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<title>dominique.biesmans.com</title>
<link>http://dominique.biesmans.com/</link>
<description>News (or not) about indie game development, toy projects, code snippets, geeky stuff, etc..</description>
<copyright>Copyright 2008</copyright>
<lastBuildDate>Wed, 16 Jan 2008 12:30:10 +0100</lastBuildDate>
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<docs>http://blogs.law.harvard.edu/tech/rss</docs> 

<item>
<title>Super Mario Galaxy</title>
<description><![CDATA[<p>I got a <a href="http://en.wikipedia.org/wiki/Wii">Wii</a> for my birthday a few months ago, and I haven't had that much fun playing games, since a very long time. Take for instance <a href="http://wii.nintendo.com/site/supermariogalaxy/">Super Mario Galaxy</a>. According to <a href="http://www.gamerankings.com/itemrankings/simpleratings.asp">Game Rankings</a> the best game since <a href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time">Ocarina Of Time</a>. I don't know about that, but it's the best Wii game I've played so far, that's for sure.</p>

<p>It's the first really successful translation of a 2D platform gameplay mechanic to 3D. Maybe it's the 'gravity system' (most objects you can walk on are like little planets with gravity pulling you towards it from all sides, no matter how small they are), the excellent camera movement (lot's of 3rd person games have the tendency to get that wrong) and the rewarding pulling of 'star bites'  (little stars) towards you by pointing at them with the <a href="http://en.wikipedia.org/wiki/Wii_Remote">Wiimote</a>. Also, the music is just perfect and the difficulty is exactly right (for me that is) with challenging but not ridiculously difficult bosses. It's all balanced very well, and it's, simply, fun! So if you're looking for a great game to buy a Wii for, you can stop looking! If you allready have a Wii, you should be playing the game right now instead of reading this!</p>

<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/qA0vLrwuQHE&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/qA0vLrwuQHE&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br />
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<link>http://dominique.biesmans.com/archives/2008/01/super_mario_gal.html</link>
<guid>http://dominique.biesmans.com/archives/2008/01/super_mario_gal.html</guid>
<category>Game Reviews</category>
<pubDate>Wed, 16 Jan 2008 12:30:10 +0100</pubDate>
</item>
<item>
<title>Yak&apos;s &apos;Space Giraffe&apos;</title>
<description><![CDATA[<p>Jeff 'Yak' Minter is perhaps one of the most important video game designers/programmers in history, and he's one of the _very_ few (the only one?) that just kept on doing whatever he was doing, making great games, the way he likes them. No compromises.<br />
 <br />
You can read all about him at <a href="http://en.wikipedia.org/wiki/Jeff_Minter">this wikipedia entry</a>, or at the official <a href="http://www.llamasoft.co.uk/">Llamasoft site</a>.</p>

<p>In this post I just want to tell you about his upcoming xbox 360 game (it will be on <a href="http://www.xbox.com/en-US/games/livearcade/default.htm">xbla</a>) <a href="http://en.wikipedia.org/wiki/Space_Giraffe">Space Giraffe</a>, which, in it's current form, looks like a high paced psychedelic shooter with some game play elements from Tempest and a Giraffe as the main character. I'm looking forward to playing this one (althought I don't owe a xbox 360 ... yet).</p>

<p>His journal is actually quite fun to read, and you can find it here : <a href="http://stinkygoat.livejournal.com/">http://stinkygoat.livejournal.com/</a>.</p>

<p><a href="http://dominique.biesmans.com/archives/images/Spacegiraffe.jpg"><img alt="Spacegiraffe.jpg" src="http://dominique.biesmans.com/archives/images/Spacegiraffe-thumb.jpg" width="320" height="240" /></a></p>]]></description>
<link>http://dominique.biesmans.com/archives/2007/03/yaks_space_gira.html</link>
<guid>http://dominique.biesmans.com/archives/2007/03/yaks_space_gira.html</guid>
<category>Game Industry</category>
<pubDate>Sun, 11 Mar 2007 14:57:59 +0100</pubDate>
</item>
<item>
<title>Pulp Fiction &amp; bunnies</title>
<description><![CDATA[<p>Edit : the youtube link [removed] is invalid. Check out the <a href="http://www.angryalien.com/">original site</a> with <a href="http://www.angryalien.com/0605/pulpfictionbuns.asp">Pulp Fiction in 30 seconds</a> and all the other fragments in full flash glory.</p>

<p><a href="http://www.angryalien.com/0605/pulpfictionbuns.asp"><br />
<img alt="pulpbunnies" src="http://dominique.biesmans.com/archives/images/pulpbunniessmall.jpg" width="270" height="203" /></a><br />
</p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/10/pulp_fiction_bu.html</link>
<guid>http://dominique.biesmans.com/archives/2006/10/pulp_fiction_bu.html</guid>
<category>Miscellaneous</category>
<pubDate>Wed, 25 Oct 2006 09:02:14 +0100</pubDate>
</item>
<item>
<title>Hammer Heads</title>
<description><![CDATA[<p>Hammer heads is the latest game from <a href="http://www.nuclide.com">Nuclide</a>, and the last one (so far) I contributed to. It's a mindless gnome smashing fest. Can you resist <a href="http://nuclide.com/games/gnomes.html">it</a>?</p>

<p><a href="http://nuclide.com/games/gnomes.html"><img alt="whackagnome.jpg" src="http://dominique.biesmans.com/archives/images/whackagnome-thumb.jpg" width="250" height="188" /></a></p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/07/hammer_heads.html</link>
<guid>http://dominique.biesmans.com/archives/2006/07/hammer_heads.html</guid>
<category>Game Industry</category>
<pubDate>Sun, 16 Jul 2006 12:47:38 +0100</pubDate>
</item>
<item>
<title>Tiny, tinier, tiniest.</title>
<description><![CDATA[<p>Did you ever think about building a mame cab, but decided not to, because you don't have the place to stock a large bulky cabinet? This guy has build a <a href="http://www.yvan256.net/projects/micromame/">Micro Mame Cabinet</a>. It has a 6.4" TFT, and is a bit more than 5" wide. Soon he'll be going one stap further with his <a href="http://www.yvan256.net/projects/nanomame/">Nano Mame Cabinet</a>!</p>

<p><img alt="cabinet2.jpg" src="http://dominique.biesmans.com/archives/images/cabinet2.jpg" width="200" height="150" /></p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/03/tiny_tinier_tin_1.html</link>
<guid>http://dominique.biesmans.com/archives/2006/03/tiny_tinier_tin_1.html</guid>
<category>Miscellaneous</category>
<pubDate>Fri, 17 Mar 2006 09:19:17 +0100</pubDate>
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<item>
<title>Retro Game Review : Manic Miner PC</title>
<description><![CDATA[<p>Always looking for fun retro games (yep I'm way in my thirties), I stumbled on this rare pearl called <a href="http://retrospec.sgn.net/game-links.php?link=mm">Manic Miner PC</a> by <a href="http://retrospec.sgn.net/person.php?link=andy">Andy Noble</a>.</p>

<p>Manic Miner was originally a Spectrum game (I think), but I remember the c64 version. With these games it's all about perfectly timing your jumps, taking into account static & moving enemies and crumbling platforms. Collect all the keys and go to the exit. Sounds simple, doesn't it? Well, go ahead and try, this game is as hard as I remember it to be.</p>

<p><a href="http://dominique.biesmans.com/archives/images/manic miner pc2.html" onclick="window.open('http://dominique.biesmans.com/archives/images/manic miner pc2.html','popup','width=640,height=480,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dominique.biesmans.com/archives/images/manic miner pc-thumb.jpg" width="200" height="150" border="0" /></a></p>

<p>The graphics capture the atmosphere of a true 8-bitter, though slightly updated to a 256 color palette. Sound is also quite convincing. Really, if you're looking for a challenging classic platformer, this is as good as they get. In my opinion that is, don't hesitate to comment if you think differently.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/02/retro_game_revi.html</link>
<guid>http://dominique.biesmans.com/archives/2006/02/retro_game_revi.html</guid>
<category>Game Reviews</category>
<pubDate>Mon, 06 Feb 2006 21:16:35 +0100</pubDate>
</item>
<item>
<title>Retro Fun : Flash DOOM</title>
<description><![CDATA[<p>For those of you who used to play doom, check out <a href="http://necromanthus.com/Games/Flash/doom.html">this flash game</a> at <a href="http://necromanthus.com/">Necromanthus</a> for some goofy fun. There's also a 'real' Doom clone in shockwave on that site, but this one seems to capture the essence of Doom :-)</p>

<p><a href="http://dominique.biesmans.com/archives/images/flash_doom1.html" onclick="window.open('http://dominique.biesmans.com/archives/images/flash_doom1.html','popup','width=400,height=300,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dominique.biesmans.com/archives/images/flash_doom-thumb.jpg" width="200" height="150" border="0" /></a></p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/01/retro_fun_flash_1.html</link>
<guid>http://dominique.biesmans.com/archives/2006/01/retro_fun_flash_1.html</guid>
<category>Miscellaneous</category>
<pubDate>Thu, 26 Jan 2006 10:14:56 +0100</pubDate>
</item>
<item>
<title>Open source Flash development gaining momentum</title>
<description><![CDATA[<p>I've been keeping an eye on the flash development community for a while, as it seems to be gaining momentum. Several tools are actively being developed, and what seems to be the most interesting evolution is that you can develop entirely in open source tools, without touching the Flash IDE (which IMO has allways been developer unfriendly).</p>

<p>The site to watch is <a href="http://osflash.org/">OSFlash</a>. Some quick links to interesting tools :<br />
<a href="http://www.mtasc.org/">MTASC</a> : A standalone Actionscript compiler.<br />
<a href="http://www.flashdevelop.org/">Flashdevelop</a> : An Actionscript IDE<br />
<a href="http://iterative.org/swfmill/">swfmill</a> : an xml to swf generator, often used as an asset library generator.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2006/01/open_source_fla.html</link>
<guid>http://dominique.biesmans.com/archives/2006/01/open_source_fla.html</guid>
<category>Game Development</category>
<pubDate>Sat, 21 Jan 2006 12:53:17 +0100</pubDate>
</item>
<item>
<title>Some links : Puckman, PuffBOMB &amp; Casual Game Design</title>
<description><![CDATA[<p><a href="http://www.timesonline.co.uk/article/0,,7-1718312,00.html">An interview with <strong>Toru Iwatani</strong></a>, the creator of <a href="http://www.klov.com/game_detail.php?letter=P&game_id=9149">Puckman</a> (a.k.a. Pacman)</p>

<p>A Ludum Dare 48h Game Programming Competition entry from a few years ago, but still a blast: <a href="http://www.sykhronics.com/?recent/puff.html">PuffBOMB</a>.</p>

<p>An indiegamer forum thread started by James C. Smith from <a href="http://www.reflexive.net/">Reflexive Arcade</a> fame, talking about <a href="http://forums.indiegamer.com/showthread.php?t=2119">setting goals & rewarding players</a> in casual games.</p>

<p><br />
<img alt="PuckMan.png" src="http://dominique.biesmans.com/archives/images/PuckMan.png" width="224" height="288" /></p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/08/puckman_puffbom.html</link>
<guid>http://dominique.biesmans.com/archives/2005/08/puckman_puffbom.html</guid>
<category>Links</category>
<pubDate>Fri, 26 Aug 2005 20:38:54 +0100</pubDate>
</item>
<item>
<title>Flash 8 as a game development platform</title>
<description><![CDATA[<p><a href="http://www.macromedia.com/software/studio/">Flash 8 gets anounced</a>. On <a href="http://www.valyard.com/en/flash8">this site</a> you can find some interesting demos & descriptions. Looks like flash 8 is becoming an (even more) viable game development platform, especially with development tools like <a href="http://www.globfx.com/products/neoswiff/">NeoSwiff</a> and <a href="http://www.mtasc.org/">MTASC</a>.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/08/flash_8_as_a_ga.html</link>
<guid>http://dominique.biesmans.com/archives/2005/08/flash_8_as_a_ga.html</guid>
<category>Game Development</category>
<pubDate>Tue, 09 Aug 2005 08:56:16 +0100</pubDate>
</item>
<item>
<title>Neoswiff : Developing flash content in C#</title>
<description><![CDATA[<p>Now here's an interesting product in the works that allows you to compile C# applications to SWF. It's available as a stand-alone compiler, or as a plugin for Visual Studio.NET 2003. It has a .NET compatible SDK, making it suitable for winforms development. It surely looks interesting for game development, as it allows you to make flash applications in a real development environment!</p>

<p>You can download the beta from this <a href="http://www.globfx.com/products/neoswiff/">link</a>.<br />
And als check out <a href="http://www.darronschall.com/">Darron Schall's blog</a> for some interesting real life examples of neoswiff, e.g. <a href="http://www.darronschall.com/weblog/archives/000159.cfm">this article</a> about a port of a C# winforms application to Neoswiff.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/05/neoswiff_develo.html</link>
<guid>http://dominique.biesmans.com/archives/2005/05/neoswiff_develo.html</guid>
<category>Game Development</category>
<pubDate>Thu, 12 May 2005 08:36:16 +0100</pubDate>
</item>
<item>
<title>New Nuclide website</title>
<description><![CDATA[<p>A quick little plug for the funtastic <a href="http://www.nuclide.com/">Nuclide website</a>. A new design and soon a new game. Stay tuned!</p>

<p><a href="http://www.nuclide.com/"><img alt="Nuclide Website" src="http://dominique.biesmans.com/archives/images/nuclidewebsite.jpg" width="320" height="230" /></a></p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/04/new_nuclide_web.html</link>
<guid>http://dominique.biesmans.com/archives/2005/04/new_nuclide_web.html</guid>
<category>Game Industry</category>
<pubDate>Fri, 29 Apr 2005 08:16:04 +0100</pubDate>
</item>
<item>
<title>Gamedev Technology? Get over it!</title>
<description><![CDATA[<p>Most game developers probably have spent some time in the often under-estimated 'technology phase' in which you are building a library, platform or engine to write your next great game in. Browse various game development forums, or <a href="http://www.flipcode.com/iotd/">flipcode's 'Image Of The Day'</a> gallery, and you'll see lots of engines, scripting languages, ray tracers, tutorials, IDE's, etc. etc... All the technology you (and everyone else out there) will ever need to design and implement a game. Sometimes, someone will post a screenshot or a beta of a game, but it seems lots of aspiring game developers (most?) are still inventing tech.</p>

<p>Speaking for myself, I know I have poured lots of valuable energy in various frameworks, most of which are collecting electronic dust on my hard disk. Did I gain experience by doing that? Sure. Did I finish lots of games with it? Nope. </p>

<p>2 years ago, I made the move towards professional game development, since then I have been working on downloadable/casual games for/with <a href="http://www.nuclide.com">nuclide</a>, and guess what? Writing games has little to do with implementing technology! Sure you can write a library that fits your own programming style best, or has an über-elegant design, or makes better use of the latest pixel shader API, or has a way-cool software fallback, so your game can run on a 8086 too! But you have to ask yourself, do you want to write games, or do you want to write libraries? If the former, choose an existing library or framework, there are lots of high quality open source and or commercial alternatives out there. Pick one, and start writing that game! Get over it!</p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/04/gamedev_technol.html</link>
<guid>http://dominique.biesmans.com/archives/2005/04/gamedev_technol.html</guid>
<category>Game Development</category>
<pubDate>Thu, 07 Apr 2005 21:32:56 +0100</pubDate>
</item>
<item>
<title>About &apos;Phil Steinmeyer’s analysis of Casual Games.&apos;</title>
<description><![CDATA[<p>I've stumbled on <a href="http://philsteinmeyer.com/">Phil Steinmeyer’s blog</a>. Phil Steinmeyer is a game industry veteran, and the guy behind Railroad Tycoon 2 & 3. He has lot of interesting things to say about the industry, but I'd like to comment a bit on his vision on casual games.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/03/about_phil_stei.html</link>
<guid>http://dominique.biesmans.com/archives/2005/03/about_phil_stei.html</guid>
<category>Game Industry</category>
<pubDate>Wed, 02 Mar 2005 10:42:50 +0100</pubDate>
</item>
<item>
<title>Pack Monster Simulator, missing sdl_mixer.dll</title>
<description><![CDATA[<p>Oops, a little mistake in the last release of the Pack Monster Simulator. It apears there was a DLL missing (thanks Luca!). This should be fixed now. You can still download <a href="http://www.dmdevelopment.easynet.be/PackMonster1.0b.exe">PackMonster1.0b.exe</a> (1.4Mb) from the same location.</p>]]></description>
<link>http://dominique.biesmans.com/archives/2005/02/pack_monster_si.html</link>
<guid>http://dominique.biesmans.com/archives/2005/02/pack_monster_si.html</guid>
<category>Handheld Games</category>
<pubDate>Wed, 02 Feb 2005 21:15:11 +0100</pubDate>
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