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Jeux Sans Frontieres

Game development and other sundry.

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Jeux Sans Frontieres | pixelsea.blogspot.com Reviews
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Game development and other sundry.
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1 jeux sans frontieres
2 web revisited
3 for game developers
4 posted by
5 tess snider
6 no comments
7 create repository here
8 i love mercurial
9 tools i love
10 expandrive
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jeux sans frontieres,web revisited,for game developers,posted by,tess snider,no comments,create repository here,i love mercurial,tools i love,expandrive,teracopy,frhed,beyond compare,celtx,fences,xyplorer,data or code,to yank scratch,where is,why is this
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Jeux Sans Frontieres | pixelsea.blogspot.com Reviews

https://pixelsea.blogspot.com

Game development and other sundry.

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1

Jeux Sans Frontieres: Data or Code?

http://pixelsea.blogspot.com/2010/04/data-or-code.html

Game development and other sundry. Tuesday, April 20, 2010. There has been much ado about Apple's decision. From the app store. The timing has led many to believe that this was precipitated by the much-maligned iPhone OS 4.0 SDK developer agreement change. That forbids alternative development languages/environments. However, things like interpreters, executable plugins, and virtual machines have been explicitly forbidden by the developer agreement at least as far back as March 2008. That may sound like a...

2

Jeux Sans Frontieres: January 2007

http://pixelsea.blogspot.com/2007_01_01_archive.html

Game development and other sundry. Wednesday, January 31, 2007. For those of you who still use vi/vim on the Windows platform, hang on to your hats. I know you're used to nothing ever changing, but there is, in fact, news. There's a new, less ugly user interface. Available for your old favorite text editor. My God, we are marching boldly into the 1980s here, my friends. If you love vim, you should have a looksee. I'm taking it for a spin, myself. Links to this post. Thursday, January 04, 2007. I admit, i...

3

Jeux Sans Frontieres: December 2009

http://pixelsea.blogspot.com/2009_12_01_archive.html

Game development and other sundry. Sunday, December 20, 2009. I always find reformatting drives to be terrifying. I make one last check before pulling the trigger. I skim a few lines of one of my stories, just to be sure that this was the copy that had ALL of the text in it, and not an earlier revision. The software warns me several times that I will lose everything - as though I could possibly need to suffer more. Anxiety about this maneuver. Finally, I do it. Gone, gone, gone. Links to this post. Links...

4

Jeux Sans Frontieres: January 2011

http://pixelsea.blogspot.com/2011_01_01_archive.html

Game development and other sundry. Tuesday, January 04, 2011. The Importance of Being Santa. I don't remember when I found out that there was no Santa Claus. It's one of those horrible truths that creeps up on you in the playground, or on the doorstep of a neighbor's house. One child uncovers the conspiracy, and she can't keep the knowledge to herself. Once you know the truth, it nestles in your heart, and troubles you. Do you tell other children? Do you tell your siblings? Why do parents play Santa?

5

Jeux Sans Frontieres: May 2010

http://pixelsea.blogspot.com/2010_05_01_archive.html

Game development and other sundry. Monday, May 24, 2010. Today, I'm going to talk a little about some of the secondary software tools that I use, that might be useful to other people. These are mostly Windows tools, since that's where I do most of my programming, visual effects, art, writing, etc., but a few of them have Mac and/or Linux ports, as well. Mounts your unix shell account as a Windows or Mac drive, via SSH. I wish I'd had this ages ago. Yes, your favorite word processor may have a screenplay ...

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ludological.wordpress.com ludological.wordpress.com

AI Design | Ludological

https://ludological.wordpress.com/online-portfolio/spider-mine

Studying games and their design. The publisher decided to take this Edge of Reality project in a much less sci-fi direction, so my spider mine AI type was cut. Still, I always liked how the design of the spider mine required a change in strategy and how tension builds naturally as several spider mines close in on the player. Spider mines are small, mobile proximity mines that are deployed in groups and use a red light, green light strategy to advance on the player character. Basic Movement and Behavior.

ludological.wordpress.com ludological.wordpress.com

Online Portfolio | Ludological

https://ludological.wordpress.com/online-portfolio

Studying games and their design. Here are a few samples from the many design tasks that I’ve loved. Blog at WordPress.com.

nuggettygoodness.wordpress.com nuggettygoodness.wordpress.com

Of McNuggets and Pikachcthulus | …the ramblings of a strange little gamer girl… | Page 2

https://nuggettygoodness.wordpress.com/page/2

Of McNuggets and Pikachcthulus. 8230;the ramblings of a strange little gamer girl…. Flickr Photo Download: The Spectrum of User Experience. May 12, 2010. Those Who Design Flash Sites Without ‘Skip Intro’ Should Be Forced to Rewatch Them for All Eternity. May 10, 2010. May 10, 2010. A wonderful tool for picking colour variations in any given colour scheme. It’s presented as something for web designers – but I think any visual artist will appreciate this. =). May 8, 2010. May 8, 2010. Scarborough Fair&#821...

raphkoster.com raphkoster.com

Use-based systems – Raph's Website

http://www.raphkoster.com/2006/07/18/use-based-systems

Raph Koster's personal website: MMOs, gaming, writing, art, music, books. A Theory of Fun. Laws of Online World Design. The Online World Timeline. OK, so there IS a TV show. Posted by Raph Koster. Ecently, there’s been some chatter on the [ultima] Yahoogroup. These days, use-based systems are most familiar to everyone because of Oblivion. The basic definition of a use-based skill system is one where you have a chance of improvement every time you use the skill. So everyone has access to every skill f...

ludological.wordpress.com ludological.wordpress.com

About Paul Schwanz | Ludological

https://ludological.wordpress.com/about

Studying games and their design. After eight years working as a UNIX hardware and software engineer in and around the nation’s capital, Paul decided to pursue his real passion as a game designer. He returned to school in 2005, attending Full Sail in Winter Park, Florida, where he studied how to design, program, and produce video games. Shortly after graduating in 2006, Paul landed a design position at Edge of Reality in Austin, Texas where he worked on the company’s first, original IP title:.

invertedcastle.com invertedcastle.com

Independent? We named the DOG independent! | Inverted Castle

http://invertedcastle.com/2005/12/07/independent-we-named-the-dog-independent

Daddy, what’s an LZH? Who’s a what-now? We named the DOG independent! December 7, 2005. Alrighty, here’s one of the posts where I talk about my half-baked and reactionary thoughts of the moment, and then everyone gets their panties in a bundle, and then later I change my mind, and everyone calls me a hypocrite, and it haunts me for the rest of my life. With that caveat, I’d just like to say that Alien Hominid. Which he funded by volunteering for medical experiments, or Pixel taking five years. It’s...

ludological.wordpress.com ludological.wordpress.com

Recommendations | Ludological

https://ludological.wordpress.com/recommendations

Studying games and their design. Stephen Dupree ,. Former Lead Game Designer , Edge of Reality. 8220;Working with Paul for almost two years, he has consistently displayed an enthusiasm for games and game development, strong technical and analytical skills, and solid design sense. His willingness to do anything and everything, along with his ability to work well in a collaborative environment, make him an excellent team member who can be relied on to help out however he can, day after day.”. Mark Nau ,.

ludological.wordpress.com ludological.wordpress.com

Resumé | Ludological

https://ludological.wordpress.com/resume

Studying games and their design. A passionate, articulate, team-oriented Game Designer who has yet to meet a design task he does not love. A strong scripter with a programming foundation in C , vector math, and collision detection. An experienced writer, equally at home producing game documentation, story arcs, or dialogue. An excellent communicator, neither reluctant to listen nor to speak up. Entirely focused on making great games above all else. Edge of Reality, Austin, Texas. Signed by a publisher.

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Game development and other sundry. Tuesday, May 22, 2012. In some circles, when the bust hit, and some programmers found themselves chronically unemployable. However, the pendulum keeps swinging. We are back in a big growth phase for web technologies, and there are a lot of good programmers who have taken up residence here. There are interesting challenges, in this space. There are things worth exploring and learning - yes, even for game developers - especially. 1) JQuery is awesome. In the days before A...

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