What the hell are you running from?

When I was in 5th grade I started to run. I ran with a friend named Richie and we would circle the play ground of our Manhattan Beach  grammar school 20 or 30 times per recess. I was never interested in running as a competition, just as something to do.  Living in a small house full of two punk rock sisters, a twin brother, and parents on the verge of nervous breakdowns, running was my way of forgetting everything else and just letting my brain relax and be free.   I didn’t compete in many organized running competitions until I was in high school where I chose cross country and track mostly because it was a way to both get out of regular “geek PE” and to hang out with lots of cute girls in shorts

Steve, Phil Covert and I Training on the Mira Costa track well before it became an all-weather version.

It also turned out that I wasn’t half bad at it. My twin brother, Steve, and I both did pretty well in both track and cross country competitions (not great, but pretty good) up until our junior year when we decided to that being punk rock (what ever the late 80′s version of punk rock was) was clearly more fun than running around a track or up too many hills. During our two “competition” years, I never really fully committed to the sport. I never ate right, never trained too hard, and never really studied the science of hard core running. I just did it and didn’t think too much about it.   One day in 1986, a guy on the football team asked me a question that I just could not answer. He asked, “What the hell are you running from?”.

Steve and I resting from a workout. Look at those SHORTS!!

That question stuck with me because I didn’t  have an answer.  In Junior year, both Steve and I got caught up what amounted to 80′s counter culture (music, computers, amateur film making, etc) and stopped running and competing altogether.  As we amassed new friends and girl friends, soaked up new ideas and pursued new interests,  running just became something that I used to do. My guess is that at 16 I had figured out what my 16 year old self wanted to be and do and I had nothing to run away from.

It would not be until 2003 until I started running again.  In 2001, I was married and had a great job and had nothing to run away from.  But, in January of that  year our first son was born early and died the same day.   I was broken. After a few months I started working out at the gym and feverishly. I gained 20 pounds of muscle in a year, but was not doing any running workouts (I was playing soccer regularly though). I took on a personal trainer who gave me a great set of core/weight exercises, but also told me that I needed to add some good cardio into routine. I felt great that I had been able to gain a lot of muscle mass, I just didn’t get any sort of “high” or relief from my inner most pressures and thoughts doing just  weights.  So, I started running again. For the first time since I was 16, I was running like a mad man.   It’s not like I had done no cardio exercise as I was playing in a soccer league at this time, but even moderate success at the “beautiful game” was not enough to get me out of my “funk” (as my dad would have called it). This was 2003 and as I started running again I started to feel all of the pressures lift off my shoulders and float above me while I was on the road.  This “high” was so intense that I did it as often and for as long as I could.

I was certainly running away from something – my job, the pressure of trying to become a father, etc. I needed my brain to be completely clear and running gave me that chance.  I bought my first heart rate monitor and started to really chart my running progress.  Competing completely against myself and not entering into any competitions I would run 8 to 10  miles at a time 5 or 6 days a week. My mile splits were getting lower and lower and by the time my current 6 year old was born in 2005 I was able to  run at a 7:15 mile pace for 8 miles.   My heart rate would “red-line” for much of  this running time, and I had no idea what kind of damage this was doing to my entire body.

I would do some weight workouts, but mostly I would just put on the shoes, the HRM, throw on the latest Green Day or Foo Fighters album (into my pre-iPod MP3 player) and just GO!

It turned out that this type of training was doing wonders for my resting heart rate and blood pressure (a nurse once took my pulse during this period and asked me if I was actually alive because my resting HRM was under 50, with a 110/60 BP). The problem was, I was damaging my ankles, knees, and lungs in  ways I never imagined. A visit to the doctor for a bad cough turned out to be a revelation.  She said that I had damaged my lungs by running at too fast of a pace for too long (and too many days in a row) and had classic runner’s musculature (not good) in my legs. What she was trying to tell me was that all of the running and no cross style training was actually doing damage to my entire body.  She asked me “Why do you run so much?”. She might as well have been asking “what the hell are you running from?”

Wow,  that question again.  I was prescribed a series of drugs and treatments for exercise induced asthma and told not to exercise my heart rate above 155 for 6 months. This made running (to get to the high especially) almost impossible. Along with the birth of my second son in 2008, I basically had lowered my mileage from 40+ miles a week to less than 10. It took a toll on my body as well and even though I continued to work out with weights and do lower impact cardio I was gaining weight and not feeling satisfied with my workouts at all. The damage to my lungs started to show in ways that I never imagined. In 2008 I got pneumonia for the first time in 32 years. I had not had any sort of lung infection since I was 6 years old.  The interesting thing was that the damage I did to my lungs helped allow the bacterial infection to take hold, but the expanded lung capacity I had gained from years of running allowed me to pass breathing test after breathing test.   It also turned what the doctors called “a very serious lung infection that normally would result in hospitalization” into a case of walking pneumonia.   I was told to not do anything strenuous with my lungs for 3 months and to get a lot of rest (not easy with a second baby on the way and a wife on bed rest, while taking care of a 3 year old and a shitty job with a maniacal boss)

I was caught in a catch 22. Running, which had helped me get away from my internal problems was also the cause of  my health decline.   I actually had to run away from running to get healthy again.

I never fully stopped running or training, but my heart (and lungs) just wasn’t in it. I would only train a couple times a week at most and could tell that my entire body was suffering because of it.  My corporate slave job was making me eat worse and fall into a depressive state.  Slowly, over time, my lungs started to improve, my breathing got better and my constant coughing was replaced with slight wheeze.   I knew that I had to get back to being healthy and happy the right way because I now had a growing family to protect and provide for.

When I finally quit that corporate job in 2010 and took a physical for private life insurance I got some bad news.  While my 2005 physical and blood came back excellent (save the lung problems), my 2010 blood work showed elevated cholesterol levels.  I consulted a doctor who took some tests and said that while I might have damaged my lungs years earlier, my actual breathing and lung capacity was “off the charts” for a 40 year old and said that running again, along with a set of cross training would be the best option for me.  I started both and was doing pretty well until early in 2011 when I began my “hell job” that took me to San Francisco and back for weeks at at time and had me working 80 hour weeks minimum.  My work outs declined and so did my health.  I had to get back to my target physical activity (and weight – 190lbs), but I needed to do it the right way.  I researched cross training as a way to prepare for running races and found that there was some evidence to prove that just like with Tri-athletes,  various types of physical activity can have positive effects on one another.

June 1 of  this year my dad passed away after having been very healthy just 6 month before. He had been a runner when I was younger and when he stopped his daily jogs in  about 2006, his heath started to deteriorate rapidly.  His passing hit me really hard. I had not had time to spend with him before he died because of the hours I was working, and I had become more angry with my two sons, and was not able to spend much time with them. I decided that everything in my life had to change for the better.   I quit my shit job, started up a new business with a friend,  and began to create a new work out routine that would not result in damaging my body more than it helped it. This included only 2 runs a week, but added in circuit training, bike/spin training, a heavy weight workout at least once per week.   I started out by running a few miles at a time (3-5) 2 times a week, then searched out classes at the gym to fulfill my other training needs. Finally, 5 weeks ago, I was able to start my 5 day a week training regime:

Day 1: 8 mile run
Day 2: Rest
Day 3: Circuit training + cycle
Day 4: Heavy Weights
Day 5:  Circuit training + cycle
Day 6: 8 mile run
Day 7: Rest

The cross training between runs keeps my endurance up and creates a more rhobust musculature that is NOT like the classic runner (bad knees, crumpled ankles, etc). This enables me to keep my running to two days a week and not over train in any one area.  Then, I do two 8 mile runs, separated by a single day. The second run is always the best and my body responds by letting me go faster but keeps my heart rate at a decent pace.  Even with the cross training, the two runs are the real highlight of my week (exercise wise). I throw on the iPod, put on the Garmin GPS HRM and get lost in my run (highs and lows) for about 1:30 and it feels awesome!

I have already dropped 7 pounds (but added needed leg muscle) and am starting to get my mile split times below 9 minutes average for an 8 mile run.  People always ask me if I am training to compete in something, and really I have no idea how to answer. I might start running races to see how I do. Unlike in times passed when I ran to get away from things, I don’t have anything to really run away from these days. Yes, there are pressures running your own business, etc, but I don’t feel the weight of an entire 17 floor corporate building on my shoulders any more and that goes along way to keeping me at peace (for the most part). That is why I feel so much more fulfilled and satisfied when I run now.  So maybe, in time, I will feel like entering some competitions, who knows?

“What the hell am I running from?”

The answer is not profound, but simple. I am not running from anything. I am running (and training in general)   for myself. I run to prove that I can do it and to hopefully live a longer and happier life than the path I was on. I do it for the high that comes with the run, for the pain that comes afterward, but especially to keep my self healthy so I can enjoy my young boys and see them grow up to be men. Hopefully they will want to run with their dad some day, but if not, I hope they find what ever it is they need to do to relieve the pressures of their lives in a healthy, happy way.

Posted in 8bitrocket History | 1 Comment

8bitrocket 5 Year Anniversary : Throwing Up the Past and Top-10 Of Everything We could Think Of

Today is our 5 year anniversary.  It’s been a roller-coaster-ride-kinda-year here at 8bitrocket Towers, with many ups and downs, sharp turns and thrills, but at the end of the ride, we just feel like throwing up.

When we started 5 years ago, there were almost no sites talking about making games in Flash.   We got a lot of traffic from game making tutorials (Blitting!). There were also very few indie game developer blogs at the time.   For a while, Simon Carless at Gamasutra.com picked-up our feed and spread many of our stories around the world (Mid-Core Gaming Anyone?).

We played with being a game portal, general news site, retro game site, and finally settled on what we are now: whatever *this* is.  There is no real way to define 8bitrocket.com except to say that it is a reflection of 8bitsteve and 8bitjeff and everything we love about games and game development, writing about game development and life itself. We’ve mostly tried to keep it positive.  sure, we got snarky a few times with Mochi Flash games, social games, and few other things, but we tried to keep it on the “positive and constructive feedback” side as much as possible.   We decided early-on that if we were going to review things, they would be things we “loved”.  That is is why most of the reviews you see here are for books and games that we like.

As a summary of the past 5 years, here are some top-10 lists that relate to the site.  Thanks for helping us make this what it *is*, whatever that may be.

Top 10 Pieces Of Content (all are tutorials)

10. Flash CS3: Actionscript 3 (AS3) Game Primer #3: Bitmap Collision Detection (26, 433 page views)

9. Tutorial: Preloading Actionscript 3 (AS3) Games in Flash CS3 27,877  page views)

8. Flash CS3: Actionscript 3 (AS3) Game Primer #2: Asynchronous key detection for arcade games. (32, 226 page views)

7. Tutorial: Using Flash CS3 and Actionscript 3 to create Atari 7800 Asteroids Part 1 (33, 641 page views)

6. Tutorial: AS3. The basics of tile sheet animation (or blitting). (35,662 page views)

5. Tutorial: AS3 Basics – How to use library sounds in AS3 (42,556 page views)

4. Creating Custom Events In Flash AS3 (ActionScript 3) (44, 576 page views)

3. Tutorial : Creating an Optimized AS3 Game Timer Loop (45, 077  page views)

2. Flash CS3: Actionscript 3 (AS3) Game Primer #1: Tile Maps, XML, and bitmapData (58, 629 page views)

1. Actionscript 3: Tutorial – BitmapData rotation with a matrix (66,028 page views)

 Top 10  Editorial Pieces (non tutorial)

10. An 8-bit road less traveled: Great Atari 800 Games Part I (2,559 page views)

9. SFXR: Completely awesome Sound FX Generator For Games (2,640 page views)

8. Free Flash Game Development Tool Kit (2,898 page views)

7.  Review: Pinball Hall Of Fame:Williams Collection for the Wii (2,918 page views)

6. A Comprehensive List Of Documentaries/TV/Shows/Movies About Video Game and Computer History (3,311 page views)

5. Good Game Code vs, Optimized Game Code (3,983 page views)

4. iMac Gaming: Playing Fallout 3 With A Boot Camp Partition (4,781 page views).

3. Mid-Core Gamer Manifesto (5,708 page views)

2. Hot Wheels Spin City Game Goes Live! (7,676 page views)

1. Am I A Mid-Core Gamer?    (9,535 page views)

Top 10 8bitrocket Games 

10. … + palindromes+…plus (57,285 plays)

9. 8bitrocket Zamboozal Pokerdice (59,002 plays)

8. Daphnie’s Balloon Castle! (116,629 plays)

7. 8bitrocket Space Eggs (116,668 plays)

6. 8bitrocket Home Computer Wars  (208,239 plays)

5. Jack’s Beach Blitz (228,114 plays)

4. 8bitrocket Retro Blaster!  (653,308 plays)

3. …palindromes… (701,538 plays)

2. 8bitrocket Mission Leprechaun (822,659 plays)

1. 8bitrocket Pumpkinman (2,423,507  plays)

 

Top-10 Commeters On Disqus

Top Commenters

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Posted in 8bitrocket History | Leave a comment

HTML5 Canvas Christmas Tree Drag And Drop Demo And Tutorial

Here is another demo from DevCon5.  Yesterday we showed you an action game, now we will show you something completely different.  A Drag And Drop style decoration application of the type we produced by the dozens ta Mattel throughout the first 10 years of this century.  We present to you: Christmas Tree Decorator.  Music by Mike Peters/The Children Of The Revolution.   This was developed for Google chrome and has not been optimized for other browsers yet.

One of the most interesting thing about this demo (to us) is that we display the mouse button pointer when rolling over things that can be clicked and dragged.  This might not sound like much, but since the HTML5 Canvas does not contain any DOM objects, we had to achieve the effect with our own custom code.  Here is how we did it:

 

  • First, in JavaScript we listen for Canvas “mousemove” event:

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theCanvas.addEventListener("mousemove",onMouseMove, false)

 

  • Next we test to see if the mouse if over any of the bulbs.  We keep all bulbs in single array named clickBlocks to make this easy.
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function onMouseMove(event) {
        var mouseX;
        var mouseY;

        if ( event.layerX ||  event.layerX == 0) { // Firefox
            mouseX = event.layerX ;
            mouseY = event.layerY;
        } else if (event.offsetX || event.offsetX == 0) { // Opera
            mouseX = event.offsetX;
            mouseY = event.offsetY;
        }
        for (var i =0; i < blocks.length; i++) {

            if (blocks[i].dragging) {
                blocks[i].x = mouseX - BLOCK_WIDTH/2;
                blocks[i].y = mouseY - BLOCK_HEIGHT/2;

            }
        }

        var cursor ="default";
        for (i=0; i< blocks.length; i++) {
            var tp = blocks[i];
            if ( (mouseY >= tp.y) && (mouseY <= tp.y+tp.height) && (mouseX >= tp.x) && (mouseX <= tp.x+tp.width) ) {
                cursor = "pointer";
            }
        }
        theCanvas.setAttribute("style", "cursor:" + cursor);
   
        for (i=0; i< clickBlocks.length; i++) {
            var tp = clickBlocks[i];
            if ( (mouseY >= tp.y) && (mouseY <= tp.y+tp.height) && (mouseX >= tp.x) && (mouseX <= tp.x+tp.width) ) {
                cursor = "pointer";
            }
        }
        theCanvas.setAttribute("style", "cursor:" + cursor);
    }
  • The key lines in that code, change the cursor depending on what the  mouse is over using CSS
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theCanvas.setAttribute("style", "cursor: pointer”);

or

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theCanvas.setAttribute("style", "cursor:default" );

Don’t forget, you can join our new HTML5 Game Development forums and talk about this kind of stuff all day long!

Posted in Games, HTML 5 Canvas, HTML5 Canvas Games, Tutorial-HTML5 Canvas, Tutorials | 1 Comment

HTML5 Canvas “1945″ Game Demo

Here is one of the game demos we showed at Devcon5 last week.  This is an action game named 1945.  It uses graphics from Ari Feldman’s Spritelib and music from Musopen.com.   You cannot die in this game.  It’s a demo of parallax scrolling and particle effects.  Move and shoot with the mouse.

This game has only been tested with Google Chrome.  Other browsers will probably require a little tweaking to get to work correctly.

This game is really not practical for HTML5 because it uses mouse button clicks like old style Flash web games.   Those controls would not work well on mobile.

discussion: How would you change this game to make it work on mobile platforms?   Do you even think this type of game is viable?

Don’t forget, you can join our new HTML5 Game Development forums and talk about this kind of stuff all day long!

 

 

Posted in Action, Games, HTML 5 Canvas | 8 Comments

New Forum Redux

A couple notes about the new forums.

1. the permissions have been updated so registered users can post in all forums

2. Registering requires admin approval now, as the “human spam bots” are causing issues.

-8bitsteve

 

 

 

Posted in 8bitrocket History | 1 Comment

New Forums To Focus On HTML5 Game And App Development (with Flash and Corona too)

We’ve had a lot of requests to start a forum for HTML5 Game and App developers.  Since we use HTML5, Flash, Corona, and other tech too, we decided to try a new forum for all that stuff too.

This is really just a fresh install of PHP BB with some topics created, but please go over and register so we can get this party started.

http://www.8bitrocket.com/phpbb/index.php

Thanks,

8bitsteve

(P.S. The old WordPress forums will be killed off, so you will need to re-register…sorry.)

 

 

Posted in 8bitrocket History | 4 Comments

8bitrocket Blows The Roof Off DevCon5! :)

Well, maybe the roof stayed on, but our presentations were a quite bit more successful than we imagined.  We’ve received tons of feedback, and it’s all been great.  Maybe we should do this kind thing more often…

We met some awesome people and had a great time spending some book  royalties on a fine dinner and breakfast.  Also, we each “won” a new Blackberry Playbook for demonstrating and HTML5 app running on  the device.  It was such a great experience that we believe this one single day went a long way to repair all of the mental damage that the rest of 2011 dumped on top of us.

Here are  couple quotes that the conference coordinators (Bonnie and Carl) send over to us from people who attended:

DevCon5: New Tweets / Responses about their experience:

 

We also met with a slew of really cool, people ,some of which emailed us after, some of whom gave us their cards, took ours and the discount cards for the book.

Rick from tothepointdesignstudio.com
Nader from  omegamobile.com
Eric from Ubiquitous Entertainment
Robert from Web Mobi
Shannon from Intel (who was really interested in our Barbie and Mattel stories)
Bill Turner

…and so many more genuinely nice people who took our cards and had such mice things to say.

Thanks to to Bonnie Kravis and Carl Ford for inviting us and for their amazing hospitality .  Also, special thanks to Steve’s wife Dawn, who suggested we participate, worked hard to motivate Steve to go, and acted as a our top negotiator with Bonnie and Carl.

Below are some images of a just a few of the HTML5 demos we discussed:

Atari 2600 Game Match 3

 

Asteroids

 

Atari 2600 Fireworks Show

 

1945

Posted in 8bitrocket History | 9 Comments

DevCon5 Santa Clara Live Blog

7:59 : 8bitsteve: Sending last Skype messages to colleagues at Electrotank.   Finished the presentation last night.  Actually, 2 presentations.  Spent tons of free time in past 2 weeks creating demos for the conference.  My actual fear right now: no one will show-up.

9:10 : 8bitsteve :Just arrived at the gate for flight that leaves in 20 minutes…and the plane is not here yet.   New fear:  We will not arrive on time

9:50:8bitsteve : In the air on time.. Whew.  I suddenly wish I could access wi-fi on the plane.  I look  over the presentation we built.  It comes in 2 parts.  124 slides.   30 demos.  5 game demos created specifically for the conference.  I hope it’s enough

11:10: 8bitsteve: Sitting in the lobby of the Santa Clara TechMart.  Yahoo is down the street.   Blackberry is here.  They are offering a playbook to anyone who can make an app and put it up in their store today.  I might have a few!   We don’t go on until 2:00, so there is a bit of time to relax…

11:45:8bitsteve: Sitting in the same room we will be presenting in later (good call jeff), to gauge the crowd and room dynamics.  Looks informal and workman-like.  Good, that is my sweet-spot.

11:48:8bitsteve :WebMobi presentation.  these guys have a cloud layer that helps expose your existing web apps to mobile platforms.  It looks useful.

12:25: 8bitsteve: WebMobi demo over.  They had about 10 slides and two short demos.  We might have too much content.

12:53:8bitsteve: Computer set-up, presentation is up and tested.  It looks like we will have a lot to cover and the audience is no-nonsense technical, which is ideal.

I’ve been thinking a bit about Santa Clara.  We used to visit Santa Clara when were little.  My mom’s brother lived here with his wife and 9 kids.   We came at least three times.  It was a wonderful feeling to have relatives that lived far away, whom we could after a long car ride visit.

1:15:8bitsteve:  Just ate lunch.  We found out that we can “win” a Blackberry Playbook simply by showing the RIM guys an HTML5 app working on one . We have dozens of those! Hopefully we’ll get a chance to do it.

1:45:8bitsteve: Getting ready to start.  Jeff just found a set of cards that give people discounts on our book.  I hope they are still valid!  The guy who runs DevCon5 told us he can introduce us to an author who write for R-Tech.  That could be useful.

3:15:8bitsteve : Okay!  The first section went really well!  People seemed to enjoy it, and talking came really easy for me.  I was not nervous at all.  The 60 slides appeared to be enough too.  We don’t have many slides for the next one, so I hope it goes as well.

5:00 : 8bitsteve :Whew!  Amazing!  There were a lot of questions, but still, it worked great.   I had no idea how much fun this would be.   Jeff and I played off each other in a way that helped move everythiung along and clarify things.  There were probably a few people who did not enjoy it, but heck, it was fun!  Met some great people too!  Always a bonus.

5:30: 8bitsteve: Bonnie and Carl, the people who run the conference told us we were a “hit”! and invited us back to the next one in April.  It was so much fun, I’m not I could miss it.

Still in Santa Clara, and the memories are flooding back.  When we stayed with our cousins in 1975, they took us to Frontierland (or was it FrontierVille?), the Winchester Mystery House (it scared the living crap out of me), and into San Francisco to meet my mom’s  estranged Father (grandpa Sil) for the first and last time.  I don’t recall grandpa Sil, but I do recall the ice cream cone my uncle bought for me after we left.  Why is that what I remember?  It was always great to be with our cousins.  They were “family” yet they lived 100′s of miles away and did all kinds of cool things.  Visiting them was like walking into a different world.

5:45: 8bitsteve : the Blackberry Rim guys loved that we had dozens of HTML5 apps to test on their machines.  Both Jeff and I left with shiny new Playbook in hand.  Not a bad at all.

6:30 : 8bitsteve: Back in San Jose  at the Fairmont hotel. There is a downtown Christmas festival going on and I’m dying for hamburger.   The bellman suggested McMormick And Schmick.  The HTML5 Canvas book royalties are paying, so that sounds good to me!

9:05 : 8bitsteve : Back in out room at the Fairmont.  What a great day.  I turned out far better than I expected.  I think I could really get into this “speaking” thing.   It was very enjoyable.

I had some final thoughts about Santa Clara too.  My uncle does not live here any longer. There was an accident in the late 1970′s and his wife and one of my cousins were killed.   After that, we never made any family visits up here any longer.   Well, we did make one visit but not with out entire family: in 1984 my uncle paid for my mom and my brother and I to ride Am Track from LA to San Jose, but it was a weird trip.  The big house that was once filled with 9 kids felt empty and broken.   After we left my uncle and his youngest son soon took off in van on a wanderlust tour of the USA that lasted several years until they settled in Nevada.   We saw them many times, but we never visited them, instead they came to us.     I never realized how much the old family visits to Santa Clara meant to me until I came back here today for the first time in more than 25 years.  I guess all I can say is this: hold on to those family moments as long as you can, because you never know when they will just slip away.

 

Posted in 8bitrocket History | 4 Comments

Steve and I will be presenting on the HTML5 Canvas at Devcon5 on Wedensday


The conference is in Santa Clara on Wednesday and Thursday. We have a three hour block from 2-5PM on Wednesday to present. The first half will be an introduction to the Canvas and some actual code examples to get everyone familiar with the basics.

The second half will be a demonstration of quite a few games and apps we have been working on to demonstrate  how we can take our Flash experience and apply it to the Canvas.   We will also demonstrate some more advanced topics and touch on mobile, 3D, physics and more

Please stop by and say “Hi” if you are going to be attending.   We hope O’Reilly will have copies of our book for sale too.  The book goes into deep detail on the subjects we will be touching on during the sessions.

 

Posted in HTML 5 Canvas, HTML5 Canvas Book, HTML5 Canvas Games | 2 Comments

The People You Will Meet At Your Garage Sale

Garage Sale People (originally written in 2004)

What better way to meet the neighbors than to have a garage sale. Actually we called it a “yard sale”, and by neighbors I mean the cheapest freaks I’ve ever had the displeasure to meet. To be honest, the immediate people to the left and right of our house are quite nice, and they came by to wish us luck and shoot the shit for a little while. Most of the people you will attract to a garage or yard sale aren’t actually your neighbors, but seemingly professionals from outside “your” area. They are professional at being cheap bastards, and quite a bizarre lot.

On Friday night we spent a few hours preparing our goods (read old crap) for sale. We wanted to be very prepared because we had not efficiently readied our merchandise, advertising and signs advertising and signs for our previous attempt at a garage sale (1999)

We put an ad in the Penny Saver, we put up a few signs, went to the bank and got lots of ones and fives for making change. We priced everything very low. Relatively new videos and books – 25 cents to 1 dollar. Old, used crap, 10 to 50 cents. Nice pairs of jeans and shirts, 2 dollars. Etc. Everything was priced to GO!

While preparing these items, we met the first of the “garage sale people”.

The Really Fucking EARLY BIRD

The Really Early Bird doesn’t just come a little early in the morning, she (or he) comes a full DAY early. By experience, she knows that you will be home, preparing in the evening before the sale, so she comes a knocking. This type of buyer is cheap, and discerning, but knows she is early. So, she doesn’t haggle. Her job in life is to get the first look through your old crap because she hasn’t bought anything new in 50 years. What might be a couple (10 – 20) years old to you, is freaking brand new to her. Don’t give in, she will continue to terrorize all garage sale proprietors a full day early unless she is stopped NOW!

The EARLY BIRD

These people wait in their cars, camped out to get their hooks on your goods as you are putting them out for sale. They know this is very busy time for you, so they use the cunning they learned as “Carney-folk” to out-whit items from your inventory. If your house or garage door is open while you are carting items to your sale area, they will meander in and start making outrageous offers for your furniture, pets, TVs, and computers. They obviously think that everything must have a price. Sorry, but a $3.00 offer for my new Lap Top ain’t gonna get much play here. To avoid these people, turn your sprinkler system on 30 minutes before your sale is to begin, and leave it on.

The Haggler

The haggler is usually a short, balding man. He will come in any number of versions, but out here, he is usually and older latino or really old white dude. He wants all of your electronic items, CDs, videogames, and other expensive trinkets, and he is NOT willing to pay for them. The haggler will be the first customer to really piss you off, because he will blatantly act as if the $2.00 you have priced the almost new CD player is and outrageous insult to the buying public. The haggler will collect up and arm or box load of your most expensive items and then offer you $5.00 for the whole lot. The more you tell him “no” the angrier you seem to get. He will just act like he can’t hear you and keep repeating with outrageously low price. Keep a hose handy to spray him down if needed.

The Scammer

Watch what type of cars your customers drive up in. The scammer will usually drive up in an expensive car and then “only have $3.00” when it comes time to purchase. The scammer will sometimes come with his “mom”. Mom will be an old lady, dressed in an old country black garment. She will know very little English, but can somehow read enough to pick out the most expensive collectible item at your sale. She will be feeble, her hands will shake, and her little black purse will contain only a few old coins from a country that no longer exists. If you look closely though, her son will have brought her there in a brand new pickup, loaded down with an incredible amount of nice, new items that she has “purchased” with her old country collection of shells and ½ pence coins, and lint. Have the hose ready for these people – and put it on full blast.

Cheap neighbor
The cheap neighbor will show up late to your sale. It will be hot out and you will be dying to get rid of your items or suffer the long drag back inside or to the Goodwill drop off center. The cheap neighbor will feign disinterest early in the morning, but she will hit you up for cheap or free items right about noon. She must be stopped. Tell her that the neighborhood cat pissed on all of the items and that she would not want them. If the neighborhood cat DID piss on all of the items, then surely, it is best to let her have as many of them as she wants. In no cat pee is available, “accidentally” turn the sprinkler system on. It might ruin some of the items, but at least SHE won’t get them

Smart young people
Smart, young people, are the people that civilized garage sales were made for. They will come about 10 AM, pick out what they want quickly, pay you in relatively new cash (American bills, not shells and lint), very politely thank you, and then leave. They wont haggle, scam, or be cheap. They are as embarrassed to be at a garage sale as you are to be having one. I wish the world was made up of these patrons. Only one of these showed up, and god bless her, if she hadn’t brightened up my day I would a drug out the hose and hit them all full blast as the walked up to longingly ogle my once played copy of the 1999 Sports Illustrated Swim Suit Video.

Posted in 8bitrocket History, diatribe | 6 Comments

Old Web Game Designer Friend Gets Published: Author Kevin Bloomfield

Back in the glory days of Mattel online, we worked on numerous Flash games and web sites with Kevin Bloomfield.   He has since moved to  MGA where he is a toy designer.  Even back 10 years ago, Kevin talked about his dream to write children’s books.    He has now successfully completed that goal.  Here is Kevin being interviewed on a Sacramento news show:

http://www.news10.net/video/default.aspx?bctid=1306817383001

Posted in Uncategorized | Leave a comment

Cerebral Fix CEO Ben Dellaca Says They Just “Discovered” Mid-Core Gaming. We Beg To Differ.

In an article at games.blog.com  Cerebral Fix CEO Ben Dellaca says they just discovered “Mid-core Gaming”:

Is Zynga dominating social games on Facebook so much, that it’s, in a way, killing it? 

I go to all of the conferences and I’m forever seeing developers who are actually looking at the likes of Zynga and going, “Let’s do that!” Which I think is crazy… Pick something you’re really great at, start there and really polish that up. A lot of game companies moving into, and getting their butts kicked, in the social space are better off, in my opinion, doing something that’s a little more core. We’ve just figured this out recently and have a new buzzword called ‘Mid-core’ gaming.

I hope he doesn’t mean they “invented it”.  If so, we humbly beg    to    differ.

Posted in Mid-Core Gamer | 9 Comments

Finally: Atari Museum Atari History Book Is On The Way!

We’ve been politely pestering Marty Goldberg and Curt Vendel from The Atari history Museum to finish their book on Atari history for at least 5 years now.

Well, it looks like the day might arrive soon. Today Curt announced a new web site dedicated to the upcoming history tome: http://www.atarimuseum.com/book/ Curt and Marty have collected 1000′s of pages of internal Atari documents and have interviewed dozens of Atari employees over the past couple decades.   Their book should prove to be the definitive history of the world’s greatest video game company.

We will update you when we know more.

 

 

 

 

Posted in Atari Nerd | Leave a comment

Who Cares! Well, actually, Producto Studios and The Who Do!

who cares

who cares!

8bitrocket in conjunction Producto Studios is proud to be a small part to a big cause. Roger Daltrey, Robert Plant, and Dave Grohl rocked an amazing fundraiser to benefit the UCLA Daltrey/Townshend Teen Cancer Program and Producto rocked the website design. Long time “bandmate” of Producto’s Simon Hinchliffe designed the site and print collateral. http://www.uclahealth.org/site.cfm?id=535 .

Over $2M was raised for the UCLA Daltrey/Townshend Teen Cancer Programs, UCLA’s Early Childhood Program for Autism (ECPHP) and K9 connection!

Big thank you to Jordan Kaplan at Douglas Emmett , Rebecca Rothstein, Tina Choe at Jet Blue and Becky Mancuso at UCLA for letting us contribute our skills.

The Who Cares. And Producto does too.

Posted in 8bitrocket History, Producto Studios | 2 Comments

Happy Thanksgiving From 8bitrocket.com

 

(turkey image borrowed from here, turned into ASCII here)

 

 

Posted in 8bitrocket History | 1 Comment

The Kinect : Only The Illusion Of “Fun”

So I’ve been branded a “Kinect” lover by some people, and for the past year that has been a fairly accurate statement.  Before that, I was a Wii lover.  In both cases, I truly believed in the idea of “motion gaming”.  Ever since my family played hooky from work/school in November 2006 to play with our new Wii all day, I’ve felt that the Wii (and by extension) the Kinect would be the future of fun and gaming in our house.  Over the past 5 years, I have pushed the Wii and the Kinect very hard on my kids.  I’ve bought dozens of games, jumped around the living room, and generally tried to lead the family into a blissful world of motion gaming.  I thought the benefits would be worthwhile: we would spend time together, get a bit of exercise, and I would get to play video games.  Sure, they would not necessarily be the type of games I really wanted to play, but at least it would be something, right?   However, I’ve noticed that my kids don’t ask to play the Wii or the Kinect at all (with the exception of Fruit Ninja).   My older daughter loves Dragon Age and complex RPGs.  My younger kids like web games and iPad games.    When they are not playing games computer and video games, they are playing other things…inside.

We live on a very small plot of land in a concrete jungle, so there are very few opportunities to go “outside” and play anything more than very simple games.  The end result is that the kids rarely go outside.  I’ve only facilitated this behavior by trying to bring “the outside inside” with Kinect and the Wii.  Since we have very little room outside, the virtual worlds of the Wii and Kinect appear to offer limitless space to play things like tennis, soccer, volleyball and ping pong…as long as the living room is clear, the Wii motes don’t break (or at the very least the tether doesn’t slap us in the face), and the Kinect recognizes who is standing in front of it.

This weekend my wife saw a cheap $5.00 kit at Target that could turn a regular table into a ping-pong table and suggested we buy it.  I thought it was an absurd idea, but I bought it anyway and “installed” it on the “art table” we have for the girls on the back patio.  The reaction from my family was immediate,  wild, and unexpected.  Even though it is just a makeshift, mini ping-pong table, it appears to be the greatest gift we have ever bought for our kids.  We played all weekend, and when the girls were not playing ping pong, they were exploring our small garden, and even building sand-castles in the sand-table (which usually sits unused 363 days out of the year).

Furthermore, it was raining here, and we NEVER go out side when it is raining.  This weekend was an exception.  This is when I had my “duh, aha” moment that many of you had a long time ago: “motion gaming” is just an illusion of “activity”.  Duh. Yeah, you knew it already, but I could not see it.  Motion gaming attempts  to replicate things that can be done better as pure video games or pure outside activities.   It lives someplace in the middle:  a location where I have, for the past few years, lived in blissful denial.  I’ve been trying to replace a perceived “missing joy” from my kids childhood (my own perception of the house we live in compared to the house I grew-up in, not based on their feelings or perceptions) with sub-par technology and shovelware video games. I was blinded by the idea that technology could replace the irreplaceable.   In reality,  a $149.99 Kinect with a $49.99 Kinect Sports (and it’s Ping Pong Game) could not generate even 10% of the enthusiasm and joy that a cheap $5.00 ping pong set from Target could generate.

Am I done with motion-gaming?  Probably not, but then I won’t buy every title that comes out either.   At the very least I’m going to try to stop using it as replacement for real-world activities, and simply open the back door and get outside the damned house for a while.

-8bitsteve

 

 

Posted in Atari Nerd | 5 Comments

R.I.P. Gary Garcia of “Pac Man Fever” Fame : Now It’s time For Hollywood To Make A Movie About “Pac Man Fever”


To create a song that has mass appeal is among the most difficult things you’ll ever do.”

-Jerry Buckner

 

According to Gamasutra, Gary Garcia, 1/2 of Buckner and Garcia died yesterday.   Back in February we contacted Jerry Buckner about he 30th Anniversary of  Pac-Man and Buckner And Garcia’s song, “Pac Man Fever”.   At the time we thought it would be cool for Hollyqood to make a movie about their story.  Today, we think it is essential!  Come on Hollywood producers, “the 80′s” are hot right now, and what what could be better than a “rise and fall” fable about music and video games combined?

Below is the original story from earlier this year:

Continue reading

Posted in Atari Navel Gazing, Atari Nerd, Movies the Need To Be Made | 2 Comments

Adobe Donates Flex To Open Source Foundation

Not much else to say here except to link to this:
Adobe donates Flex to foundation in community-friendly exit strategy.

A good move to keep Flex viable for developers for the foreseeable future.

(Thanks to R.J. Lormier for the heads-up)

Posted in Flash Game Development | 1 Comment

Press Release: 8bitrocket.com’s Jeff Fulton and Steve Fulton to Discuss the Emerging Role of Canvas Development At DevCon5 in Santa Clara, Dec. 7-8, 2011

8bitrocket.com’s Jeff Fulton and Steve Fulton to
Discuss the Emerging Role of the Canvas Development Environment    

At DevCon5 in Santa Clara, California, December 7-8, 2011

Norwalk, CT, November 10, 2011— TMC and Crossfire Media announced that Steve Fulton and Jeff Fulton, co-founders of 8bitrocket.com and authors of the best-selling “HTML5 Canvas” book – will be speaking at DevCon5—HTML5 Developers and Designers  Conference, taking place December 7-8 at the Network Meeting Center in Santa Clara, California.

Published by O’Reilly Media, Steve and Jeff Fulton’s book discusses how Canvas facilitates the dynamic rendering of shapes, images, and audio.  In their session at DevCon5, Steve and Jeff will describe how Canvas is augmenting, and in some cases replacing, Flash as the preferred platform for bringing animation, video and interactivity to games and web pages.

“Canvas will continue to grow in significance because future versions of the Apple Operating System – as well as Window’s-8 will not allow Flash, and our sessions at DevCon5 will teach developers everything they need to know about replacing Flash with Canvas,” Steve Fulton.  “These sessions will also discuss how HTML5 is solving application issues across multiple platforms, and evolving into a replacement for application plug-ins on the web.”

Steve and Jeff Fulton are scheduled to speak on Wednesday, December 7, as follows:

  • Introduction to Canvas at 2:00 PM
  • The Power of Canvas at 3:30 PM

“HTML5 is creating a world of new opportunities for developers, and the DevCon5 event is the one place that web developers; software architects; graphic artists; and business executives can learn everything they need to know about HTML5,” noted event producer Carl Ford of Crossfire Media.

Visit www.devconfive.com to access the complete Conference Agenda.

Registration for DevCon5 is now open. Members of the media can reserve media credentials by contacting Todd Keefe at todd@firpr.com at For Immediate Release PR. Become a DevCon5 Exhibitor and Sponsor—contact Joe Fabiano at jfabiano@tmcnet.com/203-852-6800 x132. Partner with DevCon5—contact Jennifer Terentiuk at jterentiuk@tmcnet.com/203-852-6800 x125.

About Crossfire Media:

Crossfire Media is an integrated marketing company with a core focus on future trends in technology. We service communities of interest with conferences, tradeshows, webinars, and newsletters and provide community websites with the latest information in our industries.

About TMC:

TMC is a global, integrated media company that helps clients build communities in print, in person, and online.  TMC publishes the Customer Interaction Solutions, INTERNET TELEPHONY, Next Gen Mobility, InfoTECH Spotlight and Cloud Computing magazines.  TMC is the producer of ITEXPO, the world’s leading B2B communications event.  TMCnet.com, which is read by two million unique visitors each month, is the leading source of news and articles for the communications and technology industries.  In addition, TMC runs multiple industry events: 4G Wireless Evolution; M2M Evolution; Cloud Communications Expo; SIP Tutorial 2.0:Bringing SIP to the Web; Business Video Expo; Regulatory 2.0 Workshop; DevCon5; HTML5 Summit; CVx; AstriCon; StartupCamp; MSPAlliance MSPWorld and more. Visit TMC Events for a complete listing and further information.

TMC Contact:

Todd Keefe

For immediate Release PR

617-262-1968 x 101

Todd@firpr.com

Posted in 8bitrocket History, HTML 5 Canvas | Leave a comment

More Fuel For The HTML5 Fire: Adobe Admits That The Long Term Viability Of The Flex SDK In Doubt

In the “Your Questions About Flex Blog” on blogs.adobe.com, Adobe appears to be putting the future of Flex in doubt:

Does Adobe recommend we use Flex or HTML5 for our enterprise application development?

In the long-term, we believe HTML5 will be the best technology for enterprise application development. We also know that, currently, Flex has clear benefits for large-scale client projects typically associated with desktop application profiles.

Given our experiences innovating on Flex, we are extremely well positioned to positively contribute to the advancement of HTML5 development, starting with mobile applications. In fact, many of the engineers and product managers who worked on Flex SDK will be moving to work on our HTML efforts. We will continue making significant contributions to open web technologies like WebKit & jQuery, advance the development of PhoneGap and create new tools that solve the challenges developers face when building applications with HTML5.

So what does this mean?  It means that Adobe just took more days off the life of the .SWF format (we said 1000 days last week, now we say about their are about 500 days left. Someone needs to create a SWF Death Countdown Clock…not in a gleeful way mind you….more like a Wake).

Why would Adobe do this?  It’s very simple: the bottom line. It make sense from a business perspective for Adobe.  HTML5 is “free”, but the tools to build HTML5 Suuuuuuuuuuuuuuck (especially when compared to the Flash IDE).  Adobe can build tools for HTML5 (hopefully better than Adobe Edge), leverage their investment in Phonegap and JQuery and sell them as a package as the “new Flash”.

The Flex SDK is free too, but since the world never accepted Flex as a true “open source” software, and since the .SWF is a slowly dying format (because Adobe just shot it in the stomach), there is no incentive to support it (within Adobe anyway).  Instead, Adobe will beef-up the Flash IDE, and sell the crap out of the Air exporter to create apps.    This may not be a logical decision for loyal Flash developers, but it’s good for the bottom line of Adobe and for Adobe’s stockholders.  Adobe can make money from tools, and retreat from “open source” and “open screen” Flex and AS3, because, as we now know, their heart was never really there anyway…or at least their heart would have been there, if Steve Jobs had not done the service of tearing it out it out for them.

(thanks to Ken Railey for the head’s up on this)

Posted in Flash Game Development, HTML 5 Canvas | 11 Comments

Now Don’t Get Cocky “Web Standards” Dudes, HTML5 Still Has A Looooooooong Way To Go.

Two days ago Adobe announced that were were ceasing development of the Flash player for the mobile web, in favor of HTML5.   They  will focus on the air packagers and PC/Mac browser plugins.  Technologically speaking, nothing has really changed, as Adobe already had an issue with Flash not being supported on  iOS browsers.  So what has changed? The perception of Flash: the fact that  Fortune 500 CIOs think they can now ONLY use HTML5 for web sites, or they will look like Luddites. While this certainly is a boon to HTML5, and has probably numbered the days for the .SWF format (from infinity to about 1000), the successor, HTML5 has a few things to answer for before it can swoop in and push Flash off the cliff.

1. Audio Playback : HTML5 Audio in the PC browser is awful.  HTML5 Audio on mobile is atrocious.  Audio issues that Macromedia solved in Flash 10 years ago plague HTML5 and don’t look to get better an time soon.   Zynga recently released Jukebox to help with this problem, but it falls back to…Flash.  That is not gonna work now, is it?  Until this is fixed,  the web is going sounds pretty much like it did back in 1998 when we all tried to play audio with Java applets!

2. Media Formats:  Flash ingests disparate audio and video media formats and spits out a single format to be played across multiple platforms.  Essentially, this ability is what created Youtube.com, allowed for audio streaming inside firewalls, and spurred and the Web 2.0 personal media revolution.  HTML5 audio and video is stuck in a war over which formats to support, making developers do the same work multiple times to get similar (but not equal results).  This needs to be fixed immediately.   A the same time, Flash allows for secure, monetizable video streams that are currently not available in HTML5

3. Centering/Scaling:  Centering things on the screen should be simple, right?  Even with CSS 3.0 (not really HTML5, but married to it), centering a web site on the screen takes a massive effort filled with CSS kludges and black magic.  With Flash, all you had to do was center the SWF and you were done.  Furthermore, you could easily scale the Flash app to the size of the browser Window to create seamless web app surfaces.  These things are supported in HTML5, but are not standard and take browser specific JavaScript to pull off in reasonable manner.  This is not 2005. Centering is in, and left-justifying is out.  Fix it standards gurus, and give us an easy way to implement it in Javascript (not just with what amounts to CSS shims, even if they won’t admit that’s what they are)

4. Non-Standard Security Sandboxing : Security sandboxing among different browsers makes creating some web-site based HTML5 apps a real chore.    In some instances, code that works locally (to load video for instance) does not work from a web site in certain browsers because it breaks the security sandboxing rules.   Flash solved this problem by allowing the developer to set sandboxing rules that were followed across platforms and browsers.

5. Performance : HTML5 is sill slower than Flash running the same kind of application.  In certain browsers (iOs 5.0 Safari) this is getting better, and should prove to get better with Windows Metro, but it’s still not good enough yet.

6. Sockets/Networking :  Socket and Networking programming (for multi-player games and other uses) is still very primitive in HTML5 and relies on POST requests for communication. (at least until Web Sockets arrives universally)  This is akin to the old “server-push” model from the late 90′s  It works, but it has a long way to go to match what Flash can do.

7. Web-Cam/Microphone Support:  One great thing Flash does is standardize the interface to microphones and web-cams.  There are libraries for this is JavaScript such as the JQuery webcam plugin (http://www.xarg.org/project/jquery-webcam-plugin/)  but they require Flash! Oops.

8. Rich Javascript Game Libraries Are Just arriving. Want to make that Angry Birds clone your client desires on the HTML5 Canvas…try coding all of those physics yourself. While Box2dJS has arrived and Impact looks good, we have not had the chance to test them yet so we cannot comment on their speed or effectiveness on the Canvas.   Without full GPU support for the Canvas, the game screen updates are still probably going to be rather slow compared to Flash.

9. A Good Flash IDE-like tool for creating HTML5 content does NOT exist.  This has forced us and other HTML5 designers to use the FLASH IDE  (of all things) to create animations and interactivity, and then pray that the developers can replicate what they have designed with exported Sprite Sheets, png sequences, and rabbits pulled from hats.   Designers and programmers alike rely on masks, animation paths, tweens, video with alpha channels for blue-screening, and 100′s of more features, tweeks, and tools in the Flash IDE that will need to be replicated in order to replace Flash.  It is now Adobe’s job to create this tool, as they have taken on the burden.  God-Speed and good luck.

We do think that HTML5 is promising, and since Adobe is basically ceding it to the Web (at least for general web site uses), we have to make the best of it.  However, now that HTML5 is in the spotlight, it has to make good on its’ promise.  The list of things here is just the tip of the iceberg.   There are probably dozens of other uses for Flash that cannot (yet) be replicated in HTML5.    If HTML5 truly is the future, it needs to catch-up to the present as fast as possible.

Posted in HTML 5 Canvas, HTML5 Canvas Book | 3 Comments

One Day After Adobe Retreats Flash From The Mobile Web: Our HTML5 Canvas Book Hits #1 On The Game Programming Chart At Amazon.com

Also, it has the lowest ranking it has ever achieved too.

Posted in HTML 5 Canvas, HTML5 Canvas Book | 9 Comments

Adobe Drops Mobile Browser Flash Support : Are You Ready To Stop Thinking We Are Crazy And Learn About The HTML5 Canvas ?

So, we’ve heard “through the grapevine” that many of our old readers and Flash Game colleagues were pretty skeptical about our choice to tackle the HTML5 Canvas.  Jeff and I have always tried to  figure out new trends early, and most of the time we are Too Early (i.e we made crappy videos 15 years before youtube.com, we created Flash games 7 years before it became a viable indie game option, etc.)  However, we were hoping to hit the HTML5 Canvas nail on the head and I think, this time, our timing was just about right.  Our HTML5 Canvas book has already sold so many copies, that we have been asked to write another one.

Today Adobe announced that they were ending development of Flash for mobile devices and in fact, are getting behind HTML5 for the web, and the Air exporter for apps.  Now, this does not mean Flash is dead, but it does mean Flash is becoming a cross-platform development tool  much like Shockwave/Director, and it also means that web developers who want to target web sites to all devices will need to start thinking in terms of HTML5.

We’ve already made it easy for you to get started with HTML5 Canvas, and we are doing more.  Look here for more info and tutorials about  the HTML5 Canvas.  As well, we will be presenting a seminar on the HTML5 Canvas at DevCon San Jose in December (more on that when we get the final information).

Was our timing right this time? Only time will tell.

 

Posted in 8bitrocket History, HTML 5 Canvas, HTML5 Canvas Book | 34 Comments

Texture Packer Makes Sprites Easy to Export From Flash. For Corona, as well as Cocos2d, and more.

I have a huge new gig that includes taking 100′s of pre-existing Flash animations and using them  to create a cross platform mobile application for a kids television network. The goal is to take the current Flash site (luckily in as3) and create a mobile version that will work on almost any mobile (iOS and Android only for now) device. We are using the iPad2 (1024×768) as our target platform and then creating a  ”bleed area” that will allow us to fit the app landscape onto every iOS and Android device we can find without doing any image swapping.   We chose Corona for this development because it has the best combination of power and rapid application development.   The Corona simulator and and scale = “zoomEven” build property makes this a dream to complete (so far).

Since Corona is so good at letting us target and test on 6 or 7 of the most popular devices, the cross-platform scaling issues I originally thought would take the most time upfront were handled in about 1 day. This gave me extra time ahead of schedule to test out both SpriteLoq (look for a future examination of this Corona-only targeted tool) and Texture Packer.   My goal was to find a relatively simple method to create animations from all of the individual .fla and swf files and use them to populate mobile application .  My goal was to then use Lua script to control them where necessary. An NDA stops me from showing the actual content that I am using for the app, but I have created a suitable (read ugly but functional) demo .fla that I can use to demonstrate a small portion of the power of Texture Packer.

I started with Texture Packer because it is cross-dev environment, so it can create data and tile sheets for use in Corona, Cocos2D, JSON (so I assume HTML5 but I have not had a chance to test it yet), Unity, CSS, AppGameKit and about 7 or 8 others.  Texture packer is very powerful and can create data and tile sets from more than just swf files. You simply feed it a series of png, jpg or BMP files and it will be able to use them in the same manner as a .swf animation.

First let’s take look at the .fla I used:

I created a very modest animation on the time line that simply changes the color of the Red Ball using a classic tween across 20 frames.

I then opened up Texture Packer and selected Corona TM SDK from the left-hand  Data Format Drop Down and then dragged my texture_test2.swf into the Sprite area where it reads the time-line and attempts to pack my 20 frame time-line animation onto as small a space as possible.

The next step is to choose a data file name and then click the “publish” button in the center of the top button bar. This will create both a packed PNG file and a lua data file that describes the animation frames.  I chose “jeff_fules.lua”, but that was just me being cheeky. I should called it TexturePacker_rules.

To use the sprite, you must next fire up Corona, create a new main.lua in the same folder as the jeff_rules.lua and the jeff_rules.png.

The the main.lua file the we are about to create just be in the same folder as the jeff_rules.lua and jeff_rules.png (for it to work on all of the various build platforms).

 

--[[    main.lua      
Texture Packert test
Jeff Fulton 2011    --]]       
require "sprite"
display.setStatusBar(display.HiddenStatusBar)
local sheetData = require "jeff_rules"
local spriteData =sheetData.getSpriteSheetData()
local spriteSheet = sprite.newSpriteSheetFromData( "jeff_rules.png", spriteData )
local spriteSet = sprite.newSpriteSet(spriteSheet, 1, 15)
local jeffSprite = sprite.newSprite(spriteSet)
jeffSprite.x=200
jeffSprite.y=200
jeffSprite:play()
print ("jeff sprite");

Here is the small main.lua showing our sprite (you cannot see the color shift animation of course).

TexturePack makes it very easy to take Flash timeline or png series animations and turn turn them into cross-platform packed tile sheets for use in mobile and other applications.

Saving texture memory is a HUGE deal when building mobile applications and just this simple example was able to demonstrate that Texture Packer can cut the file size in less 1/2 when compared using the individual png files that are exported directly from Flash. Each of those files for my test were 1K, while the Texture Packer png file was 8K. That was a total savingis on 12K, which might seem in significant, but a 50%+ texture pack rate across 100′s of animations will certainly give you a leg up when trying to target some of the older platforms (I’m looking straight at you iPhone 3).

If you are doing any type of mobile development I suggest you take a look at Texture Packer. It certainly is going to save me a lot of time and headaches on my current projects.

Posted in Corona Development, iPod/iPad Develpment | 9 Comments

Book Review: Fantasy Freaks And Gaming Geeks by Ethan Gilsdorf

Here it is, I’ll come out and say it.  I used to play pencil and paper role playing games.  I played games like Dungeons And Dragons, Palladium and Call Of Cthulhu for most of the 80′s. I was blessed with a great friend (and he is still my friend to this day) named Brandon who was an amazing Game Master and story teller.    Brandon  made RPGs really interesting and hard to pass-up, and playing them became my obsession for many late nights in high school and even into college. I did not play every weekend, and I took long breaks, sometimes for years, but I still played. I pretty much gave them up when girls started showing interest in me, but there was a point at which both intertwined (and sometimes not harmoniously).

Some of the adventures we played through, especially  the swashbuckling sci-fi horror of Call Of Cthulhu, have stuck with me over the years just like the best books I’ve read or movies I have seen.   While I never stopped playing computer RPGs, those mostly solitary games are a completely different breed from the very social and imagination fueled games we used to play.  There is no substitute for a group of us sitting around Brandon’s coffee table, consuming pounds of sunflower seeds and gallons of cheap, sugary iced tea, rolling dice and talking about using Elephant guns to take-down  Nyarlathotep. I still get the urge to play now and then, but with a young family, the time commitment is too great.  Brandon and I have talked about getting a game together, but for now, pencil and paper RPGs are a memory gathering dust in the attic of my mind, waiting for their time, if it ever comes, to shake off the cobwebs and return to the forefront of my disposable time and income.

A recent book (2009) explores a similar fascination with youthful role playing games in the middle-age in a very thorough and thoughtful way.  Ethan Gilsdorf’s Fantasy Freaks And Gaming Geeks explores the author’s attempt to understand, explore and come to gripes with, the role playing games he played and loved as a kid.  Like many other kids in the 70′s and 80′s, Gilsdorf first dove into the fantasy horrors of role playing games as an escape from the very real horrors of his everyday life.   Much like myself, he gave them up just about the time he could legally buy alcohol, but as the years turned into decades he realized the urge to play still burned within him .  Around his 40th birthday, he set out on an adventure to find meaning from fantasy, and to come to grips with his past and present.

Gilsdorf’s fascination with the fantasy exploits of his past becomes a hero’s journey (of sorts) in the present. What starts as a trip to the basement of a comic book store,  turns into a quest to walk in the footsteps of Gary Gygax and J.R.R. Tolkein both real, and imaginary.  Gilsdorf travels the world, interviewing people who play table-top games, live action role-playing games (LARP), computer MMORPGs and much more.  He observes the proceedings, and also takes part, exploring his feelings about what the activities mean, both in light of his past and his present.  Some people might be turned off by just how personal Gilsdorf’s travels become, but I really appreciated them.  To me, dry facts and figures about the affect and influence of fantasy games are boring without a good helping of personal narrative to help wash it down.

Gilsdorf touches on the fact that other more “acceptable” activities (e.g. fantasy sports) have many of the same qualities as role playing games and offer the same kind of benefits (socialization, competition) and drawbacks (addiction, unhealthy escape), but are not derided in the same way in the popular press  as fantasy games and activities.  He struggles from both internal and external pressure with the idea that he should “grow out” of the youthful kid stuff of role playing games, but at the same time embrace “adult” activities that are pretty much the same thing dressed up another way.  I would have liked a bit more exploration and comparison of “fantasy” vs. “accepted” activities but what is here, at the very least, sparks the fire for future conversation.

Even though you can pretty much guess the results of Gilsdorf’s quest from the outset, the journey is what matters here, and it is quite a fascinating ride.   The author gives the reader a warts and all look into his mind, offering a kind of naked analysis of himself  that goes a bit further than I expected on the outset.   The book is recommended for anyone who either thinks or once thought they have “grown out” of pencil and paper games. It just might inspire you to pick it all up once again…or run screaming for the door.  Either way, you’ll be better for the experience.

-Steve Fulton

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