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    by Published on October 25th, 2006 21:44

    New from glynndor:

    My first library for lua- UPDATED

    Background:
    I have been wanting to do some librarys in lua for a while now, however had no good ideas, (except one that I am still toying with). Then a couple of days ago I had two, ssLib and one other (staying secret). So I worked hard today- completely rewriting the whole library four times, until I reached this. But what is this?

    Well, ssLib is something that I think will benefit many applications, it allows you to add a screensaver with one line of code. Sadly though, it is still incomplete, and I was not sure whether or not I should release it. It currently contains only two options, scrolling and teleporting text. Scrolling text scrolls text backward and forward and up and down the screen, you can choose your message and the speed and the colour and soon to be some other factors also. Teleporting text has the text jump from one place on the screen to another, you can customise it in similar ways to scrolling text.

    What is currently wrong with ssLib? Well, at the moment there is one massive bug- setting a delay. Because I cant as of yet find a suitable way to make a delay until the screensaver comes on without affecting your app. This means you will have to make one yourself and then call the saver. Oh well, we can live with that.

    Usage:

    before the main bit of your script, (the while true do bit), type:

    Code:
    dofile("ssLib.lua")then, when you want the scrolling screensaver to appear type this:

    Code:
    ssscroll(size, colour, speed, message)
    when you want the teleporting one to appear type

    Code:
    sstele(size, colour, speed, message)If you are confused see the example!
    Type rainbow as your colour for the rainbow effect
    Then, when no buttons are pressed it will exit back to your app!

    To do:
    lots including:
    Add more screensavers, any ideas? I thought star field and that bouncing text one, put any other suggestions here.

    Add flashing (rainbow type) colours - DONE

    Add size customisability - DONE!

    ADD DELAY!!!

    lots more, 99% of which I have forgotten.

    So, there ya go!
    Enjoy, Alex!

    Download and Give Feedback via Comments

    via glynndor ...
    by Published on October 25th, 2006 21:41

    Via PSPFanboy

    Man, the 80s were great, and Rockstar's doing a great job of bringing back the classics (again) in Vice City Stories. 1UP has unearthed a partial songlist from the game, and it includes Phil Collins (of course), and a few other classics:

    Philip Bailey - Easy Lover
    Alan Parsons Project - Games People Play
    Pat Benatar - Love is a Battlefield
    Jonzun Crew - Pack Jam
    Run DMC - It's Like That
    Whodini - Freaks Come Out At Night
    Dio - Holy Diver
    Dokken - Breaking the Chains
    Ratt - Round and Round
    Exodus - Together Forever
    Class Action - Weekend
    Sister Sledge - Lost in Music
    Bobby Valentin - Mi Ritmo Es Bueno
    Hector Lavoe - Mi Gente
    Willie Colon - El Malo
    Marvin Gaye - Sexual Healing
    Earth Wind & Fire - Fantasy
    Keni Burke - Keep Rising to the Top
    Foreigner - I Want to Know What Love Is
    The Assembly - Never Never
    Pat Benatar - We Belong
    Human League - Love Action
    Japan - Quiet Life
    Yaz - Don't Go
    Wow... this is quite a star-studded cast of artists. I can't wait to run over some prostitutes while having Sexual Healing blasting out of my radio. Hot. ...
    by Published on October 25th, 2006 21:40

    News Via Kotaku

    Late last week Climax LA sacked half of their employees in a move GameSpot called a "tweak", but at least one insider says was really just an attempt to salvage the disastrous development of Silent Hill Origins for the PSP and keep it under Climax's umbrella. The project has been transferred to Climax's Solent studio in the UK.

    While the 16 employees who were laid off were given ample warning that another shoe was about to drop last week, the problem with development of the game apparently started back in December when work on the game first started.

    Early on management in charge of the game's development made a bad call that lead to the team not getting their hands on a working engine until June of this year, according to a mole.

    The same managers were reluctant to hire new employees despite that poor planning and employee treatment were causing the company to "hemorrhage" employees, including the lead designer and lead artist, according to the insider.

    Because of those setbacks, the mole says, the game had been cut extensively to try and meet the increasingly unrealistic deadlines. Origins, once envisioned as a robust PSP game that would take eight hours to complete, has been shriveled down to a handful of much smaller levels and three to four hours of gameplay, the mole says.

    Many of these difficulties were hidden from publisher Konami by management until a few weeks ago, when they were finally told the truth. Konami was understandably disappointed because the project would miss fiscal 2006 entirely as a result of the needed delays, and employees were told there were "no assurances" that the Origins project would continue. Last Wednesday, employees were told there would be lay-offs and given envelopes with an appointment time. In those appointments they were told whether or not they would have a job by the company's CFO, which most had never met.

    The laid-off employees, some of which had only started a week prior, were each given a week's severance. Some of those who remain will help transition the now hobbled version of Origins to Climax's Solent studio in the UK, where expectations are the game will continue to suffer, the source said.

    The rest will then wrap up their development of Steel Horizons and the studio will likely be effectively shuttered, leaving only a shell office for meetings with LA-based publishers, according to the mole.

    While the company told GameSpot that there was a third project in the concept phase, the mole says none of the employees were aware of it and that even current staffing couldn't develop a new game
    ...
    by Published on October 25th, 2006 21:25

    Jayenkai posted the news:

    This release contains the following 7 games.

    1) Swaps : Find a new word, by replacing the letter shown, with any other letter.
    2) Crosses : Create words on the board, in a criss-cross fashion using the tiles provided. (Was previously labelled Scrab, but I changed it in case Hasbro came to kick my ass.)
    3) Towers : Build words upside down, inside the tubes provided.
    4) Triplets : Create words which contain the 3 letters provided, in the order shown.
    5) Strings : Trace the stylus over words to score points.
    6) Anagrams : Get the longest word possible from the letters provided. Each set of letters can be made into a single longer word.
    and
    7) Dice : It's Yahtzee, and it has nothing to do with words!

    Also, now includes Single DS Multiplayer gameplay.
    Click the little fellow, bottom right, to decide the number of players.
    Set the time limit to something small.
    Select a game.
    Each player gets a round to themselves, with the highest scorer being declared the winner.

    (Note : Doesn't work as intended with the Dice game. I gotta fix that!)

    Download and Give Feedback Via Comments ...
    by Published on October 25th, 2006 21:19

    News from Mollusk:

    Main changes :
    - 16c background code improved, more examples (animations !)
    - Gif2Frames added, cuts an ainmated gif into frames for you
    - FATlib code changed, do not use this beta if FATlib was vital to you...
    - Sound code rewritten, now multiple sounds per frame will work
    - Makefile updated, no longer screws sounds when a non-padded sound is included
    - PAFS and PAGfx bugfixs, nothing major though
    - Platform Game wiki tutorials 4 and 5 files added, 6 will come...

    More Info ...
    by Published on October 25th, 2006 21:06

    via wired

    Nintendo's all about the Touch Generations this holiday season, with Brain Age leading the charge. Just to make sure we journalist types don't forget about training our brains, Nintendo sent out this lovely cerebral snowglobe. OMG RARE. I'll sell this on eBay for $1500 because I'm going to say that it's a PS3. With me luck.

    Screen Via Comments ...
    by Published on October 25th, 2006 20:59

    Via SPONG\

    Check this out! Toys R Us and Nintendo of America have erected this immense three storey high Wii advert across the toy retailer’s flagship Times Square store this week.

    Aside from questions of what this must have cost (and who picked up the tab) SPOnG was intrigued to know what regular New Yorkers thought of the ad. As gamers we are clearly all aware what Wii is and what the father and daughter are holding in their hands on the ad.

    But what about the non-gaming/casual market that Nintendo is gunning for with Wii? The lapsed, the ladies and the elderly?

    SPOnG asked our man in Manhattan to get out there on the street to poll a select band of passers-by.

    Here’s what they had to say:

    “What's a "why"?” (Meredith, 28)

    “It should have a Nintendo logo on there, Nintendo is like Kleenex.” (Chris, 29)

    “It just looks like they both have remotes.” (Derek, 24)

    “It looks like the guy from land of the lost and his daughter... Is it something to do with wifi?” (John, 35)

    “I dunno, is it a new TV or something?” (Chet, 34)

    “Why do they have two remotes?" (Ali, 27)

    So there we go. While our street-level straw poll is admittedly limited to a narrow demographic of twenty and thirty-somethings, it is still clear that the non-gaming public needs a little bit more educating on what a Wii actually IS.

    What do YOU think of the ad? Do you think it does its job? Or is it, as the non-gaming public we polled above suggest, perhaps too clever for its own good?

    Let us know in the forums.

    Screen Via Comments ...
    by Published on October 25th, 2006 20:54

    The November issue of Fast Company explores the profound impact the PS3 might have on not only Sony, but its complicated network of partners and rivals in what they call the PS3 economy. Regardless of what Sony says, the company is hoping the PS3 can increase sales of digitally distributed content, HDTVs (which showcase the PS3's graphical chops), and Blu-ray discs to help reach mass adoption of the high-definition movie format spearheaded by Sony.

    The article breaks down the high-stakes economy by companies that either want the console to succeed, fail, or do both. Sony is obviously hoping for a hit which it desperately needs given its lack-luster status quo in the electronics industry. But others rooting for the system include Blu-ray supporters (sorta), Stanford University's grid computing project that uses PS3s, IBM, Cell processor technology, Ubisoft, Midway, and in-game advertising. Those heavily opposing the platform's success include the obvious Microsoft and Nintendo, for market share reasons, and HD-DVD supporters competing against Blu-ray.

    Most interesting, however, is the inclusion of "sorta" supporters like Apple, Disney, Philips, Panasonic, and Samsung that share a vested interest in Blu-ray's success but directly compete with Sony in many other areas. Said companies could potentially gain more if the PS3 is a dud, says the business magazine. ...
    by Published on October 25th, 2006 20:52

    Burnout 5 will be "like nothing you've ever seen before and better than any car crash in the movies," according to developer Criterion's creative director, Alex Ward, who says that the open-world racing game will have collisions so dramatic they will "rip the car in two".

    Ward explains that "it's all about how many bones are in the car. In the last games we made we were able to have 12 or 15 pieces of metal come out of the car" in Burnout's crash sequences. "This time we're looking at 90 to 100 pieces all coming out of the car at any time; all physically simulated."

    The latest in the adrenal action series was announced nearly two months ago, but Criterion has revealed little about the new game, other than it will take place in the open-ended, free-roaming Paradise City and will boast some exciting online multiplayer features. ...
    by Published on October 25th, 2006 20:51

    The development powerhouse behind the excellent Burnout series could soon be bringing its game-making talents to the world of downloadable games.

    "We're working on a few ideas at the moment," Alex Ward, creative director of Criterion Software, revealed at a recent Electronic Arts event, adding that we "might see something from [Criterion] next year..."

    Just in time for PS3's launch, perhaps? Criterion would be following in the footsteps of Bizarre Creations, who masterminded the impulsive Geometry Wars for Xbox Live, and a blockbuster downloadable game for Sony's new hardware would throw some serious weight behind PS3's online appeal. We'll be chasing Criterion for further details, so stick around. ...
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