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<channel>
	<title>input &#124; output</title>
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	<link>http://astrofra.com/wordpress</link>
	<description>astrofra&#039;s daily experimentations.</description>
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		<title>Preparing a trailer for Astlan</title>
		<link>http://astrofra.com/wordpress/2012/03/17/preparing-a-trailer-for-astlan/</link>
		<comments>http://astrofra.com/wordpress/2012/03/17/preparing-a-trailer-for-astlan/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 07:12:30 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Input]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=494</guid>
		<description><![CDATA[Today, as we have planned a walk to the Aerotrain&#8217;s test site, I decided to bring my iPhone and a tripod. The Aerotrain railway makes a perfect landscape to create a fun &#038; intriguing trailer for my (almost finished) game &#8216;Astlan&#8217;. For the record, the Aerotrain prototype was designed during the 70&#8242;s as an high-speed [...]]]></description>
			<content:encoded><![CDATA[<p>Today, as we have planned a walk to the Aerotrain&#8217;s test site, I decided to bring my iPhone and a tripod.<br />
The Aerotrain railway makes a perfect landscape <strong>to create a fun &#038; intriguing trailer</strong> for my (almost finished) <a href="http://astrofra.com/wordpress/2012/03/17/preparing-a-trailer-for-astlan/" title="Preparing a trailer for Astlan">game &#8216;Astlan&#8217;</a>.</p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-03-17_080029.jpg" title="Aerotrain" class="alignnone" width="640" height="236" /></p>
<p>For the record, the <a href="www.youtube.com/watch?v=5VvsxaaFNAs#t=0m16s" target="_blank">Aerotrain prototype</a> was designed during the 70&#8242;s as an high-speed alternative to the regular railways. A test site running on 25km, made of a concrete rail was built in order to test this prototype (max speed recorded was around 400km/h).</p>
<p>Nowadays, only the concrete rail remains, making a perfect place for urban exploration.</p>
<p>Here are <strong>a few mockups</strong> I made of the kind of framing I want to shoot once on the site. We&#8217;ll see if the final result is close enough. Or not <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-03-17_075135.jpg" title="aerotrain mockup" class="alignnone" width="640" height="369" /></p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-03-17_075301.jpg" title="aerotrain mockup" class="alignnone" width="640" height="369" /></p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-03-17_075411.jpg" title="aerotrain mockup" class="alignnone" width="640" height="369" /></p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-03-17_075507.jpg" title="aerotrain mockup" class="alignnone" width="640" height="369" /></p>
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		<title>Turrican 3 (title screen), a bit of (VG) archeology.</title>
		<link>http://astrofra.com/wordpress/2012/02/22/turrican-3-title-screen-a-bit-of-vg-archeology/</link>
		<comments>http://astrofra.com/wordpress/2012/02/22/turrican-3-title-screen-a-bit-of-vg-archeology/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 07:20:04 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Input]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=484</guid>
		<description><![CDATA[Yesterday night, a friend sent me the ASM source code of the title screen of the game Turrican 3, released by Factor5 on Amiga computers around the year 1993. Not only the 68000 ASM source code of the title screen makes more than 5000 lines, but it contains a few evidences of where the Factor5 [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday night, a friend sent me the <a href="http://www.astrofra.com/museum/T3-Title-9-4.zip">ASM source code</a> of the title screen of the game <strong>Turrican 3</strong>, released by <strong>Factor5</strong> on <strong>Amiga computers</strong> around the year 1993.</p>
<p>Not only the 68000 ASM source code of the title screen makes <strong>more than 5000 lines</strong>, but it contains a few evidences of where the Factor5 team got their inspiration from.</p>
<p>The line 31 mentions a &#8216;<strong>Stryfe</strong>&#8216; character.</p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-02-22_075844.jpg" title="Turrican 3, asm source excerpt." class="alignnone" width="668" height="197" /></p>
<p>I started to look into Google Image, and I quickly found the following character, featured as a Super Vilain of the Marvel universe (look at his <em>Real Name</em>) :</p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-02-22_080039.jpg" title="Stryfe, (c) Marvel." class="alignnone" width="478" height="371" /></p>
<p>Isn&#8217;t that &#8216;Stryfe&#8217; character the twin brother of the <strong>Turrican 3&#8242;s Super Vilain</strong> (and Final Boss), <strong>featured below</strong> in the title screen of the Amiga version ?</p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-02-22_075909.jpg" title="Turrican 3, intro screenshot." class="alignnone" width="478" height="419" /></p>
<p>Amazing, isn&#8217;t it ? <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>For the record, there is a longplay of Turrican 3 Amiga :</p>
<p><iframe width="480" height="360" src="http://www.youtube.com/embed/Y530mBlpv7k?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<item>
		<title>Astlan, sunday late update.</title>
		<link>http://astrofra.com/wordpress/2012/01/22/astlan-sunday-late-update/</link>
		<comments>http://astrofra.com/wordpress/2012/01/22/astlan-sunday-late-update/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 22:33:52 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/2012/01/22/astlan-sunday-late-update/</guid>
		<description><![CDATA[Both Saturday and Sunday were profitable days. I managed to stick on AstroLander and work a dozen of details, such as : Normalize the audio tracks Improve the touch/click reactivity of the main GUI Write a few common function to create UI buttons and ultimately refactor the existing UI code Implement a &#8220;Pause Menu&#8221; when [...]]]></description>
			<content:encoded><![CDATA[<p>Both Saturday and Sunday were profitable days. I managed to stick on AstroLander and work a dozen of details, such as :</p>
<ul>
<li>Normalize the audio tracks</li>
<li>Improve the touch/click reactivity of the main GUI</li>
<li>Write a few common function to create UI buttons and ultimately refactor the existing UI code</li>
<li>Implement a &#8220;Pause Menu&#8221; when in-game. Works perfectly and stops the game completely (display, stopwatch, physics, particles and whatnot)</li>
<li>Fix an inconsistent design in the score calculations</li>
<li>Renamed a dozen of scene files and their respective classes</li>
</ul>
<p>Not bad, for a Sunday <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img alt="" src="http://www.astrofra.com/posts/misc/2012-01-23_080036.jpg" title="Astlan Screenshot" class="alignnone" width="640" height="362" /></p>
]]></content:encoded>
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		<item>
		<title>Ideas for my next project</title>
		<link>http://astrofra.com/wordpress/2012/01/06/ideas-for-my-next-project/</link>
		<comments>http://astrofra.com/wordpress/2012/01/06/ideas-for-my-next-project/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 22:19:28 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/2012/01/06/ideas-for-my-next-project/</guid>
		<description><![CDATA[While it is too early to expose here the idea I have regarding my next game project, I can say it will involve robots&#8230;animated robots. The challenge here will be to animate the robots using a procedural technique as I want them to be able to place their hands randomly. For this purpose I will [...]]]></description>
			<content:encoded><![CDATA[<p>While it is too early to expose here the idea I have regarding my next <strong>game project</strong>, I can say it will involve robots&#8230;animated robots.</p>
<p>The challenge here will be to animate the robots using a procedural technique as I want them to be able to place their hands randomly.</p>
<p>For this purpose I will probably use two things :</p>
<p><strong>1. This robot</strong> I modeled years ago (here in a shameless photoshopping)</p>
<p><a href="http://astrofra.com/wordpress/wp-content/uploads/2012/01/20120106-231343.jpg"><img src="http://astrofra.com/wordpress/wp-content/uploads/2012/01/20120106-231343.jpg" alt="20120106-231343.jpg" class="alignnone size-full" /></a></p>
<p><strong>2. The physic engine</strong> of <a href="http://www.gamestart3d.com">GameStart</a>, and especially joints, to assemble a sort of ragdoll, so that I shall only need to animate the hands if I want to move the arms <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Stay tuned.<br />
I need to finish and release <strong>Astlan</strong> first, anyway!</p>
]]></content:encoded>
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		<title>Update on CosmicLander</title>
		<link>http://astrofra.com/wordpress/2011/12/29/update-on-cosmiclander/</link>
		<comments>http://astrofra.com/wordpress/2011/12/29/update-on-cosmiclander/#comments</comments>
		<pubDate>Thu, 29 Dec 2011 06:32:41 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=469</guid>
		<description><![CDATA[Here I a quick summary of the most recents update I made to my latest game project: The name was finally changed to Astlan, as in Astro Lander. I hope it will avoid any possible copyright issue. 20 levels out of 24 are now completed, with different kinds of traps, such as doors, rotating barriers [...]]]></description>
			<content:encoded><![CDATA[<p>Here I a quick summary of the most recents update I made to my latest game project:</p>
<ul>
<li>The name was finally changed to <strong>Astlan</strong>, as in Astro Lander. I hope it will avoid any possible copyright issue.</li>
<li>20 levels out of 24 are now completed, with different kinds of traps, such as doors, rotating barriers or lasers.</li>
<li>The game UI is slowly taking shape, thanks to the help of <a href="http://pehesse.altertainments.com/" target="_blank">an amazing local artist</a> who made the intro screen, displayed somewhere in this page. So far, the main title, settings screen and level selection menu are functional.</li>
<li>I recently manage to throttle my physics routines when the game happens to slow down too much. This was a matter of concern to me, especially regarding the Android version.</li>
<li>Yup, you read it right. There&#8217;s an Android version around <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ul>
<p>I will post a playable version including the updates listed here before January 2012 so that people will be able to test, and hopefully make feedbacks <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://astrofra.com/wordpress/wp-content/uploads/2011/12/20111229-073516.jpg"><img class="alignnone size-full" src="http://astrofra.com/wordpress/wp-content/uploads/2011/12/20111229-073516.jpg" alt="20111229-073516.jpg" /></a></p>
<p><a href="http://astrofra.com/wordpress/wp-content/uploads/2011/12/20111229-074758.jpg"><img class="alignnone size-full" src="http://astrofra.com/wordpress/wp-content/uploads/2011/12/20111229-074758.jpg" alt="20111229-074758.jpg" /></a></p>
]]></content:encoded>
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		<title>The iPhone 4S : software polish VS product differentiation</title>
		<link>http://astrofra.com/wordpress/2011/10/06/the-iphone-4s-software-polish-vs-product-differentiation/</link>
		<comments>http://astrofra.com/wordpress/2011/10/06/the-iphone-4s-software-polish-vs-product-differentiation/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 06:09:45 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Input]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=461</guid>
		<description><![CDATA[I&#8217;d like to add my personal though on the current debate about &#8221; how much is(n&#8217;t) the new iPhone 4S innovative enough versus its Android high-end competitors&#8221;. While it&#8217;s always difficult to judge and compare products without having your hands on, here is my own experience with the iPhone 3G and the Android Motorola Defy. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;d like to add my personal though on the current debate about &#8221; how much is(n&#8217;t) the new <strong>iPhone 4S</strong> innovative enough versus its Android high-end competitors&#8221;.</p>
<p>While it&#8217;s always difficult to judge and compare products without having your hands on, here is my own experience with the iPhone 3G and the Android Motorola Defy.</p>
<p>&nbsp;</p>
<blockquote><p>9 months later, thruth is I&#8217;m writing this note on my iPhone, while the Android phone lies in a closet.</p></blockquote>
<h3>The facts</h3>
<p>In feb. 2011 I decided to replace my iPhone 3G with the Moto Defy that was (at that time) vaguely marketed as a iPhone 4 competitor. 9 months later, truth is I&#8217;m writing this note on my iPhone, while the Android phone lies in a closet.</p>
<h3>A question of software polish</h3>
<p>My strongest disappointment with the Moto Defy is the objective <strong>lack of software polish</strong>. A smartphone is all about inputs to me, the touchscreen, the keyboard and the ability to handle texts, from entering an URL to editing an email or a blog post.</p>
<h3>I/O</h3>
<p>If the Defy&#8217;s touchscreen is excellent, the default keyboard behavior is still a mystery to me : he won&#8217;t be able to switch from French to English when it comes to word correction/suggestion, he will suggest the wrong word endlessly, and will add misspelled words to the dictionary.<br />
Worse, the key prediction seems non-existent. The keyboard will let me enter 5 consonants in a row without finding it odd.<br />
When your finger press an area between the E and R keys, aren&#8217;t there known probabilities if it will be a E or a R, depending what letters are preceding?</p>
<p>That&#8217;s the first reason why I switched back to the iPhone. I found out myself wasting my time negotiating with the MotoDefy&#8217;s interface, instead of being productive.</p>
<p>The Motorola Defy being shipped in France with Android 2.1, I quickly realized how much it was difficult to simply select/copy/paste accurately a piece of text from a website to my mail, from a mail to an app&#8230;</p>
<p>Is it possible that, in 2011, a long time leading company in mobile cellphone <strong>is not ashamed</strong> to deliver a smartphone with text editing capabilities actually really worse than an iPhone purchased more that 1 year earlier ?</p>
<p>The answer is <strong>YES</strong>. That&#8217;s a bummer.</p>
<h3>The great openness swindle</h3>
<p>At this point of my journey with the Android phone, I started to look for an original Google Android ROM to re-flash my MotoDefy and experience the freedom that the late Steve Jobs denied us on the iPhone. However, I only found out that upgrading a Motorola Smartphone was far more tricky than Jailbreaking an iPhone.</p>
<p>The truth is that there&#8217;s no way to install a stable release of Android 2.3 on a smartphone purposely locked by the manufacturer.</p>
<p>Put simply, Motorola won&#8217;t let you install a custom build of Android on your phone. They won&#8217;t care about providing decent OS upgrades either, because they are far too busy with their next piece of hardware.</p>
<p>There&#8217;s been 1 upgrade to Android 2.2 on my Defy, that&#8217;s all. And so far, this upgrade have proven unstable and sluggish, no matter its objective improvements.</p>
<p>That&#8217;s for the so-called openness or freedom of Android versus iOS. Android might be open, you&#8217;d better avoid phones with locked bootloaders and no software upgrades. And don&#8217;t trust your local dealer to tell you the truth about it <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h3>Why I prefer Polish over Openness</h3>
<p>All in all, I have to admit that Android is a marvel when it comes to tweak your OS components :</p>
<p>The Motorola Motoblur app launcher was jerky (~15 FPS) and sluggish, so I replaced it by Launcher Pro that is perfect and free.</p>
<p>But once the app is started, what happens to it ? I&#8217;ve seen many idiotic comparison charts to claim that iOS (BSD-based&#8230;) is not multitasking. But is the Android multitasking better ? What are doing these apps in the background when I never invoked them ? Why is <em>CardioTrainer</em> launching itself anytime of the day ? Why is the <em>Car Dock app</em> doing the same when I don&#8217;t have a car ???</p>
<p>Why is it down to the end user to install some task manager that will chase and kill unwanted apps ?</p>
<p>Is that Google&#8217;s idea of a <strong>SMART</strong> phone ?</p>
<p>I recently found<em> Swipe X</em>, lost in the messy and unfiltered Android Market, a replacement keyboard that is ALMOST as good as the iOS one.</p>
<p>That&#8217;s an objective superiority of Android Market over iOS App Store. There are apps, but there are OS extensions as well*!</p>
<p>But is it a reason for Google or other manufacturers to ship their phones with the wrong OS components ?<br />
Could&#8217;nt they have tried for us first, and deployed the best directly ?</p>
<p>Are they undermining their smartphones for the sake of brand differentiation ?</p>
<blockquote><p>Obsessed by a plethora strategy, SmartPhone manufacturers are flooding the market and fooling customers with hundreds of hardware pieces embarking half-arsed versions of Android.</p></blockquote>
<h3>The Nokia way</h3>
<p>Obsessed by a plethora strategy, SmartPhone manufacturers are flooding the market and fooling customers with hundreds of hardware pieces embarking half-arsed versions of Android.</p>
<p>This is what Nokia did for ages, helped in that by a Java, Symbian or Windows CE. Fortunately Apple ended that, and initiated an era of polished cellphones for demanding users.</p>
<p>The Apple cellphone landscape is simple to read, with a maximum of 3 models at a time. Their software releases are tested. It works their way**, but it works well.</p>
<h3>Waiting for the 4S</h3>
<p>That&#8217;s exactly why I&#8217;m positively impressed by the features of the new iPhone 4S and iOS5. They focused on what matters to me, and I know by experience that what ships from Apple was designed and tested.</p>
<p>If Siri works as well as the early reviews are saying, it might be a real breakthrough. Android embarks the voice recognition already, but Siri is about hands free assisting (a question to needed to be addressed for car owners), day life reminders and all the demanding details our brains are facing nowadays.</p>
<p>No matter the camera is only a 8MPixels, as long as the shots are clean and that the right &#8220;vintage photo&#8221; app is available on the phone (which, so far, <a href="http://astrofra.com/wordpress/2011/02/12/hipstamatic-vs-retrocamera/" target="_blank">hasn&#8217;t happened yet on Android</a>).</p>
<p>Obviously there will be bugs, but there will be fixes and upgrades of the OS as well.</p>
<p>And so far I&#8217;ve been less disappointed by iOS bugs than by Android&#8217;s software nonsense and it&#8217;s confusing plethora of form factors.</p>
<p>&nbsp;</p>
<p>*<em>that&#8217;s a gap Cydia is filling, for jailbreakers only, alas.</em><br />
**<em>Syncing music with iTunes is an objective pain, partly eases by a couple of Cydia extensions.</em></p>
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		<title>Cosmic Lander, a new minigame project</title>
		<link>http://astrofra.com/wordpress/2011/08/31/cosmic-lander-a-new-minigame-project/</link>
		<comments>http://astrofra.com/wordpress/2011/08/31/cosmic-lander-a-new-minigame-project/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 03:51:28 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/2011/08/31/cosmic-lander-a-new-minigame-project/</guid>
		<description><![CDATA[I recently  started to work on a new indie game on my spare time. The initial goal was to develop a series of really small games within very short development cycles, in order to address a largest spectrum possible with my favorite game engine to date: GameStart It turns out that it rapidly evolved into [...]]]></description>
			<content:encoded><![CDATA[<p>I recently  started to work on a new indie <strong>game</strong> on my spare time.</p>
<p>The initial goal was to develop a series of <strong>really small games</strong> within very short development cycles, in order to address a largest spectrum possible with my favorite game engine to date: <a href="Http://www.gamestart3d.com">GameStart</a></p>
<p>It turns out that it rapidly evolved into something a bit more ambitious, even I&#8217;ve been able to <strong>prioritize</strong> the tasks, and especially to work on a gameplay before starting the real artworks.</p>
<p>From a basic &#8220;<strong>Lunar</strong> <strong>Lander</strong>&#8221; it ought to be, it moved to a gameplay with a series of closed levels (caves ?) in which the player must <strong>seek</strong> for a list of items, while struggling against the <strong>gravity</strong>.</p>
<p>The graphics are basic so far, as mentioned above, mainly because I want to focus on what I&#8217;m not confident with : the <strong>level</strong> <strong>design</strong>. The visual aspect of the caves might eventually get painted or textured, but the real challenge here is to create funny &amp; challenging levels.</p>
<p><a href="http://astrofra.com/wordpress/wp-content/uploads/2011/08/2011-08-23_080928.jpg"><img class="alignnone size-full" style="max-width: 100%;" src="http://astrofra.com/wordpress/wp-content/uploads/2011/08/2011-08-23_080928.jpg" alt="" /></a></p>
<p>So far, the game features 4 levels, no score, the basic win/die gameloop, a minimap and a few bonus &amp; traps. The <strong>physics</strong> <strong>engine</strong> plays an important part in the gameplay.</p>
<p>I&#8217;m currently wondering to what extent it could be relevant to create a <strong>level</strong> <strong>editor</strong> inside the game, in order to have people create their own levels&#8230; Want to share your opinion? <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Mr Cleaner, Adventures in Time (alpha).</title>
		<link>http://astrofra.com/wordpress/2011/06/08/mr-cleaner-adventures-in-time/</link>
		<comments>http://astrofra.com/wordpress/2011/06/08/mr-cleaner-adventures-in-time/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 06:11:22 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=447</guid>
		<description><![CDATA[Here&#8217;s a short alpha release &#38; status update of a project I&#8217;ve been involved into during the past 3 months. Background : In a laboratory located in the future, a Scientist is conducting experiments on time travel. Unfortunately, during the experiment, a large amount of radioactive cores are spread through time, all around the ages. [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a short alpha release &amp; status update of a project I&#8217;ve been involved into during the past 3 months.</p>
<p><a href="http://www.astrofra.com/posts/misc/2011-06-05_174057.jpg" target="_blank"><img src="http://www.astrofra.com/posts/misc/2011-06-05_174128.jpg" alt="" width="640" height="304" /></a><br />
<strong><br />
Background : </strong></p>
<p>In a laboratory located in the future, a Scientist is conducting experiments on <strong>time travel</strong>. Unfortunately, during the experiment, a large amount of <strong>radioactive cores</strong> are spread through time, all around the ages.<br />
In order to save mankind from a massive radioactivity poisoning, he sends a Robot to <strong>clean</strong> all this mess, and bring back the cores to his lab.</p>
<p><strong>Todo list :</strong></p>
<ul>
<li> Tutorial, gameplay details</li>
<li> Joypad controls</li>
<li> Add the music tracks</li>
<li> Tweak the sfx (that are quite annoying atm)</li>
<li> Visually pimp the few latest levels</li>
</ul>
<p><strong>Download Link :</strong></p>
<p>Here&#8217;s is a Win32 playable version of the game. Please keep in mind it&#8217;s  an alpha version (some of the levels might be unplayable, some are not  completely re-skinned, and the sfx might sound really annoying atm). Any  feedback is welcome&#8230;</p>
<p><a href="http://goo.gl/vqLNm" target="_blank"><img src="http://static.myhome.ie/images/generic/disk-icon.png" alt="" width="16" height="16" /> MrCleaner Win32 Version 0.7 download link.</a></p>
<p><em>Controls :</em><br />
Rotate CCW, CW        : Left, Right arrow keys<br />
More forward          : Up arrown key<br />
Validate/Trigger Bomb : Space bar<br />
Back to main menu     : Esc</p>
<p><em>Minimum hardware requirement : </em><br />
NVidia GEForce series 8000 or ATI Radeon series 3000 graphics card<br />
Intel graphic chips are more than likely to make the game crash.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/lyfGs7lLKm0" /><embed type="application/x-shockwave-flash" width="425" height="355" src="http://www.youtube.com/v/lyfGs7lLKm0" wmode="transparent"></embed></object></p>
<p><strong>About the project :</strong></p>
<p>This game was entirely written and level-designed by <a href="http://sites.google.com/site/andygfxproject/" target="_blank">Andy</a>, who decided to implement a <strong>Sokoban-like</strong> game with <strong>GameStart3D </strong>in order to test the engine.</p>
<p>It turned out the game was <a href="http://sites.google.com/site/andygfxproject/gamestart-engine/mr-cleaner-game" target="_blank">completely functional</a> in 2 weeks of time, with a set of 50 levels partially designed. He made  the initial placeholder graphics with Blender3D, wrote the game in  Squirrel, and then entered in contact with me.</p>
<p>As the game was fully playable, Andy asked me to refine the visual side  of the game, which I was glad to accept. I hope you will enjoy the  result <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Read the <strong>full story</strong> &amp; the weekly-updated <strong>devlog </strong>on the <a href="http://forums.tigsource.com/index.php?topic=19760.0" target="_blank">TigSource.com&#8217;s forum</a> !</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>Hipstamatic VS RetroCamera</title>
		<link>http://astrofra.com/wordpress/2011/02/12/hipstamatic-vs-retrocamera/</link>
		<comments>http://astrofra.com/wordpress/2011/02/12/hipstamatic-vs-retrocamera/#comments</comments>
		<pubDate>Sat, 12 Feb 2011 08:17:42 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[Input]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=389</guid>
		<description><![CDATA[A polaroid camera found on a flea market, photographed with the iPhone using Hipstamatic. Accidental photography I&#8217;ve been a long time user of an old Polaroid camera that I truly loved for its genuine output and its results with accidental framing. The low quality lenses and the color prints that renders a cold and blue [...]]]></description>
			<content:encoded><![CDATA[<table>
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<td><img class="alignnone" title="GF's Polaroid camera." src="http://astrofra.com/posts/polaroid_shot.jpg" alt="" width="640" height="334" /><br />
<em>A polaroid camera found on a flea market, photographed with the iPhone using Hipstamatic. </em></td>
</tr>
</tbody>
</table>
<h2>Accidental photography</h2>
<p>I&#8217;ve been a long time user of an old Polaroid camera that I truly loved for its genuine output and its results with <a href="http://www.flickr.com/photos/astrofra/3619037078/in/set-72157619543457687/" target="_blank">accidental framing</a>. The low quality lenses and the color prints that renders a <a href="http://www.flickr.com/photos/astrofra/3619037664/in/set-72157619543457687/" target="_blank">cold and blue light</a> helped me to keep track of my travels in a distinctive and <a href="http://www.flickr.com/photos/astrofra/sets/72157619543457687/" target="_blank">poetic</a> way.</p>
<p>However, since the Polaroid disappearance, I&#8217;ve been looking for a smartphone application that could mimics a large range of low end cameras, <a href="http://en.wikipedia.org/wiki/Instant_camera" target="_blank">Polaroid</a>, <a href="http://en.wikipedia.org/wiki/Holga" target="_blank">Holga</a> or <a href="http://en.wikipedia.org/wiki/Lomography" target="_blank">Lomo</a>.</p>
<p>I found two main apps to do that : <a href="http://hipstamaticapp.com/" target="_blank">Hipstamatic</a> for iPhone and <a href="http://www.urbian.biz/apps/retrocam/" target="_blank">RetroCamera</a> on Android phones.</p>
<p><em>RetroCamera</em> is advertised as an equivalent of <em>Hipstamatic </em>in the Android Market, but is it a proper alternative ? To figure this out, it decided to conduct a rough test of these two apps.</p>
<h2>The test protocol</h2>
<p>To compare the output of these apps , I took a series of photos with two smartphones stuck together, at the same time, in the same place. <em>Hipstamatic </em>is running on my old iPhone 3G, <em>RetroCamera </em>was installed on my brand new Motorola Defy.</p>
<p>There are obviously several biases in this approach :</p>
<ul>
<li> The camera and CCD of both phones are technically uneven.</li>
<li> The apps don&#8217;t provide the exact same filters and effects.</li>
<li> The framing and aperture of the phone&#8217;s lenses are different too.</li>
</ul>
<p>However, as you can see below, I found the output photos to be surprisingly close, and especially close enough to compare the way each app can work. The framing is exactly the same, the color treatment is somehow similar, with a vignetting effect.<br />
Of course, the Motorola Defy took a sharper photo with its 5MPixels camera, but in my opinion it is not a relevant criterion.</p>
<table>
<tbody>
<tr>
<td><a href="http://farm6.static.flickr.com/5137/5435223239_025da2c996_o.jpg"><img class="alignnone" title="Hipstamatic (left) VS RetroCamera (right) Shot #28" src="http://farm6.static.flickr.com/5137/5435223239_ebdc02cb7f_z.jpg" alt="" width="580" height="292" /></a></p>
<p><span style="color: #808080;"><em>Left : Hipstamatic. Right : RetroCamera.</em></span></p>
<p><em>The frame is very close, the color temperature goes in the same direction and the vignetting is quite similar. Of course, the 2Mpixels CCD of the iPhone provides a less sharp image. </em></td>
</tr>
</tbody>
</table>
<h2>Point by point comparison</h2>
<h3>The image process</h3>
<p>It appears that if both apps have similar process, they don&#8217;t apply the filters in the same order. In my opinion, the regular sequence would be :</p>
<ol>
<li> Acquiring the raw photo from the CCD</li>
<li> Vignetting &amp; various spots and scratches</li>
<li> Levels processing &amp; color correction</li>
</ol>
<p>First comes the vignetting and other leaks of lights such as those seem on a Holga or Lomo. This happens when the light enters the camera, either through the lenses or the leaks previously mentioned.<br />
Then, the purpose of the level process is to get the image burnt, under/over exposed, which is typical on a toy camera or a Polaroid on which the exposure is static.<br />
Eventually, after the light came through the 2 previous filters of a rough exposure, a coarse lens and a leaky camera body, it will hit the film, and that&#8217;s what the color correction is about, because every color film has a different color response to the light.</p>
<table>
<tbody>
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<td><img class="alignnone" title="RGB Color Response of a fake vintage photography." src="http://farm6.static.flickr.com/5252/5442276950_011d149793_o.jpg" alt="" width="580" height="191" /><br />
<em>The diagram above shows what kind of RGB transfert curves is applied to the raw image to mimic the color response of a real film. Notice how the lower (darker) part of the blue curved is bumped, thus making the shadows of the photo to be tinted in blue. </em></td>
</tr>
</tbody>
</table>
<p>Now, how does it works in practice ? You can see below a situation showing a huge difference. The original subject shows a clear sky. In my opinion, the spots &amp; vignetting added by <em>Hipstamatic </em>created a compelling result. On the other side, the vignetting of <em>RetroCamera </em>looks almost fake, and shows some middle gray values that do not match the color response of this kind of film.</p>
<table>
<tbody>
<tr>
<td><a href="http://farm6.static.flickr.com/5140/5435218799_1e7a5a31a6_o.jpg"><img class="alignnone" title="Hipstamatic (left) VS RetroCamera (right) Shot #09" src="http://farm6.static.flickr.com/5140/5435218799_b024d5d4d6_z.jpg" alt="" width="580" height="292" /></a><br />
<span style="color: #808080;"><em>Left : Hipstamatic. Right : RetroCamera.</em></p>
<p><em>Clearly the worse example I have found where the process of RetroCamera shows its shortcomings. Even though the color response is relevant, it is spoiled by the vignetting layer that brings back these shades of dark grey in the upper corners of the photo. On the contrary, Hipstamatic&#8217;s vignetting is properly interpreted and provides blue shades that subtly match the overall color mood. </em></p>
<p></span></td>
</tr>
</tbody>
</table>
<p>To understand why <em>RetroCamera </em>was creating these irrelevant shades, I tried to simulate the whole process in <em>Photoshop</em>, starting for a classic iPhone photo. The image below shows the steps detailed above.</p>
<table>
<tbody>
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<td><a href="http://farm6.static.flickr.com/5099/5438976835_381c77b768_o.jpg"><img class="alignnone" title="1,2,3 Breakdown of a fake vintage photo." src="http://farm6.static.flickr.com/5099/5438976835_275f733552_z.jpg" alt="" width="580" height="190" /></a><br />
<em>Process breakdown of a typical &#8216;vintage&#8217; effect. This was made with Adobe Photoshop, the actual internal process of Hipstamatic &amp; RetroCamera may differ</em>.</td>
</tr>
</tbody>
</table>
<p>I suspect that <em>RetroCamera </em>swapped the step 2 and 3, because the color  correction is quite effective and works well. However, the grey shades  seen in the corners of the image are really specific to what happens when  the original image is alpha-blended with a dark mask (either vignette or  scratches).</p>
<p>I really have no clue why <em>RetroCamera </em>works this way. Is it on purpose ? Some people may appreciate the result, of course, but in my humble opinion it is sometimes hurtful.</p>
<table>
<tbody>
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<td><a href="http://farm5.static.flickr.com/4141/5435829702_53bf7f8911_b.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #11" src="http://farm5.static.flickr.com/4141/5435829702_53bf7f8911_z.jpg" alt="" width="580" height="292" /></a><br />
<em>Left : Hipstamatic. Right : RetroCamera.</em></p>
<p><em>A case where the alternate process of RetroCamera makes something that still is worhwhile. Some people might even consider that Hipstamatic color&#8217;s are way too cheesy. </em></td>
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<table>
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<td><a href="http://farm6.static.flickr.com/5174/5435829500_30b32079a4_b.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #10" src="http://farm6.static.flickr.com/5174/5435829500_30b32079a4_z.jpg" alt="" width="580" height="292" /></a><br />
<em>Left : Hipstamatic. Right : RetroCamera.</em></p>
<p><em>In this shoot, Hipstamatic&#8217;s result is almost too blue. It might be a matter of greyscale values, that are interpreted as blue under a certain threshold. Wether you prefer the right or left result is probably a matter of taste. </em></td>
</tr>
</tbody>
</table>
<h3>Color correction</h3>
<p>This really is a delicate topic, for several reason. Each print color film ever manufactured always came with a document that shows its color response, among other data (<a href="http://motion.kodak.com/FR/fr/motion/Products/Distribution_And_Exhibition/tech2393.htm#modTrans" target="_blank">example here</a>). But in this case I don&#8217;t think it is necessary to look for such a genuine behavior. <em>Hipstamatic </em>and <em>RetroCamera </em>are both meant to emulate a toy camera. I my opinion, only the final result matters, even if it is not technically correct.<br />
Besides, it&#8217;s important that such apps provides a lot of various settings &amp; camera modes, because each user will look for a specific result and atmosphere. I think that booth apps fulfill this demand.</p>
<table>
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<td><a href="http://farm6.static.flickr.com/5220/5435829972_95963b6aab_o.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #12" src="http://farm6.static.flickr.com/5220/5435829972_84e06014f4_z.jpg" alt="" width="580" height="292" /></a><br />
<em>Left : Hipstamatic. Right : RetroCamera.</em></p>
<p><em>I tried here a different mode (or filter), but couldn&#8217;t find an exact equivalent between the two apps. It is not really a problem, and both result have their own qualities. I definitely love the red-ish output of Hipstamatic, that reminds some of my aged polaroids. RetroCamera, on the other side, made something with more contrast and subtly purple shadows. </em></td>
</tr>
</tbody>
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<table>
<tbody>
<tr>
<td><a href="http://farm5.static.flickr.com/4154/5435228145_f06951d8f3_o.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #53" src="http://farm5.static.flickr.com/4154/5435228145_a154ce8251_z.jpg" alt="" width="580" height="292" /></a><br />
<em>Left : Hipstamatic. Right : RetroCamera.</em></p>
<p><em>This case is really interesting. Despite a trend to turn everything to blue, Hipstamatic created a photo with more dynamic &amp; warm colors. RetroCamera made something almost monochromatic, which is very strange considering the result on the other photos with the same filter (where the blue tint is actually less strong than on the iPhone app). </em></td>
</tr>
</tbody>
</table>
<h3>Effect control</h3>
<p>To emphasize the look of your vintage photo, both apps can add a wide range of different frames : a sober white frame of a polaroid, the torn sheet of Ilford paper, the side of a reel, and so on.<br />
There is one major difference I could notice between the two apps : <em>Hipstamatic</em> allows the user to choose independently the film effect and the frame, which <em>RetroCamera</em> does not.<br />
However, I suspect this won&#8217;t be an issue for most users, except for those who will find the torn or scratched frames a bit too cheesy <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h3>Processing time &amp; reactivity</h3>
<p>I didn&#8217;t spent too much time to benchmark the processing time of each app. It wouldn&#8217;t have been relevant because my iPhone 3G is a bit slower than my new Motorola Defy. Processing a full resolution photo on my iPhone can take up to 20 seconds, whereas the process is almost immediate on the Motorola Defy.<br />
Furthermore, it is unclear to me wether these apps have the same kind of process, or not.</p>
<p>Anyway, in my case, having to wait 30 seconds between each shot is not a real issue. This quite close to my old Polaroid, and it helps me to think wisely about my next photo.</p>
<h2>Conclusion</h2>
<p>So, Hipstamatic VS RetroCamera, who&#8217;s the winner ? I can&#8217;t honestly tell.<br />
I can&#8217;t consider RetroCamera as a real equivalent of Hipstamatic, because the outputs of these apps are really different. Moreover, the processing flaw I suspect in RetroCamera is a real issue for me. But considering that RetroCamera is absolutely free in the Android Market, it would strongly recommend to test it, anyway <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<table>
<tbody>
<tr>
<td><a href="http://farm5.static.flickr.com/4135/5435217409_2cba147d0b_o.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #01" src="http://farm5.static.flickr.com/4135/5435217409_584eb60531_z.jpg" alt="" width="580" height="292" /></a><br />
<br />
<a href="http://farm6.static.flickr.com/5052/5435218127_7f501841cf_o.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #05" src="http://farm6.static.flickr.com/5052/5435218127_4d0cbc59af_z.jpg" alt="" width="580" height="292" /></a><br />
<br />
<a href="http://farm5.static.flickr.com/4105/5435831464_d21a577a6d_b.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #18" src="http://farm5.static.flickr.com/4105/5435831464_d21a577a6d_z.jpg" alt="" width="580" height="292" /></a><br />
<br />
<a href="http://farm5.static.flickr.com/4120/5435222953_6834a266a9_o.jpg"><img class="alignnone" title="Hipstamatic (iPhone) VS RetroCamera (Android) Shot #27" src="http://farm5.static.flickr.com/4120/5435222953_85f071a7b0_z.jpg" alt="" width="580" height="292" /></a><br />
<br />
<em>A selection of shoots. Left is Hipstamatic. Right is RetroCamera.</em></td>
</tr>
</tbody>
</table>
<h3>If you want to know more</h3>
<p>Here a few links for you to dig on the vintage/retro photo emulation.</p>
<p>All my Hipstamatic/RetroCamera shoots : <a href="http://www.flickr.com/photos/astrofra/sets/72157626023324700/" target="_blank">flickr.com/photos/astrofra/sets/72157626023324700/</a></p>
<p>Virtual Darkroom : <a href="http://www.except.nl/lightwave/hdr/index.htm" target="_blank">except.nl/lightwave/hdr/index.htm</a></p>
<p>About the photographic film : <a href="http://en.wikipedia.org/wiki/Photographic_film" target="_blank">en.wikipedia.org/wiki/Photographic_film</a></p>
<p>Color Temperature (and how it affects photography) : <a href="http://en.wikipedia.org/wiki/Color_temperature" target="_blank">en.wikipedia.org/wiki/Color_temperature</a></p>
<p>Model &#038; inspiration on this review : <a href="http://www.flickr.com/photos/38623641@N05/" target="_blank">flickr.com/photos/38623641@N05/</a></p>
<p>Hipstamatic : <a href="http://hipstamaticapp.com/" target="_blank">hipstamaticapp.com/</a></p>
<p>RetroCamera : <a href="http://www.urbian.biz/apps/retrocam/" target="_blank">urbian.biz/apps/retrocam/</a></p>
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		<title>Global Game Jam Paris 2011</title>
		<link>http://astrofra.com/wordpress/2011/01/30/global-game-jam-paris-2011/</link>
		<comments>http://astrofra.com/wordpress/2011/01/30/global-game-jam-paris-2011/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 18:50:40 +0000</pubDate>
		<dc:creator>astrofra</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://astrofra.com/wordpress/?p=347</guid>
		<description><![CDATA[Global Game Jam Paris 2011 is now over. It took place at ISART, School or digital art &#038; design.]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-349" href="http://astrofra.com/wordpress/2011/01/30/global-game-jam-paris-2011/ggj11_00/"><img class="alignleft size-full wp-image-349" title="GGJ11_00" src="http://astrofra.com/wordpress/wp-content/uploads/2011/01/GGJ11_00.jpg" alt="" width="615" height="205" /></a><a rel="attachment wp-att-350" href="http://astrofra.com/wordpress/2011/01/30/global-game-jam-paris-2011/ggj11_01/"><img class="alignleft size-full wp-image-350" title="GGJ11_01" src="http://astrofra.com/wordpress/wp-content/uploads/2011/01/GGJ11_01.jpg" alt="" width="615" height="205" /></a></p>
<p><strong>Global Game Jam Paris 2011 is now over.</strong> It took place at ISART, School of video game, digital art &amp; design. The place is great, the organizers brought a perfect support. The <a href="http://globalgamejam.org/sites/2011/paris/jammers">Jammers</a> were amazing.</p>
<p>The GGJ Concept really brings a full cycle of the life of a video game. It&#8217;s definitely the best concept of game jam I&#8217;ve ever tried (compared to Demoscene events or TigJams, for ex.)</p>
<h2>Game list</h2>
<p>Borrowed from Olivier Lejade&#8217;s twitter :</p>
<p>Tweet Uranus <a href="http://www.globalgamejam.org/2011/tweet-uranus" target="_blank">http://www.globalgamejam.org/2011/tweet-uranus</a><br />
Follow the white light <a href="http://www.globalgamejam.org/2011/follow-white-light" target="_blank">http://www.globalgamejam.org/2011/follow-white-light</a><br />
Appetite for Extinction <a href="http://www.globalgamejam.org/2011/appetite-extinction" target="_blank">http://www.globalgamejam.org/2011/appetite-extinction</a><br />
Dark Naze <a href="http://www.globalgamejam.org/2011/dark-naze" target="_blank">http://www.globalgamejam.org/2011/dark-naze</a><br />
Master Beer <a href="http://www.globalgamejam.org/2011/masterbeer" target="_blank">http://www.globalgamejam.org/2011/masterbeer</a><br />
Kazz.ed <a href="http://www.globalgamejam.org/2011/kazzed" target="_blank">http://www.globalgamejam.org/2011/kazzed</a><br />
Decline <a href="http://www.globalgamejam.org/2011/decline" target="_blank">http://www.globalgamejam.org/2011/decline</a><br />
Extinction des feux <a href="http://www.globalgamejam.org/2011/extinction-des-feux" target="_blank">http://www.globalgamejam.org/2011/extinction-des-feux</a><br />
GameXtinction <a href="http://www.globalgamejam.org/2011/gamextinction" target="_blank">http://www.globalgamejam.org/2011/gamextinction</a><br />
Light Extinction <a href="http://www.globalgamejam.org/2011/light-extinction" target="_blank">http://www.globalgamejam.org/2011/light-extinction</a><br />
Colors Wars <a href="http://www.globalgamejam.org/2011/colors-war" target="_blank">http://www.globalgamejam.org/2011/colors-war</a><br />
Don&#8217;t win! <a href="http://www.globalgamejam.org/2011/dont-win" target="_blank">http://www.globalgamejam.org/2011/dont-win</a><br />
Light Cylinders <a href="http://www.globalgamejam.org/2011/light-cylinders" target="_blank">http://www.globalgamejam.org/2011/light-cylinders</a><br />
VR Escape <a href="http://www.globalgamejam.org/2011/vr-escape" target="_blank">http://www.globalgamejam.org/2011/vr-escape</a></p>
<p><strong>GGJ Paris Website :</strong><br />
<a href="http://www.mekensleep.com/GGJ-Paris/" target="_blank">http://www.mekensleep.com/GGJ-Paris/</a></p>
<p><strong>Isart Website :</strong><br />
<a href="http://www.isartdigital.com/" target="_blank">http://www.isartdigital.com/</a></p>
<h2>A few notes for my next jams</h2>
<p>(and for any future jammers I guess)</p>
<p><strong>1. Prepare a file-exchange solution :</strong><br />
You never know what kind of network environment you will meet in a Jam. I&#8217;ve done jams with an almost un-existant network support (cybercafé with overloaded wifi). Most of the time, you will have some network ports unavailable, especially those for SVN, Remote Admin, Unity Asset Server&#8230;<br />
In that case, with such an hostile network support, how are you gonna exchange files rapidly, including multiple revisions, with your team ?<br />
At the GGJParis 2011, we found out that <strong>DropBox</strong> was a rather good solution.<br />
Preparing a small laptop that will serve as version/asset server can be handy as well, depending how much stuff you can carry with you.</p>
<p><strong>2. Know your effing tool</strong><br />
If you&#8217;re going to create a game in such a short timespan, and embark a whole team with you, you&#8217;d better know your tool(s), your pipeline and their technical pitfalls.<br />
During the making of a game, each time an idea arises, ask yourself : &#8220;have I already done this with my tool/language ? have I already succeeded ?&#8221;.<br />
If it turns out that you never really tried to create an AI, code a level logic, setup a GUI, import a full rigged character into your engine, it&#8217;s <strong>rather</strong> unlikely that you&#8217;ll be able to do this during a jam, in a timely manner. And even if you do, it might spoil all your precious time, and you won&#8217;t have any left to think about/work on your <strong>game design</strong>.</p>
<p><strong>3. Prepare your computer</strong><br />
Don&#8217;t arrive at a Jam with a PC that <em>&#8220;just&#8221;</em> needs a <em>&#8220;quick reinstall&#8221;</em>. Reinstalling Windows usually take a few hours, for you will have to hunt for the proper network driver, the right Redist, the latest Nvidia driver, and then make sure your tools work properly. It may only take a 2 or 3 hours, that&#8217;s <strong>A LOT</strong> in a 48h game jam <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>4. Bullet proof your engine</strong><br />
You wrote your personal 3D engine yourself. You&#8217;ve tested every part of it at least once and you know it will work. But have you tested all the features altogether in a single project ?<br />
It sometime happens that using several features of an engine suddenly shows a loads of side effects and &#8230; bugs. And a game jam is not exactly the right place do debug your engine, especially a C++ engine <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>5. Talk pipeline/workflow before</strong><br />
If you are about to choose a team to work with, it might be wise, before embarking everyone on the same boat, to check that your workflow habits, and pipeline knowledge are compatible &#8230; unless you want to learn a completely know workflow during the Jam <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
However, I&#8217;ve met some guys who never worked together before, and they managed to bullet proof a common 3D pipeline and finish a proper game within 48h !</p>
<h2>My personal hierarchy of coolness</h2>
<p>I&#8217;ve done a few events during the past years. Among them : </p>
<p><strong>Demoparty</strong><br />
I&#8217;ve probably been to half a dozen of demoparties, between 1995 and 2005. Demoparties are cool, but most un-structured. You work on the kind of production you want (non interactive demo, usually), on the theme you&#8217;ve chosen, within a totally free timeframe (several years to a few hours).<br />
Too much liberty ends up in something that became way too unstructured for my own amusement. I found out that 64k demos, with far more constraints, can be much beautiful and fun to do and watch.</p>
<p><strong>GameJam</strong><br />
I recently found, a TigJam Berlin 2009, that GameJams can be more interesting than demoparty, for the very reason that if you game is not FUN, you will know it RIGHT AWAY <img src='http://astrofra.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>GlobalGameJam</strong><br />
GGJ might be the ultimate achievement for me, because the whole event is really and wisely structured. The GGJ 2011 was a really intense experience to me, and I learned on many levels (technical, social &#8230;) so much more during 48h than all I could remember of my past years of demopartying.</p>
<p>Period.</p>
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