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	<title>Honeyslug &#187; techy</title>
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		<title>The World of Love Game Jam (&#8220;Lovejam&#8221;)</title>
		<link>http://www.honeyslug.com/the-world-of-love-game-jam-lovejam/</link>
		<comments>http://www.honeyslug.com/the-world-of-love-game-jam-lovejam/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 14:28:43 +0000</pubDate>
		<dc:creator>Robin Clarke</dc:creator>
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		<category><![CDATA[general]]></category>
		<category><![CDATA[techy]]></category>

		<guid isPermaLink="false">http://www.honeyslug.com/?p=1120</guid>
		<description><![CDATA[This is a guest post from Robin Clarke. Robin is a producer for www.Gimme5Games.com, and writes about videogames on his blog at www.citystate.co.uk
The World of Love conference. It threatened to draw an unprecedented horde of independent game developers to our nation&#8217;s noble capital, where they would surely be compelled to blurt scandalising ideas out of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.honeyslug.com/wp-content/uploads/images/Lovejam1_small.jpg"><img src="http://www.honeyslug.com/wp-content/uploads/images/Lovejam1_small.jpg" alt="" title="Lovejam1_small" width="300" height="169" class="alignleft size-full wp-image-1132" /></a><em>This is a guest post from Robin Clarke. Robin is a producer for <a href="http://www.Gimme5Games.com">www.Gimme5Games.com</a>, and writes about videogames on his blog at <a href="http://www.citystate.co.uk">www.citystate.co.uk</a></em></p>
<p>The World of Love conference. It threatened to draw an unprecedented horde of independent game developers to our nation&#8217;s noble capital, where they would surely be compelled to blurt scandalising ideas out of their disordered brains, to binge-drink, and to forever infuse &#8216;Total Eclipse of the Heart&#8217; with apocalyptic portent. Such a volatile situation required delicate handling &#8211; as anyone who has seen the shameful aftermath of a TED conference can attest.</p>
<p>As luck would have it, celebrated indie scene-boffins Terry Cavanagh (DistractionWare) and Ricky Haggett (Honeyslug) were seeking to organise a weekend Game Jam around the same time. This event would act as a lightning rod, diverting the indies&#8217; attention to their second-favourite pastime of making games. (Although regretably, a group of unrepentant maniacs had to be released into Kensington Gardens.)</p>
<p>The World of Love Game Jam was held at Honeyslug&#8217;s offices in Kentish Town on Saturday 26th and Sunday 27th June 2010. It comprised of four three-hour jam sessions, and a proportionate amount of time in pubs and restaurants. Over the course of the weekend it is estimated that around 35 games aficionados made an appearance, from backgrounds as diverse as MMOs, social games, journalism, console development and academia.</p>
<p>The suggested themes of the sessions were:</p>
<p>1. Facebook, Traps</p>
<p>2. Vegetables, Hugs</p>
<p>3. Light and Shade, Water Water Everywhere, The Blob</p>
<p>4. The Jury, Reunion, Drifting</p>
<p>The results (that were deemed fit for public consumption) can be found at the Cambridge Friendship Club site: <a href="http://cambridgeindies.com/events/jam-world-love">http://cambridgeindies.com/events/jam-world-love</a></p>
<p>A woefully incomplete list of attendees can be found here: <a href="http://lovejam.eventbrite.com/">http://lovejam.eventbrite.com/</a></p>
<p>My impression of the event (compared to the grand total of one game jam that I&#8217;d attended previously) was that it was remarkably quiet and intensive. While there was some collaboration going on, the majority were content to tinker on their own projects until (and beyond) the end of the allotted time before casually demonstrating them to the group.</p>
<p>As I spent most of my time squinting at Deluxepaint and inelegantly hacking at Python, I am sure I missed a lot of people&#8217;s stuff entirely, but out of things going on at my end of the room/things drawing the biggest crowds/things with the loudest sound effects, standouts were Terry&#8217;s Vegetable Game, Kieron&#8217;s VVVVVVegetable, Perrin and Terry&#8217;s Blind Faith, Alice&#8217;s VIDEO GAME, and Alan Hazelden&#8217;s blood-soaked tentacle-vs.-submarine game. The best game that I only found on the website afterwards ribbon goes to Don&#8217;t Eat Kittens. There were loads and loads more.</p>
<p>But as well as games, friendships were made, plans were hatched and fun was had (and other cliches). There are going to be more London-based game jams. Oh yes.</p>
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		<item>
		<title>Migrant Workforce</title>
		<link>http://www.honeyslug.com/migrant-workforce/</link>
		<comments>http://www.honeyslug.com/migrant-workforce/#comments</comments>
		<pubDate>Thu, 07 May 2009 19:01:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[all]]></category>
		<category><![CDATA[techy]]></category>

		<guid isPermaLink="false">http://www.honeyslug.com/?p=17</guid>
		<description><![CDATA[Well, we&#8217;re in the process of migrating our site and this blog over to a more integrated solution, which has proved a baptism of fire for me. Ricky&#8217;s been on at me for a while to try and sort it, and it has only been in the last week that I&#8217;ve had a chance to [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-family: 'trebuchet ms';">Well, we&#8217;re in the process of migrating our site and this blog over to a more integrated solution, which has proved a baptism of fire for me. Ricky&#8217;s been on at me for a while to try and sort it, and it has only been in the last week that I&#8217;ve had a chance to do owt. <span id="more-17"></span>Up until a week ago, my exploits into the wonderful world of html/xml were limited to cut and paste jobs on here and taking ages to get my head round LUA scripting. So it&#8217;s been a fairly encouraging experience that I&#8217;ve managed to get the site up and running and looking something akin to a proper site in less than a week. </span></p>
<div><span style="font-family: 'trebuchet ms';"><br />
</span></div>
<div><span style="font-family: 'trebuchet ms';">Some advice I was given early doors on html editing was to hit the forums, and true enough 90% of the questions I&#8217;ve had I can get answers to pretty quickly on them. Other stuff I&#8217;ve battled without answers and there is very little that has defeated me so far. To be honest, it&#8217;s been a pretty enjoyable experience (albeit punctuated with a number of expletives) and a nice little break from creative accounting and spoiling people&#8217;s fun saying &#8220;Yes, that&#8217;d be really cool but we have no time/money/programmer/etc&#8230;&#8221;</span></div>
<div><span style="font-family: 'trebuchet ms';"><br />
</span></div>
<div><span style="font-family: 'trebuchet ms';">With a fair wind, our new site should be up within the next week or so, then you&#8217;ll be able to contact me on it to ask me what all the fuss was about.</span></div>
<div><span style="font-family: 'trebuchet ms';"><br />
</span></div>
<div><span style="font-family: 'trebuchet ms';">P.S. Look out for a substantially less mundane update early next week, small developer fanboys!</span></div>
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		<title>A Useful Flash Extension</title>
		<link>http://www.honeyslug.com/a-useful-flash-extension/</link>
		<comments>http://www.honeyslug.com/a-useful-flash-extension/#comments</comments>
		<pubDate>Sun, 22 Mar 2009 11:01:00 +0000</pubDate>
		<dc:creator>ricky</dc:creator>
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		<category><![CDATA[flash]]></category>
		<category><![CDATA[techy]]></category>

		<guid isPermaLink="false">http://www.honeyslug.com/?p=14</guid>
		<description><![CDATA[I&#8217;m not intending to make a habit of technical posts which are only tangentially on the subject of video games. However, when I come across something which is likely to be of use to other developers, it seems worth linking it up.
I&#8217;ve been pulling in a large number of bitmaps into flash recently (in fact [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not intending to make a habit of technical posts which are only tangentially on the subject of video games. However, when I come across something which is likely to be of use to other developers, it seems worth linking it up.<span id="more-14"></span></p>
<p>I&#8217;ve been pulling in a large number of bitmaps into flash recently (in fact importing them from Photoshop psds). I&#8217;m scaling the objects in my game, so I need to set the properties of each bitmap to &#8216;allow smoothing&#8217;, so they anti-alias as they scale (i.e. they scale smoothly rather than going all pixellated).</p>
<p>Quite unhelpfully, the Flash GUI doesn&#8217;t allow the Properties of multiple library objects to be set at once. And even more unhelpfully, it defaults all Bitmap Properties to &#8216;don&#8217;t allow smoothing&#8217;. This means I would have spent the whole of friday afternoon going left click.. right click.. left click.. left click.. left click.. grind teeth.. repeat..</p>
<p>.. if it wasn&#8217;t for <a href="http://blog.onebyonedesign.com/?p=110">this lovely Extension</a> which allows you to select a folder, and recursively set the properties of all bitmaps below it with just a couple of clicks.</p>
<p>So thanks <a href="http://blog.onebyonedesign.com/">Devon O. Wolfgang</a>! You just saved me HOURS of toil!</p>
<p>Okay, your normal exciting game development news service may resume&#8230;</p>
<p>/shuffles off..</p>
]]></content:encoded>
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		<title>Particles</title>
		<link>http://www.honeyslug.com/particles/</link>
		<comments>http://www.honeyslug.com/particles/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 13:26:00 +0000</pubDate>
		<dc:creator>ricky</dc:creator>
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		<category><![CDATA[techy]]></category>

		<guid isPermaLink="false">http://www.honeyslug.com/?p=6</guid>
		<description><![CDATA[Hello blog!
So I finally got around to porting my particle engine to Actionscript 3 last week. You can see a little test swf here.

What I particularly like about my engine is that it allows behaviours to be defined in XML. Which means the code stays nice and clean (you just create an emitter, give it [...]]]></description>
			<content:encoded><![CDATA[<p>Hello blog!</p>
<p>So I finally got around to porting my particle engine to Actionscript 3 last week. You can see a little test swf <a href="http://www.honeyslug.com/blog/particles/run">here</a>.<span id="more-6"></span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/Rze2TgKtNzc" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/Rze2TgKtNzc"></embed></object></p>
<p>What I particularly like about my engine is that it allows behaviours to be defined in XML. Which means the code stays nice and clean (you just create an emitter, give it an XML file and start it up), but more importantly that a non-programmer can tweak particle effects to their heart&#8217;s content.</p>
<p>To give you an idea, <a href="http://www.honeyslug.com/blog/particles/behaviour.xml">here</a> is the XML for the emitters in my test &#8211; both the one attached to the mouse pointer, and the one when you click.<br />
<span><br />
<span><span><span><br />
<span><br />
</span><span><br />
<span><a href="http://www.honeyslug.com/blog/particles/run"><br />
</a></span></span></span></span></span></span></p>
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