public marks

PUBLIC MARKS from bcpbcp with tags 2006 & fun

04 March 2006

CNN.com - Casual games -- good, clean, cheap fun online - Feb 28, 2006

(via)
Casual games, those five-minute diversions you play for a quick break but somehow end up clicking away on for two hours, have become one of the fastest-growing categories of computer gaming.

26 February 2006

25 February 2006

19 February 2006

One-Button Fun With Strange Attractors » Fun-Motion Physics Games

Strange Attractors by Ominous Development was created for Retro Remakes’ One Switch Competition. It tied for sixth place in the competition, but has since been nominated as a finalist for game design in this year’s Independent Games Festival. Everything in the game is controlled by a single button. In Strange Attractors, this single button toggles in the influence of gravity between the player’s ship and everything else

12 February 2006

11 February 2006

Eurographics 2006 - Conference Webpage - Call

(via)
Join the fun as computer graphics researchers and game developers meet at Eurographics 2006! Be part of the game by submitting a small demo containing interesting (preferably physics-based) interactivity with a graphics effect to the Eurographics 2006 "game room" competition.

05 February 2006

YouTube - Brokeback to the future

Brokeback Mountain + De volta para o futura

PC Logic Games: Mind Rover

This is part four of five in my series on programming logic games. This week's game is Mind Rover, a commercial game which came out in the late 90s. Mind Rover is a fun and challenging game in which you build and program a rover to complete one of the many the scenarios. The scenarios range from winning a race to defeating an opponent rover in battle.

29 January 2006

Casual Game Design » The spacebar is all you need to have fun

A couple years back, I sent my mother an interactive Christmas card. The card was actually a little game. You played Santa and you were skiing down a hill. Along the hill were various obstacles and you had to jump over them by pressing the spacebar.

21 January 2006

Atari Gaming Headquarters - Atari Touchme

Atari's token entry into the handheld market during the classic era was actually a portable version of its unsuccessful coin-op game. Touch Me was a simple yet addictive game but never caught on, but its fun factor was confirmed by the popularity of Milton Bradley's Simon (an imitation of Touch Me by Ralph Baer), which proved to be a runaway best seller for the toy giant.

19 January 2006

Raph’s Website » Masaya Matsuura’s foreword

the Japanese edition of A Theory of Fun for Game Design is out now. Masaya Matsuura was kind enough to write a foreword for this edition

Video Game Development: Learn to Write C# the Fun Way

by 1 other
Learn the concepts of 3-D video game production as instructors from DigiPen Institute of Technology demonstrate the key stages of developing a game engine using Microsoft Visual C# 2005 Express Edition, a new development environment for beginner programmers.

17 January 2006

How To Write Unmaintainable Code

by 7 others (via)
In the interests of creating employment opportunities in the Java programming field, I am passing on these tips from the masters on how to write code that is so difficult to maintain, that the people who come after you will take years to make even the simplest changes. Further, if you follow all these rules religiously, you will even guarantee yourself a lifetime of employment, since no one but you has a hope in hell of maintaining the code. Then again, if you followed all these rules religiously, even you wouldn't be able to maintain the code!

16 January 2006

Folha Online - Informática - Veja acidentes bizarros de 2005 envolvendo eletrônicos - 06/12/2005

A lista anual da empresa Ontrack, com os acidentes mais estranhos e engraçados envolvendo eletrônicos, conta em 2005 com um laptop "atacado" por um martelo e um pai que apagou todas as fotos de seu bebê --o incidente quase resultou em divórcio.

Game/AI: Presentation Details

Starting on a full time AI job "in the industry" has been an interesting experience. My new secret project is very cool, and the AI is a lot of fun, but I had been very surprised by the sheer amount of engineering details that go into a game. All the stuff that you can just ignore when doing research - well, it all comes back, with a vengeance. :)