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1551
Developer's Corner / Re: Style Master CSS Editor
« Last post by tinjaw on March 09, 2007, 07:03 AM »
They have a full-feature demo (30 day?) available. I tried it and quite liked it. However, I don't do enough CSS to justify a purchase. If I did more CSS on average I would probably purchase it.

I downloaded A-Style to my laptop the other day after seeing the thread here. I haven't used it yet, but wanted to mention it here if people are looking for free options.
1552
Post New Requests Here / Re: IDEA: Reverse Regex Generator
« Last post by tinjaw on March 08, 2007, 07:54 AM »
Hmm, that sounds like a really good way to get a handle on regular expressions. What better way to learn then to code them? Hmm.

[Tinjaw checks his schedule and ToDo list]

Hmm
1553
General Software Discussion / Re: gameplay database; gameability resources?
« Last post by tinjaw on March 07, 2007, 09:21 PM »
Oh Oh I am sooo close to being able to answer your questions directly, but I will have to waffle around the edges for a bit with the hope of laying out the landscape as I see it and where I see your interests in relation to the others.  :P

Educators are looking for ways to use games to teach. These "serious games", educational games, are rapidly growing beyond teaching young children their ABC's and 123's. For example this study looks at games to teach civil engineering. I suggest taking a look at http://www.fas.org/gamesummit. It is a report on the findings of a summit on educational games by the Federation of American Scientists.

So one group is looking to utilize good educational groups to teach, and another group is looking at how to produce these good games to give to educators to use. You have researchers looking at why a successful educational game is successful.

Then there is the whole idea of having in-game tutoring and in-game coaching. I've learned a lot about that topic by working with Chad Lane. Chad is also working on a post-game interactive tutor/coach. In the military we have this thing called an After Action Review (AAR). It is the idea of going over what just happened, the good and the bad, to learn all the available lessons and do better next time. In one instance Chad is working to have the characters that appeared in the game as A.I.'s be available for a Q&A session after the game. For example the student could ask what the character was thinking at some point in the game. Or ask why a character did what it did in the game. Very interesting to me.

And then there is a group, of which I consider myself a part of, that advocates that games can serve as excellent tools of instruction if the instructor is properly trained on their use and the use of the game meets the instructor's learning objective. For example, I might be able to use lemonade stand to teach logistics to army officers, if my learning objective is to show how supply and demand interact.

So I've dabbled with researchers who research if and why games are effective teaching tools. And I have dabbled with developers researching how to make good games. But I don't think I have dabbled with researchers using games as a research tool that weren't researching games. So, you may be on to something here.

But there must be others that are interested in using games as a means of eliciting behavior that they wish to research. There is probably a few needles in a Google haystack if you use the keywords SCORM, which is an emerging set of technologies and standards that could be adapted to your desired use, Automated AAR (like this and this) which track not just the final score, but everything from start to finish, and Chad's idea of a reflective tutor, that could interact with the research subject (person) in a manner almost 180 degrees opposite of how Chad would use it, so you could determine why the person made the choices they did.

Games should be short and with a clear objective.
I completely agree. Combine Terminal Learning Objectives with Einstein's "Make everything as simple as possible, but not simpler." Design the game to get at what you want to examine and not waste resources on extraneous details and development. Any competent developer in the serious game business should be able to adapt current best practices and current R&D into "educational games" to develop a "research game".

I'm interested enough, that if my schedule permits, I may be interested in exploring this further with you from the developer's point of view.
1554
General Software Discussion / Re: gameplay database; gameability resources?
« Last post by tinjaw on March 07, 2007, 12:28 PM »
Unfortunately I am unaware of any such forums, but that is not to say they don't exist. I just haven't stumbled upon any and I haven't sought them out.

As for taxonomy of games, there are many. I am not sure in what way you are looking to differentiate between them? Do you mean RTS, strategy, FPS classifications or casual versus serious games? Can you elaborate?
1555
General Software Discussion / Re: Astyle: A Free Visual CSS Editor
« Last post by tinjaw on March 06, 2007, 06:39 PM »
I hadn't heard of this one before. It looks good. I'm going to give it a try.
1556
General Software Discussion / Re: gameplay database; gameability resources?
« Last post by tinjaw on March 05, 2007, 08:28 PM »
There are many games that do not incorporate chance. Many puzzle games and the "choose your own adventure" type games come immediately to mind. Additionally I would assume that random chance might be fine if it is one of the variables you are looking at. For example, determining why people still don't understand that if you get heads 1,000,000 times in a row you still have a 50% chance of it coming up heads on the next flip. And chance is fine if it simply a matter of choosing between similar outcomes. For example did the actor exit stage right or stage left. It may be irrelevant to the outcome, but give that player some variety.
1557
Living Room / Re: The limits of attention
« Last post by tinjaw on March 05, 2007, 07:15 PM »
Nice find Ken. Read/WriteWeb often has some juicy morsels. At the risk of opening old wounds  :-\ I a-gri that one's attention is a valuable resource that is not to be wasted or taken lightly. I am a big advocate of the attention economy being very important in more ways then people tend to grasp at first hand. As someone with ADD I have seen many of the problems of Continuous Partial Attention from a young age. It has always been a problem for knowledge thirsty ADDers, but it is even becoming more widespread with the post-MTV generation and the Internet.
1558
Living Room / AAAAAwwwwwwhhhhhhhhh
« Last post by tinjaw on March 05, 2007, 01:16 PM »
xkcd is extra funny today. (Sorry mouser, but a screenshot would ruin the surprise.)
1559
General Software Discussion / Re: gameplay database; gameability resources?
« Last post by tinjaw on March 05, 2007, 01:10 PM »
You can start with:

  • A Theory of Fun for Game Design  by Raph Koster
  • Chris Crawford on Game Design  by Chris Crawford
  • Rules of Play: Game Design Fundamentals  by Katie Salen and Eric Zimmerman

Those should get your head wrapped around games in a good way. I'm in the "serious games" business and the little group I am a part of believe that the only thing that differs between a game and a simulation is the learning objective. If it is to learn something then it is a simulation, if it is to have fun, then it is a game. At first pass, I would imagine it is very similar when comparing computerized tasks to games.
1560
Found Deals and Discounts / Re: Free Tower Defense game at giveawayoftheday
« Last post by tinjaw on March 02, 2007, 12:40 PM »
Thanks. I would have missed it. I get the site's RSS feed, but I don't always read it daily.  :-[
1561
By all means, please read the review.

However, I wanted to add a comment. I was not interested in Website Watcher, even after reading the review. I felt that between RSS feeds and most forums having some form of "Show Unread Posts" that WW would be wasted money. Boy was I wrong.

What got me to try the demo version was a web forum that did not have a "Show Unread Posts" function that worked in a manner I wanted it to. So I decided to try the demo version of WW to see if it could handle the forums in a manner I wanted. Not only did it do that, but it showed me just how wrong I was about WW as a whole. Not only does the basic edition do more than I expected, the scripting capabilities make the personal version a "must upgrade".

I suggest that, even if you don't think you "need" Website Watcher, do yourself a favor and try out the demo this month so you can take advantage of the discount before March ends.

EDIT: I forgot to mention that before the 30-day demo expired I purchased a license for the personal version.
1562
Living Room / Re: Windows Power Shell 1.0
« Last post by tinjaw on February 26, 2007, 04:17 PM »
Just, FYI. If you haven't been paying attention to Microsoft P.R. you may not know that this is what was formerly known as Monad.
1563
General Software Discussion / Re: recommend backup soft?
« Last post by tinjaw on February 26, 2007, 04:01 PM »
I recommend you check out the DonationCoder.com Power-User Guide to Back Ups.
1564
General Software Discussion / Re: ThunderBird users, read here
« Last post by tinjaw on February 24, 2007, 06:13 AM »
The search capabilities in Thunderbird are as good as any. You can search on every field individually or in combination. And I haven't used anything but IMAP for the last 10 years, so it works fine with that. I can read an LDAP address book, but doesn't have much more LDAP support that that.
1565
General Software Discussion / Re: The Best Browser? With Roboform?
« Last post by tinjaw on February 22, 2007, 03:24 PM »
Set your home page to www.google.com.  Set the options to open your home page when a new tab is opened. Customize your navigation bar to add the open new tab button.
1566
Living Room / Re: Best choice for server-side game programming
« Last post by tinjaw on February 22, 2007, 02:41 PM »
kyrathaba,

I am very pleased that you found my rambling at all useful. I'd be happy to answer any follow up questions you (or any other reader) has. Good luck on your project.
1567
Living Room / Re: Want to learn Italian language
« Last post by tinjaw on February 22, 2007, 08:25 AM »
filia,

How do you say forum spam in Italian?  ;)

thanx,
tinjaw
1568
General Software Discussion / Re: The Best Browser? With Roboform?
« Last post by tinjaw on February 22, 2007, 08:23 AM »
JeffK,

If your reasons for wanting to put it on the navigation toolbar are simply personal preference, I can 100% understand your desire to do so. However, if they are not for reasons of personal taste, may I ask why you desire the buttons to be on the navigation toolbar? Maybe there is some other options that would meet those needs?

I have also not searched for an extension to add buttons to the navigation bar, for any reason. You can customize toolbars, and you can add buttons to the navigation toolbar, so such an extension probably exists out there somewhere. Maybe a "custom button" extension that can host bookmarks, bookmarklets, macros, etc.
1569
General Software Discussion / Re: The Best Browser? With Roboform?
« Last post by tinjaw on February 22, 2007, 05:44 AM »
JeffK,

Here is what I do. Enable the bookmarks toolbar, if it isn't already. Then install the Favicon Picker 2 extension. Then bookmark a site in the normal manner and choose for it to be on your bookmarks toolbar. Then set the Favicon for that bookmark to the icon you want. After you have set the icon, delete the name of the bookmark and the icon will remain.

Here is a screenshot of a portion of my Firefox setup showing this.

[attachimg=#1][/attachimg]

And yes, I am using Roboform as well.
1570
Living Room / Re: Meebo.com - instant messaging from absolutely anywhere
« Last post by tinjaw on February 22, 2007, 05:33 AM »
I hadn't realized that meebo hasn't been mentioned here? I use it all the time. It is a great service and I highly recommend it. I have at least one friend that uses it as their primary IM client.
1571
Developer's Corner / Re: Software Development Team Issues
« Last post by tinjaw on February 21, 2007, 11:39 AM »
Heck, I constantly underestimate the simplest of tasks. I can't even estimate how long it will take me to get out of bed from the time my alarm goes off in the morning.
1572
Developer's Corner / Re: Software Development Team Issues
« Last post by tinjaw on February 21, 2007, 10:52 AM »
Nice short article. I find that the best thing to so is remember that some things can be estimated based on past experience and some things are just guesses because they are mostly new. And one should be held to varying degrees of responsibility based on these factors. With this slightly more expanded picture you can then differentiate between what you are expected to hit very close to dead on and what you are unsure about. And when the overall goal is missed you should be able to show that you hit your marks on the former and missed on the latter. It is one thing to screw up royally when you are doing something new, it is another when you screw up on something you have done before and should have know better.

So yes, I agree completely that you should fess up to your mistakes, you should put things in perspective.

UPDATE: I forgot to mention that one of the reasons you should differentiate is that you want to be able to show that your team learns and adapts and gets better over time. Hence, you want to show that your estimates based on past experience are much more accurate. I help put things in perspective and keeps team moral up. In other words, don't slink around the fact that you screwed up overall, but don't overly focus on the mistakes.
1573
Living Room / Re: Online Dictionary that visually shows relationships among words.
« Last post by tinjaw on February 21, 2007, 07:33 AM »
For some time I subscribed to http://www.visualthesaurus.com. I found it very useful. This is the first I have become aware of Visuwords. If someone finds one lacking, they may wish to try the other.
1574
Living Room / Re: The Machine Is US
« Last post by tinjaw on February 21, 2007, 07:28 AM »
*tinjaw Googles Marshall McLuhan.
1575
Living Room / Re: Best choice for server-side game programming
« Last post by tinjaw on February 20, 2007, 02:46 PM »
    Build from scratch or use an existing game engine.
    For a moment think about the entertainment industry. They have a similar choice. Sometimes they build from scratch, an example would be the move from celluloid motion picture film and movie theaters to DVDs and home theaters. Think about the time just before the transition. In the case of "use an existing game engine" you could have used the existing technologies and simply worried about content. IOW you create the script, provide the actors, provide the stage or shooting location, etc. You may even "customize" the existing technology by creating news ways of using it. For example, you may invent some new means of special effect like adding audio effects and music after the film is shot, or go even further and invent something like "bullet time" as seen in The Matrix. The "build from scratch" parallel would be deciding that you wanted to be able to allow viewers to watch the movie in their own home. You could use the existing tools (soldering irons, servo motors, etc.) and technologies (laser light, magnetic recording, analog to digital to analog conversions, etc.) and invented DVDs, Blu-ray disc players, and HDTVs to make your movie. In this case it would take a whole lot of work and some might consider the choice of theater versus home viewing not an issue. In which case much of your work outside of content creation was wasted. And there are various degrees of gray between these two extremes.

    So, when it comes to computer games, whether that be massively multiplayer online games or solo-play console games or something in between, you need to make similar choices. On the one extreme you could write everything from scratch using nothing more than a text editor and a compiler, thereby creating both the content and the delivery medium. On the other, you could use one of the existing game engines like Garage Games Torque Engine or Torque Game Builder (see this thread for other ideas.) and simply focus on content. For example many well selling and praised games are built on other game engines like the Unreal Tournament engine.

    There are a vast quantity of game engines using different technologies and focused on various niche uses from FPS-based MMOG, to modern versions of the old BBS door games. Some of them have been recently mentioned in DonationCoder threads and searching the forum archives will provide you with plenty of suggestions.

    A very small list of game engines that have caught my eye includes:

    These game engines are ones where the vast majority of your work in simply creating the content. (Equivalent to writing the script and shooting a convention movie).

    The next step up is the equivalent of writing a script and shooting a movie, but adding something new, like the CGI used in LoTR battle scenes or special software to rotoscope A Scanner Darkly. And you can do this to varying degrees.

    At the base level you have a programming language like C++ or Python, but you can choose to utilize the work others have done to various degrees. Some code libraries exist to handle things like drawing graphics on the screen (OpenGL) or playing sounds (OpenAL). There are also larger libraries that handle multiple jobs like DirectX, SxDL, or Simple DirectMedia Layer (SDL). Some handle AI aspects, like AI.implant, OpenAI, and Soar. Above that are various language wrappers, like pygame which allows Python coders to use SDL and PyOgre which allows Pythonistas to use Ogre without knowing C/C++. And many other combinations exist like Delta3D, Irrlicht, or Allegro. Some are off the beaten path like Croquet.

    The next level up are the game engines and SDKs Unreal Tournament and Garage Game's TGE and TGB. Theses require coding, but are generally handled by (most often proprietary) scripting languages instead of C++ or Java. These allow for greater flexibility, but at the cost of greater time spent on delivery instead of content. Others include:

    Any of the items mentioned above could be used, to some degree, in even a "server-side" game.

    If somebody asked me to suggest a path through all of this, I would suggest the following strategy or crawl-walk-run.
    • Create a "paper and pencil" prototype of your game.
    • Use on of the high-level "game builder" applications that allow you to concentrate on content. Make due with the limitations this imposes on your game for now.
    • Move to a "scriptable" game engine like Torque Game Builder
    • Give up any notion of "building games" for a year or more and learn the basics of a computer language. (My personal suggestion is to start with Python for its "ease of use" over "anal control of every bit".)
    • Using your year+ of study start using game libraries and SDKs like pygame and pyOgre to build simple games.
    • Give up any notion of "programming games" for a year or more and revist what it takes to make a good game. Read Will Wright, Chris Crawford, and Raph Koster, et al.
    • Leverage your knowledge of Python, or learn PHP, and develop a client-server (aka web-based or server-side) game. Start with something like the source code version of the Nowhere engine and begin to heavily modify it.
    • Now, with all that under your belt, you can think about using Java, C++ or Python to create your own World of Warcraft or other best-selling MMOG of your chosen flavor.
    • Profit!

    Well, enough for now. I hope this helps some of you properly orient the map. "Digg"s and/or Donations would be appreciated ("D&D appreciated") if you found this helpful. It will also determine whether I expand on this further or eat and sleep.  :P
    [/list]
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