocations, or the CRT changes were neccessary. Nevermind, it works!
The image is the file download test app. The image on the left is local, the image on the right is downloaded, converted and then set. Not the most exciting screenshot :)

I've put together an IPod/IPhone version, but untested. Now that this is stable I can see if it works on the iPhone and get back to game stuff :)
Source: Lemon Good | 30 Aug 2009 | 12:52 pm

Embiggen day three

I'm half way through day three now and I can concentrate a bit further as I have all day to myself (bar cat-feeding).

I've added a rack to place tiles on now. The tiles on the rack come from the board's pool of letters (currently just 3 of every character). Tiles can be moved to the board and back and rearranged in the rack itself, all very nice and stable, and again, data driven. The rack places are datums inside my main GUI SVG. As are my buttons, these are extremley simple code wise, I have a datum specifying where the click should be detected and in the code I create a TWidgetButton assigned to that datum which just sends an command back to the game when it's clicked, thanks to the fantastic engine I don't need to worry about interface stuff much at all :)

The text on the buttons required a tiny bit more work, the GUI's scheme specifies text nodes which use smaller datums on the button to dictate the position of the "play"/"back"/"undo" text. Again, out of code and just means when we come to translate there are no texture or code changes.

My next task is a jump out of the Embiggen code for a while as I setup the all important (and important for Rocket) code to fetch and send files across http.

On first inspection libCurl seems like an adequate, stable, popular and open source library for me to use on win32 (and later the wii...) which mimicks apple's NSConnection classes which I'll be using on the iPod. Should be quite simple to write some platform indepedent interfaces to get/put files across HTTP which means I can send the current Match state asset as XML up to the server for PHP to process and stick in a database and reverse of that to download the current Match XML and turn back into an asset :)

All going well and nice and quick development so far! :)
Source: Lemon Good | 30 Aug 2009 | 12:40 pm

Embiggen day 2

Day two was about an hour of work while I had lunch on saturday :)


Just finished the tile-drag code which dropped the tiles onto the board and worked out a local position which translates to an integer grid x/y position. If the new grid xy is empty, the dragged tile is delete and the grid entry is reset and render node is recreated. Once a tile is dragged (from wherever) it becomes detatched and a bit disposable so we are relying on the widget code to get a Mouse-Up style message to drop the node somewhere.


Also changed the colour scheme a little. These are hard-coded colours at the moment and the tile is a simple transparent + white PNG. All ready for themes!
Source: Lemon Good | 30 Aug 2009 | 12:40 pm

A game in a week? ish?

I've been playing far too much Words With Friends lately (add me - SoylentGraham - if you want a challenge) and have come across various limitations and changes, additional rule options etc that I and others want, as well as additional games to play. Minesweeper, boggle, erm, more will come to me I'm sure.

After the first few hours, I have a dynamically sized grid, tile render nodes which I can drag around and the board and tile data is serialisable into a TBinaryTree, all ready for saving to an asset or upload/download. The Tiles themselves are an SVG, which is texture mapped to a tile PNG which is a simple white tile with transparent rounded edges. The tiles with letters are coloured green and 2 text render nodes are rendered on top; one for the letter, one for the number. A little OTT but it does mean I can use any font, align & scale the letter and point number by datums in the SVG too. All the visual stuff is nice and out of the code :) This will also make animating the letters, tiles, colours etc all much easier too.

Next step will be to make the dragging of the nodes a bit more functional and actually change the board's data.
Source: Lemon Good | 24 Aug 2009 | 9:13 am

Followup: Broken inherited rotations

Problem fixed, nothing terrible in the engine design thankfully, nor was there any errors in the math, the quaternion code was just overwriting itself as it calculated the new components.

I quickly expanded the thumbstick demo in our test app to add a child arrow and a second thumbstick, THEN I actually looked into the quaternion code (rather than just the Transform code as I did before) and noticed the mistake. Hindsight is great, getting half my Sunday back would be better :P



The next part of the game to finish off is the trigger linking in the editor and then maybe implement some proper particle system effects as a reward to myself :)
Source: Lemon Good | 24 Aug 2009 | 7:42 am

Broken inherited rotations

Progress on RocketMan is going swimmingly, a much more organised editor is in place; The engine-side scheme/graph editor has been split into modes (it's a state machine) and the overloaded game editor now instigates a menu for handling the different modes.

Once that and the in-game menu had been all converted to asset-based systems I wanted to cut out a part of redundant code on the player. Previously we only had 1 shape per physics node so the collision sensor on the hoover nozzle -which determined when to suck up a node- was a seperate physics object. Now this can be placed directly on the player and remove the superfolous physics node on the player.
Setup was simple, although requires an extra transform [let's assume... everyframe] now to convert the datum representing the nozzle on the hoover render node [this is a child as it requires a different rotation] up the tree to be in the same space as the main player, this was easy enough... but it appears there is a problem with the world transform on our child node, argh!
I've confirmed this by rendering ALL nodes with their calculated world transform instead of local offsets and it definately rotates incorrectly in this case...
Root -> Rotated Object -> Rotated Child
The child's rotation seems to be magnified by the rotation on the parent object, when the parent is at 0-degree's everything is fine. The more it is rotated the more we quickly end up with "quaternion wrap" (I made this term up) where the radians wrap past 2PI and we just get wrong angles.

I would just revert the code back to the old state, but I think the issue is in the engine's transform system and just not noticed before.

 
In the image, the magenta circle (Physics node's shape) is the nozzle datum which I have manually calculated (to put it in the correct local space). The hoover itself, and the datums (white outline spheres) are rotated incorrectly and the one at the furthest extent should be in the same place as the magenta 


Setting up a test case in the test app :(
Source: Lemon Good | 24 Aug 2009 | 7:38 am

Introduction

I enjoy coding, I do it a lot. Although I document my work internally (comments) I don't actually document what I am producing, techniques I use, issues I come across etc, so I rarely review anything outside of an IDE, offline if you will.

A lot of what I do could be useful to others, amaetuer and expert alike so in the interest of creating discussion, documenting my days and ego worship I am going to write here on blogger. Although I might not publish much literal code all the theory shouild be explained and source code is only really useful for copy+paste situations anyway and none of this should be language restrictive.

Really I should have done this 14 months ago when I quit full time work, but never mind :)
Source: Twitter / HouseTreeRobot | 20 Aug 2009 | 8:35 am

HouseTreeRobot: @Freeverse Bruce: I've mailed you again, (spammed?) can I get a UUID for an ad-hoc build we're currently sending to publishers..

HouseTreeRobot: @Freeverse Bruce: I've mailed you again, (spammed?) can I get a UUID for an ad-hoc build we're currently sending to publishers..
Source: Twitter / HouseTreeRobot | 15 Aug 2009 | 10:03 am

HouseTreeRobot: is a twittee, not a twitter.

HouseTreeRobot: is a twittee, not a twitter.
Source: Twitter / HouseTreeRobot | 12 Aug 2009 | 5:20 am

HouseTreeRobot: After 46 day submission wait, you can finally get seaman all over your iphone! http://itunes.com/app/SeamanCount

HouseTreeRobot: After 46 day submission wait, you can finally get seaman all over your iphone! http://itunes.com/app/SeamanCount
Source: cottonabuse's Etsy Favorites | 3 Aug 2009 | 7:38 pm

build your own HAND-embroidered coffee cup sleeve by pillowhead

$0.00
Want to protect your fingers from that scalding hot drink, but you don't like 'java'? and you don't 'slurp'? not a 'ninja'? Well, now you can have your very own personalized hand-embroidered cup sleeve for your coffee/tea/hot chocolate/beer/whatever!!

The cup sleeves are hand embroidered on canvas and made with two layers of felt. It is handsewn closed with the same embroidery floss in the back.

You choose:
*the WORD: up to 6 letters (longer words with thin letters, like 'i' or 't' are possible)
*the EMBROIDERY FLOSS colour
*the OUTER FELT colour
*the INNER FELT colour (usually I pick one that matches the floss, but this is yours so you get to pick)

A complete list of colour choices can be found in my PROFILE (over on the right). Please specify your choices in the 'comments to seller' when purchasing or send me a convo!

Please allow for two weeks (at the most) for completion. :)

~*~*~*~*~*~*~*~*~*~
Special offers and discount codes: please enter the appropriate phrase or code in the 'comments to seller' when buying and the e-mail address to which I should sent the adjusted invoice.

Source: Twitter / HouseTreeRobot | 29 Jul 2009 | 10:12 am

HouseTreeRobot: @OwenGoss box2d's documentation is good... support/user forum is even better :)

HouseTreeRobot: @OwenGoss box2d's documentation is good... support/user forum is even better :)
Source: Twitter / HouseTreeRobot | 29 Jul 2009 | 8:20 am

HouseTreeRobot: Exciting (?) slightly new look to the [still untitled] game... http://www.flickr.com/photos/housetreerobot/3769087182/

HouseTreeRobot: Exciting (?) slightly new look to the [still untitled] game... http://www.flickr.com/photos/housetreerobot/3769087182/
Source: Twitter / HouseTreeRobot | 29 Jul 2009 | 4:01 am

HouseTreeRobot: particle system in less than 20 lines? I think so...

HouseTreeRobot: particle system in less than 20 lines? I think so...
Source: Twitter / HouseTreeRobot | 27 Jul 2009 | 7:41 am

HouseTreeRobot: @freeverse Bruce: Am I in the spam again?

HouseTreeRobot: @freeverse Bruce: Am I in the spam again?
Source: Twitter / HouseTreeRobot | 21 Jul 2009 | 7:55 am

HouseTreeRobot: @OwenGoss We've been waiting for 24 days for seaman count... I'm starting to think it's in submission limbo...

HouseTreeRobot: @OwenGoss We've been waiting for 24 days for seaman count... I'm starting to think it's in submission limbo...
Source: Twitter / HouseTreeRobot | 20 Jul 2009 | 1:01 pm

HouseTreeRobot: @freeverse I sent a mail to Bruce@freeverse about 2 weeks ago about publishing and never heard back... did you get one from grahamreeves?

HouseTreeRobot: @freeverse I sent a mail to Bruce@freeverse about 2 weeks ago about publishing and never heard back... did you get one from grahamreeves?
Source: Twitter / HouseTreeRobot | 1 Jul 2009 | 7:08 am

HouseTreeRobot: @velvetsarah I have added some code to your wptwitter wordpress plugin that you might want. I can't find a way to contact you though...

HouseTreeRobot: @velvetsarah I have added some code to your wptwitter wordpress plugin that you might want. I can't find a way to contact you though...
Source: Twitter / HouseTreeRobot | 26 Jun 2009 | 9:58 am

HouseTreeRobot: I just created King Lemongood, my very own Rolando 2 character! Check it out at http://bit.ly/tIYS9. #Rolando2

HouseTreeRobot: I just created King Lemongood, my very own Rolando 2 character! Check it out at http://bit.ly/tIYS9. #Rolando2
Source: Twitter / HouseTreeRobot | 26 Mar 2009 | 2:40 pm

HouseTreeRobot: will shortly be kicking his mac mini square in the sponge

HouseTreeRobot: will shortly be kicking his mac mini square in the sponge
Source: Uploads by grahamreeves | 25 Mar 2009 | 5:42 pm

New Colour scheme CopsAndRobbers Release 2009 03 25 22 31 36 21

This is a test of the new greyscale colour scheme... I'm not sure I like it as much as the original pure black and white style.... but at such low resolution, it might be neccessary...
Views: 35
0 ratings
Time: 00:33 More in Gaming
Source: Twitter / HouseTreeRobot | 25 Mar 2009 | 5:39 pm

HouseTreeRobot: isn't sure about the new greyscale scheme... its a dark path leading towards fading and alphas and other such commoner effects...

HouseTreeRobot: isn't sure about the new greyscale scheme... its a dark path leading towards fading and alphas and other such commoner effects...
Source: Twitter / HouseTreeRobot | 23 Mar 2009 | 11:54 am

HouseTreeRobot: just worked out how to serialise collada triangles very easily :D

HouseTreeRobot: just worked out how to serialise collada triangles very easily :D
Source: Uploads by grahamreeves | 20 Mar 2009 | 8:43 pm

rain effect - CopsAndRobbers Debug 2009 03 21 01 26 46 48

Quickly added a rain "particle" effect...
Views: 23
0 ratings
Time: 00:14 More in Gaming
Source: Uploads by grahamreeves | 18 Mar 2009 | 4:27 pm

CopsAndRobbers Debug Car Recycling 2009 03 18 20 56 00 75

Improved (and probably final) car recycling code. There are only 20 blue cars in the world, when they go far enough away they are recycled and put back nearer to the camera's area. The cops (Stars on the radar) and the robber (red car, X on the radar) are persistant and don't get recycled. Only improvement to do is to direct the recycled cars more towards the player/camera as they can be placed on a road right back out of the active area again.
Views: 39
0 ratings
Time: 01:14 More in Gaming
Source: Uploads by grahamreeves | 17 Mar 2009 | 7:21 am

CopsAndRobbers Car Recycling 2009 03 17 12 16 07 31

Quick demo of the civilian car recycling... if they go out of an active/half asleep zone they are repositioned somewhere else
Views: 24
0 ratings
Time: 00:14 More in Gaming
Source: Uploads by grahamreeves | 4 Mar 2009 | 9:09 am

CopsAndRobbers Release 2009 03 04 14 40 11 39

http://www.tootlegames.com/ Watch in high quality! Plain lines and colours aren't suited to youtube's high compression :)
Views: 105
1 ratings
Time: 01:37 More in Gaming
Source: Uploads by grahamreeves | 25 Feb 2009 | 7:36 am

CopsAndRobbers Debug 2009 02 25 13 04 38 75 1

Second revision of car AI. Car now attempts to ensure they're on the path line before aiming towards the target node.
Views: 28
0 ratings
Time: 00:56 More in Gaming
Source: Uploads by grahamreeves | 19 Jan 2009 | 11:03 am

CopsAndRobbers Debug 2009 01 19 16 43 51 53

Views: 20
0 ratings
Time: 01:32 More in Gaming
Source: Uploads by grahamreeves | 14 Jan 2009 | 7:42 pm

CopsAndRobbers Release 2009-01-15 00-56-50-00

Block calculation. Once we've sorted out all the roads and junctions, we then have to detect street blocks which are the shapes created by the loops in the roads. Now that we have our blocks, we can fill them with buildings! The game's practically finished!
Views: 39
1 ratings
Time: 01:02 More in Gaming
Source: Uploads by grahamreeves | 10 Jan 2009 | 10:25 pm

CopsAndRobbers_Release 2009-01-09 01-50-52-29

Road map generation from OSD map. Then spidering to test network path integrity (ensure everything is linked up)
Views: 26
0 ratings
Time: 00:18 More in Autos & Vehicles
Source: cottonabuse's Etsy Favorites | 20 Jun 2008 | 8:47 pm

Octopus painting by kallmall

$0.00
This is my one-of-a-kind stencil painting of an octopus with bubbles. 16" x 20" FREE SHIPPING.

Source: cottonabuse's Etsy Favorites | 6 May 2008 | 11:58 pm

Hunt In The Mid Pacific--Print by eggmanstudios

$0.00
Rising from the depths are the twisting and writhing legs and arms of a giant octopus.

This is a print of a mixed media painting that was done in acrylic glazes ontop of layered 1930s newspaper scraps which referenced the disappearance of Amelia Earhart over the Pacific ocean. Obviously, the only thing that could have possibly brought Earhart’s plane down was a giant octopus. Don’t even try to prove otherwise.

Measurements: image is 3.75x10” with a white border for framing, printed on 8.5x11” paper

I do all prints of my acrylic paintings myself on a fine art, large format printer with premium UltraChrome archival inks to ensure the best results. Printed on glorious fine art, museum-quality velvet paper that’s 100% archival and absolutely delicious. Makes the colors pop, sizzle, and sing--you’ll eat it up! Every print is signed & dated by yours truly and also lovingly packaged in a protective slip and sent on its merry way in a strong, fiberboard mailer.

Also, to preserve costs, please note that these are generally printed as-ordered, so please allow a good 24 hours for your print to dry fully before shipment.

Source: cottonabuse's Etsy Favorites | 28 Mar 2008 | 8:46 pm

Lost And Found--4x6 Print by eggmanstudios

$0.00
The key has been lost for ages, but has finally been found by a small, innocent girl with a profound imagination and wishes of grandeur. I wonder where it leads... This is a print of a small mixed media painting I did earlier. The original has 1930s newspaper scraps as a background, which you can still make out quite clearly in print-form.

Measurements: image is 4x6” with a white border for framing, printed on 5.5x8.5” paper

I do all prints of my acrylic paintings myself on a fine art, large format printer with premium UltraChrome archival inks to ensure the best results. Printed on glorious fine art, museum-quality velvet paper that’s 100% archival and absolutely delicious. Makes the colors pop, sizzle, and sing--you’ll eat it up! Every print is signed & dated by yours truly and also lovingly packaged in a protective slip and sent on its merry way in a strong, fiberboard mailer.

Also, to preserve costs, please note that these are generally printed as-ordered, so please allow a good 24 hours for your divine print to dry fully before shipment.

Source: cottonabuse's Etsy Favorites | 3 Feb 2008 | 11:30 am

Knock Out Mermaid by amandakindregan

$0.00
High quality digital print from my 2007 gouache painting. Printed with pigment-based inks on archival matte paper.

Image 7.3" x 10"; paper 8 1/2" x 11".

Source: cottonabuse's Etsy Favorites | 2 Feb 2008 | 2:04 am

With you Painting by jkldesign

$0.00
A one of a kind ORIGINAL Acrylic Painting

This painting measures 18"x 24h"

It is on pre-stretched canvas. Medium texture cotton duck; the finest quality pure cotton standard white canvas of medium texture. Only Fine art materials used.

This painting is not a print it is an Original

I will have Certificate of Authenticity included with purchase. I have signed the front of my painting as well as; named, dated and signed the back.

The painting will be shipped and packed professionally.

Source: cottonabuse's Etsy Favorites | 2 Feb 2008 | 2:03 am

La Sorciere Noire - Print by annejulie

$0.00
Limited edition print (#20/50) of "La Sorcière Noire" (The Black Witch). This is a digital illustration inspired by the witch in the movie "Stardust".

Print measures 6.5" by 9" on 8.5" × 11" paper. The image is centered on the paper leaving a white border for framing.

Printed on 100% cotton, high quality archival artist paper, free of acid and optical brightener, neutral Ph.

Will be Signed and dated on the front.

---------------
Copyright won't appear on your print!
---------------



***ABOUT THE SHIPPING****

Prints are shipped from France. They are packaged in a heavy and hard cardboard, protective stiff enveloppe. Each print is protected in a cello sleeve. I always ship in Intl. priority airmail.

I always mention "DO NOT BEND PLEASE" on my packages, I put a lot of effort in them. So what please note that I am not responsible for any damages or loss incurred during shipping.

--------

!Sales of artwork do not transfer copyrights!

Thanks for looking and please convo me with any questions about this item ♥!

annejulie

Source: cottonabuse's Etsy Favorites | 1 Feb 2008 | 4:26 pm

Bear Vs. Robot Passport case by tinymeat

$0.00
I dunno, my heart says go with the bear but I realize that the robot is made of metal...

... and is strong

Chris Bishop resides in Alexandria VA and is the creative mastermind behind PBS kids interactive.

Check out more of his work at...
http://chrisbishop.com/index.html

This tasty little passport case has the following features
* Art on the outside, paintswatches on the inside
* extra sturdy vinyl on the outside.
* Textured vinyl lining
* Pocket for your passport
* two pockets for your ID and a pocket for moola
* oh yeah it's also thinly padded

Be extra stylin for the TSA agents for just $16 bucks!

Please note that the interior paint swatches may differ in color from those shown.

Source: cottonabuse's Etsy Favorites | 31 Jan 2008 | 2:12 pm

Elspeth and Yorrick ACEO Limited Edition 9 by scarlettcat

$0.00
This is lovely Elspeth and her beloved pet octopus (and muse), Yorrick.

I adore the intensity of colour in this piece - the original is oil paint on a canvas panel and the bright oranges and reds contrast beautifully with her giant blue eyes.

This is a limited edition ACEO, hand assembled, signed and dated on the back and it comes in a tiny protective sleeve.

There will only be 50 of these made in the whole wide world. This is number 9 of 50.


**If you'd like to see how the original was painted, visit http://scarlettcat.blogspot.com/2007/11/its-been-busy-day.html**



...............................♥ what's an ACEO? ♥................................
ACEO stands for "Art Cards, Editions & Originals".
They're miniature works of art the size of a trading or playing card (2.5" x 3.5") and they're an inexpensive way to buy original or limited edition art. After all, you shouldn't have to be Donald Trump to enjoy a piece of art you love!

............................♥ what can I do with them ♥............................
Lots.

You can collect them and keep them in an album - an inexpensive way of making your own coffee table 'art book', trade them with other collectors, pop them in greeting cards or letters as a lovely little extra, frame them in a tiny frame, or put a bunch together and make your own collage or use them as a gorgeous little bookmark.




..................................♥ the fine print ♥...................................

(c) scarlett 2007
This artwork is protected by copyright which does not transfer with sale. In plain English - while you're buying a piece of artwork, you're not buying the right to copy, print or reproduce it in any way. xxx scarlett

Source: cottonabuse's Etsy Favorites | 17 Jan 2007 | 1:56 pm

Original Art JELLYFISH Painting by lollipopart

$0.00
Up for your consideration is an original 'Jellyfish' mini painting. I used ink and quality watercolor paints on 140lb. watercolor paper. The paper size is 5"x5", the image size is 2"x2". It is signed by me, emi.

This would look great in a little frame placed on a table top, or hanging on a wall, grouped together with other lollipopart mini paintings. Or give it away as a gift...everyone loves art!

Please note that the colors may differ depending on monitor screen settings. Image has been enlarged to show detail. Mat and frame not included. Please include $1 shipping for all U.S. destinations, $2 for all International destinations (for up to 10 mini paintings, shipped together). As payment, I will be happy to accept a personal check, money order, or PayPal for all U.S. destinations, and PayPal for all International destinations. Thanks for taking a peek!

Source: cottonabuse's Etsy Favorites | 15 Jan 2007 | 12:53 pm

BABY ART - CAT - ORIGINAL DRAWING by blueskycreation

$0.00
My 3 years old boy love this drawings so do I ;) To create this drawing artist uses ink and soft pastels on high quality paper. Drawing size - 5"x5". All of them are created and signed by mario (Mariusz Pierog).

I like to hang them together so every morning my son wake up he can repeat words from that drawings and easy recognize animals, fruits, vegitables and many other things.

Colors may be different than original - it depends on the screen quality and settings. I do not provide mat or frame.

I'm more than happy to combine shipping and put them all in one envelope up to 10 drawings - only for $1 shipping charges.

I accept a personal check, money order, or PayPal as well as payment with Credit Card by phone (please email me your contact information and the best time to call you).

Source: grahamgrahamreeves' shared items in Google Reader | 8 Feb 2010 | 5:34 am

Daria: Here It Is, MTV's Release Date (and Extras) for Daria on DVD!

By David Lambert - The people of Lawndale just don't get Daria Morgendorffer. She's cool with that. See, Daria was born alienated, and now she's just trying to make it through high school with as little... (more)
Source: grahamgrahamreeves' shared items in Google Reader | 8 Feb 2010 | 5:20 am

Diving Kingfisher Caught With Canon 40D Shows What Nature Photography Is All About [Image Cache]

I stumbled across an amazing photo of a kingfisher diving for its dinner, taken by photographer Adrian Groves with a Canon 40D camera. Though I can no longer show you here due to copyright issues...

Groves set up a tank of minnows as bait, camouflaged with some netting, and then hid out, waiting for the kingfisher to appear. When it finally did, the Canon 40D (with a 70-200f2.8L IS lens, set at f/8, 1/1000 seconds) managed to shoot the kingfisher diving for a feed. I can't stop looking at it—the orange feathers make it look like it's on fire.

Now I want a 40D. And a pet kingfisher. [TrekNature via Telegraph and Daily Mail]

UPDATE: images had to be removed due to copyright issues, but you can click over here if you want to see them all.



Source: grahamgrahamreeves' shared items in Google Reader | 8 Feb 2010 | 4:19 am

AS3 BitmapData Glitch Generator [Flash]

This is an experiment by Justin Windle aka Soulwire created as a result of a project where Justin needed to find a way of simulating digital interference on an image / video stream. Instead of using the graphics API or Bitmap effects, Justin resorted to the real thing.

The principle is incredibly simple. Corrupt / alter a byte (or several bytes) in the ByteArray of a JPEG and then load this back into a DisplayObject using Loader.loadBytes(). Because of the way in which JPEGs work, the image will still display but the corrupt bytes will mangle the output to varying degrees, depending on how many bytes have been corrupted. The result is an interesting glitch pattern, a bit like those which were accidentally created when my webcam drivers lost the plot. Read more..

An AIR app may be in the works, in the meantime you can download the source here.

Justin is an artist, designer and creative technologist living and working in London. You can find out more by visiting his website or his blog for latest project updates.

(via @zenbullets)

See also Digital Decay [Reference, Theory] article on CAN by Richard Almond.


AS3 BitmapData Glitch Generator [Flash] is a post from: CreativeApplications.Net | Follow us on Twitter - Flickr - Vimeo
Related Posts:

Source: grahamgrahamreeves' shared items in Google Reader | 7 Feb 2010 | 3:27 pm

Assemblee Competition: Results!

Assemblee Winners!!!

The results of the Assemblee Competition are in! The winner of Part Two is Ivan Safrin for Bitworld, a really slick action-oriented roguelike that was made in Ivan’s own development framework, Substance (still under-wraps). He made use of a number of people’s work from Part One: Oddball, Oryx, Rynen10k, Blot, Stian Stark, Saros, BigLon. A hearty congrats, dude!

As you can see here, it was a pretty close competition, with a lot of great entries. I noticed quite a few entries made it on to 1up’s 101 Free Games of 2010, among other places. Here are the top ten finishers (with brief and inadequate synopses):

1. Bitworld 72 votes (7.9%) – slick 2d/3d roguelike
2. Dungeons of Fayte 63 votes (6.9%) – co-op action/RPG
3. Realm of the Mad God 57 votes (6.2%) – massively multiplayer fantasy
4. Mr. Kitty’s Quest 51 votes (5.6%) – explorey action adventure game
5. BirdyWorld 38 votes (4.2%) – Zelda-like where players create the world as they explore
6. Backworld 33 votes (3.6%) – platformer about painting
7. Tiny Crawl 33 votes (3.6%) – streamlined room-based RPG
8. s h i n e 32 votes (3.5%) – survival horror
9. The King, the Queen and the Jester 29 votes (3.2%) – first person dungeon crawl
10. Great Dungeon in the Sky 27 votes (3%) – platform game with many characters

Please check out the full list of Assemblee games if you haven’t already. Lots of gems in there.

The winner of Part One was Oryx, for his Lo-Fi Fantasy Tileset, which was used in many a game (including Bitworld). As stated before, all of the art and music for Part One is now available (image-heavy) for you to use in your own (non-commercial) projects. They have been released by their creators under a Creative Commons license.

TIGForums mod and Pokemans-lover extraordinaire Melly also held a Box Art Competition after Part Two, which turned out some more cool stuff.

I loved this competition. I think it definitely proved that a two-part competition can be very successful. Logistically, I’m going to have to do more planning for large volumes of entries. I was really unprepared for all the awesome that was going to come in, and that led to some delays. Thanks to everyone who participated, and congratulations to everyone who finished artwork, music, or a game!

Source: grahamgrahamreeves' shared items in Google Reader | 6 Feb 2010 | 5:38 pm

ProLoop [iPhone, Sound]

ProLoop is an audio loop playing and sound experimentation app from Trapcode. It features a pretty cool looking interface that shows the waveform of each loop as it plays. It can play up to 6 loops and you can mix and pan each independantly. Where ProLoop shines is it’s ability to mangle your loops by repitching them or performing various modulations on them (using other loops as a modulation source). You can also pitch shift loops by musical amounts, and you have control over quantization. It comes bundled with an assortment of strange loops and offers the ability to load your own loops. Other looping apps, such as Looptastic also let you play and mix loops (with an easier interface), but ProLoop should appeal to experimental, ambient, and noise oriented folks who like to play with sounds live.

Peder of Trapcode sent us 5 promocodes to giveaway. If you would like one, please leave a comment below and we’ll random pick 5 people tomorrow.

About Trapcode:
Trapcode makes software for visual effects and motion graphics. Started in 2001 by Peder Norrby the focus is on creating groundbreaking, robust technology that is easy to start using for beginners and has many complex features for advanced users.

Platform: iPhone
Version: 1.0
Cost: $4.99
Developer: Trapcode

See also Slice [iPhone, Sound] by The Strange Agency


ProLoop [iPhone, Sound] is a post from: CreativeApplications.Net | Follow us on Twitter - Flickr - Vimeo
Related Posts:

Source: grahamgrahamreeves' shared items in Google Reader | 6 Feb 2010 | 3:04 pm

Super Mario Bros. X

Super Mario Bros. X is a nice Mario fan game that mixes primarily elements from Super Mario Bros. 3 and World into one fine package (but you can also find some stuff from Super Mario Bros. 1, 2 and the classic Mario Bros). On top of that you get also a great working 2 player co-op mode!
So you have two options: You can either play it with a friend or try to master it alone by playing both Mario and Luigi at the same time by yourself (like i did as you can see from the video).
Maybe change the controls to control the characters independantly or leave the default settings alone which means that you control both Mario and Luigi simultanously with the arrow keys…
Fun!
Also watch the Trailer from the developer of the game to see some more stuff in action.

Moreover I recommend to check out the other carefully selected Mario related Games on Pixel Prospector

[View with PicLens]


Link to Gameplay Video


Link to Trailer

Source: grahamgrahamreeves' shared items in Google Reader | 5 Feb 2010 | 2:49 am

GunFu Deadlands

GunFu Deadlands

GunFu Deadlands is a fun and challenging action game that does a good job of capturing the spirit of the Old West showdowns we’ve all admired on the silver screen. The player aims with the mouse and can do a John Woo-style bullet-time dive by pressing the right mouse button. This is an essential move for getting the jump on bad guys, who fire on sight and from long distances.

It’s extremely gratifying to kill enemy cowboys in both bullet-time and real-time when the bullets are flying so fast and deadly. Somehow creator Christiaan Janssen figured out all the necessary ingredients for a Western shoot-out and distilled them into a tight little package. GunFu Deadlands even comes with a level editor to make your own OK Corral to share with friends.

Source: grahamgrahamreeves' shared items in Google Reader | 4 Feb 2010 | 6:00 am

Browser Game Pick: One Button Bob (Tom Vencel)


One Button Bob is a single-button action game in which you have to help Bob survive an obstacle course to reach the treasure he desires. The control scheme is switched around in every room, meaning that you could be running away from a boulder, climbing a set of ladders or jumping from one platform to another as you venture further into the cave.

It takes about ten or fifteen minutes to finish the entire adventure, and there isn't really any incentive to replay it after you've completed your quest.

Source: grahamgrahamreeves' shared items in Google Reader | 4 Feb 2010 | 3:45 am

Maxims of Game Design

Game educator Lewis Pulsipher delivers a list of useful maxims for game design -- simple rules to ponder that will help you on the road to creating a game your players will enjoy.

Source: grahamgrahamreeves' shared items in Google Reader | 3 Feb 2010 | 5:54 pm

The “Intel is awesome” post

So hey. Back in December I finished up a 1.0 port of Smiles for Netbooks, and sent it to Intel by their early contest deadline.

And hey, guess what?

Advice: whenever somebody asks for a photo, send a square one, even if they don't ask for square.

Link here.

Second place! That’s awesome. :D

So hey, what does 2nd place actually mean?

Yes, I won a car by making games. That's just... wow!

Wow. So I guess I’ve got a pretty good story now when mingling at GDC. :D

I’ll post some photos once it arrives.

Woohoo!

Source: grahamgrahamreeves' shared items in Google Reader | 3 Feb 2010 | 3:54 pm

Programming Art

Been a bit quiet around here, eh?

As I mentioned in my New Year’s post, I’ve been kind of taking a break lately. Haven’t really been doing much of anything to write about to be honest. Waiting for inspiration to hit me.

Well, it’s starting to hit. A few weeks ago, I talked to Shawn Pucknell about speaking at FiTC Toronto. So I needed to come up with a subject to talk about. Up to now, I’ve almost always done a brand new talk for every conference I’ve spoken at. Really, the only exceptions are when the organizers explicitly ask me to do a specific talk. But it seems that most speakers are doing the same talk at multiple events these days. Many do the same talk for a year, or a good part of thereof, at every conference they speak at.

I used to be opposed to this idea. I felt like it was lazy. For sure, coming up with a brand new talk and all the slides and examples that go with that, for every conference, sure is a lot more work. But I was talking to a few speakers late last year (specifically Grant and Mario while in Tokyo in November) and started to get a new viewpoint on the subject. These guys are anything but lazy about their presentations. Even though they are doing the same basic talk each time, they are constantly revising and tweaking it based on audience reaction and feedback, pacing, personal experience, new data, etc. Doing the same presentation more than once allows you to get better and better at that presentation. One part didn’t go so well? Drop it or change it? Went too long in one section? Figure out how to shorten it. Randomly run across some new graphic or example that is perfect for the subject? Squeeze it in there for next time.

On the other hand, when you do a new talk each time, you get one shot to make it good, and the next time, you’re onto something new and get one shot at that.

There’s also audience logistics that come into play. Again, I used to think that doing the same talk multiple times would be boring for the audience. But not everyone goes to every conference. If I do a talk in Brighton next year and that’s the only place I do it, there are a lot of people who might be very interested in it, but don’t happen to be at that conference, and will never hear it. And as for those people who seem to be at every conference, well, once they’ve seen your talk, they are free for the rest of the year to check out other speakers during your time slots. I know there have been plenty of times for me when there were two or more presentations going on in the same slot that I really wanted to see. I would be unhappy thinking that when I choose to miss one that I was really interested in, that’s the last shot I’ll ever get to see that particular talk.

So with that said, allow me to introduce my talk for 2010, “Programming Art”.

As you may know, in July 2008 I started a site called Art From Code. Algorithmic and generative art has, since I first started programming, been one of my biggest passions. In the old BIT-101 lab, I called them “experiments” but they were really quick and dirty interactive art pieces. Art From Code was an attempt to continue some of that same spirit, but with more focus on static images and less on the code behind them. I know that not providing the code for the pieces, and not making them interactive was a huge negative in many people’s eyes, but for me it was somehow very liberating and opened up my creative flood gates for a good six months. Then I got hooked on iPhone programming, and … well that’s another story.

So, while I was trying to figure out what to do next in my extracurricular programming life, one of the options was diving back into art. Another was to do more with games. I find game programming very fascinating. It has many of the same creative aspects as programming art, but in the end, I tend to get much more bogged down into the details of architecture and story line and level creation, and before long even the most exciting game idea becomes a chore to finish. With art it’s always fresh. Short iteration times and when you just publish the result, no bug reports!

Anyway, I decided I wanted to do more generative art again, but didn’t want to limit myself to just ActionScript and Flash. There were a lot of different tools and frameworks that I knew about and had dabbled with, that I thought would be fun to eventually try out more in depth. Stuff like Processing and Open Frameworks, but also lesser known stuff like Context Free Art, Structure Synth, Nodebox, and Toolbox, among others. I figured, what better time to dig into them but now, when I had nothing else particular going on anyway? And if I based my 2010 talk on them, that would keep me focused on them for quite a while. Enough to get to know each one really, really well by the end of the year. And so, that’s what my Programming Art talk will be about. Here’s the blurb:

As soon as computers had visual displays or printouts, people were using them to create art. In this presentation we’ll take a short look at the history of computer generated art, and a hands-on walk through of several of the available programs and languages used for that purpose today, including Flash, Processing, Structure Synth, NodeBox, Context Free, Open Frameworks, and maybe others.

I’ll be debuting the talk at FiTC Toronto in April, most likely doing it at Multi-Mania in Belgium in May, and then again at FlashBelt in Minneapolis in June. Those are the only conferences I’ve yet committed to speaking at in 2010. If I’m not totally bored with the talk, I don’t get rotten fruit thrown at me, and I get invited to speak anywhere else after that, I’ll probably do it a few more times.

Out of the talks I’ve given, one of my own personal favorites was my Art From Code talk at FiTC Amsterdam just about a year ago. I definitely plan to incorporate certain parts of that talk into Programming Art, before exploring the different tools.

I think it’s going to be a fun year!

Post to Twitter

Source: grahamgrahamreeves' shared items in Google Reader | 3 Feb 2010 | 5:29 am

#28161 - Google Android mascot BLIND BOX TOYS! Finally...




Google Android mascot BLIND BOX TOYS! Finally here from Andrew Bell ~ of Creatures In My Head and O-No Sushi! 12 in total, see more pics!

(Want more? See NOTCOT.org and NOTCOT.com)
Source: grahamgrahamreeves' shared items in Google Reader | 2 Feb 2010 | 6:11 pm

#28151 - These lovely illustrations/paintings are some...




These lovely illustrations/paintings are some of the artwork by an artist from Hong Kong that goes by the name of Cellar-Fcp. I really like the oil painting feeling he gives his illustrations. (Note: Some images are NSFW)

(Want more? See NOTCOT.org and NOTCOT.com)
Source: grahamgrahamreeves' shared items in Google Reader | 25 Jan 2010 | 3:30 pm

Mmmm, Bloody: The Sharky Tea Infuser

sharky-tea-infuser.jpg I'm not really sure if the Sharky Tea Infuser is a real product or just conceptual, but you have to admit: it's a great idea. Or, it would be if it looked like a human body with a bite out of it instead of a shark fin. Oh, and your tea was always blood red. Yep, yep, yep, great idea. shark tea infuser succeed [succeedblog] Thanks Jazz, I love your music.
Source: grahamgrahamreeves' shared items in Google Reader | 25 Jan 2010 | 1:30 pm

117 Beautifully Blurry Photos [Shootingchallenge]

Motion blur! It doesn't just ruin photos. It's also something that can be used for artistic effect, when done properly. And for the results of this week's Shooting Challenge, we've got 117 photographers who did just that.

First Runner Up


This is my favorite Korg, and I thought this would be pretty cool to capture "In motion!"
I used a Canon Rebel T1I
f/25
20 Second Exposure
18-55mm Lens (shot at 27mm)
ISO 100
Developed in Lightroom2
And my lighting was a small fluorescent tube light, the size you would put in a closet and such... -Marcel Maynard

Second Runner Up


Camera:Canon EOS REBEL T1i
Lens: 18-55m F/3.5
Exposure:3.2
Aperture:f/22.0
Focal Length:28 mm
ISO Speed:100
Exposure Bias:-1/3 EV
-Shant Meguerdichian

Winner


Camera: Canon S90
Shutter Speed: 0.81 sec
Aperture: F/8
Focal Length 6mm
ISO: 80
Exposure Compensation: -0.7 step
-David McGibbon



Source: grahamgrahamreeves' shared items in Google Reader | 25 Jan 2010 | 9:40 am

Arcade Expressionism

Source: grahamgrahamreeves' shared items in Google Reader | 25 Jan 2010 | 9:10 am

#27917 - new Magic Set of prints from bandito design co....




new Magic Set of prints from bandito design co. HEX, ILLUSION and VOODOO.

(Want more? See NOTCOT.org and NOTCOT.com)
Source: grahamgrahamreeves' shared items in Google Reader | 25 Jan 2010 | 8:08 am

#27916 - Solar Plant transforms sunlight into electric...




Solar Plant transforms sunlight into electric energy by photosynthesis.

(Want more? See NOTCOT.org and NOTCOT.com)
Source: grahamgrahamreeves' shared items in Google Reader | 19 Jan 2010 | 4:06 pm

CowboyKilla

Cowboykilla is an action platformer with emphasis on getting a nice hiscore by killing hundreds of enemies. Helpful on your side: Fine weaponry (pistol, shotgun, sword, baseball bat, chainsaw…)

The game is a collaboration between Andrew Brophy and Banov and is made for the YoYoGames Comp 05

Banov:

“The game doesn’t have an official title yet but we’ve been calling it “CowboyKilla.” It’s an awesome hardcore bloodbath where you’re pitted against an unending army of enemies with a lot of sweet weapons at your disposal. It’s ridiculously fun, and development is going at a very good pace.”

[View with PicLens]

Link to Gameplay Video (PixelProspector)

Link to Gameplay Video (Andrew Brophy)

Source: grahamgrahamreeves' shared items in Google Reader | 16 Jan 2010 | 9:14 am

NYC Sketchbook: Pages 1 & 2

Here's a couple pages from my latest sketchbook, a wonky improv tale of a troubled individual and the tiny Space Jesuit that looks after him.



Drawn while traveling around NYC over the Christmas & New Year. (Happy New Year everyone!)

I'll post some more soon..