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    <title>Texas Expat: Games</title>
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    <id>tag:www.texasexpat.net,2009-05-06:/posts//1</id>
    <updated>2010-03-09T22:49:32Z</updated>
    
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<entry>
    <title>Levelheaded for iPhone</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2010/03/levelheaded-for-iphone.html" />
    <id>tag:www.texasexpat.net,2010:/posts//1.30</id>

    <published>2010-03-09T22:41:20Z</published>
    <updated>2010-03-09T22:49:32Z</updated>

    <summary>For over a year now I&#8217;ve been wanting to start writing games for the iPhone and iPod Touch &#8212; in mid-February I was finally seized by the bug and sat down to figure it all out. The learning curve was...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>For over a year now I&#8217;ve been wanting to start writing games for the iPhone and iPod Touch &#8212; in mid-February I was finally seized by the bug and sat down to figure it all out. The learning curve was pretty huge, frankly &#8212; I remember realizing one evening that I was writing code in a language I didn&#8217;t know (Objective C) using an IDE I&#8217;d never used before (XCode) to work with an API I&#8217;d previously avoided like the plague (OpenGL). </p>

<p>Fun stuff.</p>

<p>On the upside, running your own code on the iPhone is <strong>really</strong> cool &#8212; I haven&#8217;t felt this much like I was &#8220;hacking&#8221; (in the classical sense of the term) in a long time. The upshot of it all is that I&#8217;ve just released my first game, <a href="http://levelheadedgame.com">Levelheaded</a>, for the iPhone. It&#8217;s a port of my old Global Game Jam project from last year, Jarhead, updated for the iPhone&#8217;s touch input and limited screen real estate. Now, onward with the marketing!</p>
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<entry>
    <title>PopCat, or Play This Game For (the sake of ) Science!</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2009/10/popcat-or-play-this-game-for-the-sake-of-science.html" />
    <id>tag:www.texasexpat.net,2009:/posts//1.24</id>

    <published>2009-10-13T20:19:22Z</published>
    <updated>2009-10-13T20:31:53Z</updated>

    <summary>I need your help! I&apos;ve got this hair-brained scheme to build wordgames that produces useful research data (thus combining my day job and my wish job into one sort of all-encompassing meta-job), but I&apos;m feeling a bit stuck on my...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="research" label="research" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>I need your help! I've got this hair-brained scheme to build wordgames that produces useful research data (thus combining my day job and my wish job into one sort of all-encompassing meta-job), but I'm feeling a bit stuck on my first attempt. Maybe you could play a quick game of PopCat and let me know what needs improving?</p>

<p>Hurrah!</p>

<p>In PopCat you are given a series of words and have to come up with a category for each one. You might say that "apple" is a "fruit", for example, or that a "'57 El Camino" is a "car". Your score is based on how close your categories match the most popular categories for each word -- the more people play the game, the more accurate the list of popular categories gets. If you guess the most popular category for a word you'll get a card, which might give you a hint (the ? card), a really good hint (the magic 8-ball), or let you skip a word altogether. How far are you from popular opinion?</p>

<p>At any rate, <em>please</em> let me know what you think could be improved, as I'm hoping to use game for nefarious research-y purposes, and want it to be friendly and fun for as wide an audience as possible.</p>

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<entry>
    <title>Getting Started with Flixel on OS X</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2009/09/getting-started-with-flixel-on-os-x.html" />
    <id>tag:www.texasexpat.net,2009:/posts//1.20</id>

    <published>2009-09-18T18:36:46Z</published>
    <updated>2009-09-18T18:56:59Z</updated>

    <summary>The other day I stumbled across Flixel, a brilliant collection of ActionScript3 classes for building Flash games. Flixel is a pure ActionScript library, meaning it&#8217;s intended for use without the Flash IDE. It&#8217;s mind-bogglingly new, but has a nascent community...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="flixel" label="flixel" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="osx" label="os x" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>The other day I stumbled across Flixel, a brilliant collection of ActionScript3 classes for building Flash games. Flixel is a pure ActionScript library, meaning it&#8217;s intended for use <strong>without</strong> the Flash IDE. It&#8217;s mind-bogglingly new, but has a nascent community that&#8217;s growing larger by the day. Most tutorials and things I&#8217;ve found for Flixel tend to be focused on Windows development though, using either FlashDevelop or FlexBuilder. I couldn&#8217;t find a guide to getting started with Flixel development on OS X, so I thought I&#8217;d put on my tutoring hat and write one myself &#8212; this post (and posts to follow) should get you started developing Flixel-based games on OS X, using nothing but the free Flex SDK and a text editor.</p>

<h4><strong>Install Flex SDK:</strong></h4>

<ul>
<li>Download the Flex SDK from <a href="http://www.adobe.com/cfusion/entitlement/index.cfm?e=flex3sdk">http://www.adobe.com/cfusion/entitlement/index.cfm?e=flex3sdk</a></li>
<li>Unzip the file we just downloaded (flex_sdk_3.4.zip) and copy the resulting folder (flex_sdk_3.4) somewhere out of mind. I stuck mine in <code>~/Library</code> (<User Directory>/Library).</li>
<li>Now we need to tell terminal where to find the Flex tools. Open up Terminal (Applications/Utilities/Terminal) and type <code>open ~/.profile</code>. This opens up your bash profile in TextEdit; add this line to the end of the file:
<code>export PATH=~/Library/flex_sdl_3.4/bin:PATH</code> (if you put the flex_sdk_3.4 folder somewhere other than ~/Library, use that path here instead).
Save the file and quit TextEdit</li>
<li>Close and re-open Terminal (or type <code>source ~/.profile</code>, either works), and make sure everything works by typing <code>mxmlc -help</code>. You should get a screenful of text, starting with the line &#8220;Adobe Flex Compiler (mxmlc).&#8221; Success!</li>
</ul>

<h4><strong>Flixel</strong></h4>

<ul>
<li>Download Flixel from <a href="http://flixel.org/flixel_v1.25.zip">http://flixel.org/flixel_v1.25.zip</a></li>
<li>Unzip flixel_v1.25.zip</li>
<li>In your Terminal window, change into the newly-created flixel folder. If you downloaded and unzipped Flixel to your Downloads folder, you can do this by typing <code>cd ~/Downloads/flixel_v1.25/</code>.</li>
<li>Compile the Mode example with the Flex compiler by typing <code>mxmlc Mode.as</code>. You should see something like:</li>
</ul>

<pre>    Loading configuration file /Users/doches/Library/flex_sdk_3.4/frameworks/flex-config.xml
    /Users/<YourUserName>/Downloads/flixel_v1.25/Mode.swf (380608 bytes)
</pre>

<ul>
<li>Alright! If you look in the flixel_v1.25 folder you should now see Mode.swf &#8212; double click on this to open it up in the Flash Player (or type <code>open Mode.swf</code> in Terminal).</li>
</ul>

<p>Ok &#8212; that&#8217;s everything we need to build Flash games using Flixel. Stick around for more tutorials on actually using Flixel to get things up on the screen!</p>
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<entry>
    <title>Holy Crap! Wikirunner featured on IndieGames.com!</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2009/09/holy-crap-wikirunner-featured-on-indiegamescom.html" />
    <id>tag:www.texasexpat.net,2009:/posts//1.19</id>

    <published>2009-09-15T15:28:05Z</published>
    <updated>2009-09-15T15:32:37Z</updated>

    <summary>I am absolutely abuzz with joy. My entry for Mini-LD #12, Wikirunner, is on the front page of IndieGames.com! From the post: Wikirunner is an a chase game inspired by Jeremy Bushnell&#8217;s Wikipedian Tag. Created for Mini Ludum Dare #12...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>I am absolutely abuzz with joy. My entry for Mini-LD #12, <a href="http://www.texasexpat.net/posts/wikirunner.html">Wikirunner</a>, is on the front page of <a href="http://www.indiegames.com/blog/2009/09/freeware_game_pick_wikirunner.html">IndieGames.com!</a> </p>

<p>From the post:</p>

<blockquote>
  <p>Wikirunner is an a chase game inspired by Jeremy Bushnell&#8217;s Wikipedian Tag. Created for Mini Ludum Dare #12 (the theme was &#8216;Wikipedia&#8217;), two players are given a random Wikipedia page each, and then &#8216;the chaser&#8217; must try to navigate his or her way to the same page as their opponent, while &#8216;the runner&#8217; must try to stay off the same page as the chaser for as long as possible.</p>
  
  <p>Both players can only move to another Wiki page if it has some relevance to the page they are currently on - so for example, you could move from &#8216;London Olympics&#8217; to &#8216;2012&#8217;, but not from &#8216;Russia&#8217; to &#8216;kangaroo&#8217;. The chaser also gets two goes for every one of the runner&#8217;s goes, to give him a fair chance. The game can be played in a 2-player hotseat style, or 1 vs AI, or AI vs AI (if you want to watch how the program thinks).</p>
  
  <p>By far the most fun mode is an AI chaser vs a player runner. It&#8217;s interesting to see the choices the AI makes - at one point I changed to &#8216;Canada&#8217;, so the AI jumped over to a page on &#8216;Dumbledore&#8217;s Army&#8217;. Escaping to the Wiki page for &#8216;Iraq&#8217;, the program then tried to follow me by bringing up the page for &#8216;The Manchester Evening News&#8217;, which just so happens to be my local newspaper strangely enough.</p>
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<entry>
    <title>Timelapses, etc.</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2009/08/timelapses-etc.html" />
    <id>tag:www.texasexpat.net,2009:/posts//1.16</id>

    <published>2009-08-28T20:54:50Z</published>
    <updated>2009-08-28T21:14:19Z</updated>

    <summary>One of the things folks like to do in Ludum Dare is record timelapse videos of the compo. Usually these are screenshots over the 48 hour period, one every couple of seconds; other times they&#8217;re webcam shots of the participants...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="linux" label="linux" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ludumdare" label="ludum dare" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>One of the things folks like to do in <a href="http://www.ludumdare.com/compo">Ludum Dare</a> is record timelapse videos of the compo. Usually these are screenshots over the 48 hour period, one every couple of seconds; other times they&#8217;re webcam shots of the participants over the same timeframe, again every couple of seconds. I&#8217;ve never successfully put together a timelapse video, partly because I never got the tools sorted out beforehand and partly because I always manage to screw up the recording somehow. </p>

<p>Not this time, though.</p>

<p>I&#8217;ve got a pretty good set-up going: screenshots every two seconds under both windows and linux, autostarting on login for both (No forgetting!) and saving to an empty harddrive formatted to fat32 so both OSes can access it. Images are tagged with the time in a consistent format, too, so I can make sure they&#8217;re all in the right order after the dust settles and I get around to encoding the thing. In case you&#8217;re interested in repeating this feat for yourself, let me describe the software and hardware setup: One desktop, dual booting Linux and Vista + one Macbook, running OS X and equipped with built-in iSight camera. On Linux (Ubuntu, 64bit) I&#8217;m using <code>scrot</code> with a <a href="http://www.ludumdare.com/wiki/ld15:linuxtimelapsemakefile">custom makefile</a>, dumping JPEGs of my screen every 2 seconds. On Windows I&#8217;m using Keeyai&#8217;s excellent <a href="http://keeyai.com/projects-and-releases/chronolapse/">Chronolapse</a>, a tool that I&#8217;m pretty sure came out of an earlier LD. I&#8217;m also using Chronolapse to merge everything together in the end, because it works with screenshots saved as a series of images and can do picture-in-picture compositing. For OS X I&#8217;m using <a href="http://www.klieme.com/EyeSight.html">EyeSight</a> to take pictures with the iSight camera every 2 seconds. The laptop is sitting off to the side when I&#8217;m not using it, so that image will either show me working on the desktop, on the laptop, or not working at all (e.g. sleeping). </p>

<p>Not bad, eh? And all free software to boot. </p>
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<entry>
    <title>Ludum Dare #15</title>
    <link rel="alternate" type="text/html" href="http://www.texasexpat.net/posts/2009/08/ludum-dare-15.html" />
    <id>tag:www.texasexpat.net,2009:/posts//1.15</id>

    <published>2009-08-23T18:03:36Z</published>
    <updated>2009-08-23T18:10:08Z</updated>

    <summary>Just in time, it&#8217;s Ludum Dare #15 &#8212; yet another weekend-long extravaganza featuring little food, less sleep, and a whole lot of rapid game dev. For once I&#8217;ve actually assembled something beforehand: a motley collection of initialization scripts, configuration files,...</summary>
    <author>
        <name>Doches</name>
        
    </author>
    
        <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ludumdare" label="ludum dare" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.texasexpat.net/posts/">
        <![CDATA[<p>Just in time, it&#8217;s <a href="http://www.ludumdare.com/compo">Ludum Dare #15</a> &#8212; yet another weekend-long extravaganza featuring little food, less sleep, and a whole lot of rapid game dev. For once I&#8217;ve actually assembled something beforehand: a motley collection of initialization scripts, configuration files, and subsystems I jokingly call an engine. It&#8217;s available for review over at <a href="http://github.com/doches/Bebop/">GitHub</a>, if you&#8217;re into that sort of thing or if you&#8217;re coming from Ludum Dare itself and want to keep me honest.</p>

<p>This ought to be a good compo, and for a slew of reasons. The last compo, back in may, netted over a hundred submissions &#8212; breaking records we didn&#8217;t even know we were keeping. As for me, I&#8217;ve been all fired-up about this sort of indie development lately, partly thanks to <a href="http://twitter.com/mvromer">mvromer</a>&#8217;s influence, and partly due to attending the splendiferous <a href="http://www.edinburghinteractivefestival.com/">Edinburgh Interactive Festival</a>. Hopefully I&#8217;ll get enough work done during the week, meet all my goals and whatnot, that I can participate without inducing too much research-guilt. I guess we&#8217;ll see.</p>
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