I love Pokemon, it was a major part of my life and has shape who I am, I probably like it too much, but we don't choose what we like. Pokemon Go is a Augmented Reality game from the makers of Ingress, which I called "Watchdogs IRL". For someone who has never left the Pokemon scene, this year has been a roller coaster, the interest during the 20th anniversary was a weird thing to behold, all of a sudden everyone was talking about Pokemon, people were going crazy for the Pokemon branded consoles, and it seemed like everyone was playing Pokemon again, jump 2 months later, and everything had equalized, Pokemon card prices had gone back down, and only the dedicated remained. Then out of nowhere Pokemon Go was released, I have had my own opinions that it would never see the light of day, the concept was to grand to ever be feasible, But I was wrong... or was I?
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After 3+ Years, I have finally Decided to release a Comic Reader I was happy to use. It will be 100% Free and is a Modern Replacement for CDisplay. I felt it was important to have a way to read all the DRM Free Comics that are coming out lately.
- A Newly Programed Windows Shell Thumbnail Generator - Asynchronous Engine for faster processing of images of pages - A Modern Image Processor (ImageMagick) - Automatic Bookmarking - An Auto Yellow Corrector - Fully Customizable Input Controls Plus its FREE! 64bit Version - http://www.users.on.net/~megatallica//ANCRx64Installer.exe 32bit Version - Coming Soon Back in 2007 I had to make a program for an Assignment. I was already programing for fun in my spare time, and I was into comics, so I decided to clone CDisplay.
And this Cringy Clunky Buggy Program was the result, but considering the other projects in the class to compare to, I was considerably happy. But I never gave up wanting to make a proper comic reader, especially considering CDisplay already had its limitations, and I never really liked the alternatives at the time. Years later I put everything I learned as a Game Programmer, and from the industry in general to make something that could be considered a proper program, that can match up to the competition while keeping all the bloat out. But why am I posting this. Well I wanted to show how much ive come along. So here we go. Download it Here For afew months now I have been wanting to attempt a pokeball style shell mod on a 3DS XL that I saw on Reedit (http://www.reddit.com/r/pokemon/comments/20uvlq/fluff_my_pokeball_3ds_xl/), so when I saw a broken White 3dsxl online for $20, I knew I Had my chance, so I snapped it up, and went and bought Myself a red 3DS XL. Unlike the reedit mod I open up the console abit more and swap out the sd slot cover and ill show you how to do it without damaging your console.
Good News Everyone!
In case you didn't know, I recently Release an Uncensored Patch for South Park Stick of Truth, You Can Download it Here Now abit of Info, as a Game Programmer, it wasnt to hard to figure out the censoring, especially with the non-existant encryption. This was most likely because how they wanted to build out each version. There is a flag for every type of game, for each language, Platform and Censorship. For some odd reason they decided to not compress the missing files to the main games binary package, instead having the raw files in the binary path plus 2 distinct packages for censored and uncensored, they said it was because they didnt want to have the uncensored files on disc, to make it easier to patch, like with gta a while ago. There is a problem right their, this is a new age, and 16mb is microscopic to download, so you didnt prevent anything, in fact it took me 1 hour to remove the censorship. Another odd move was that they decided to remove the censored footage from the video files, instead of pragmatically having the footage end early. That was probably the only hick up I had. At the end of the day, Censorship is stupid, most of the times, the Australian Classification board seem to censor the wrong things or seem to have no guidelines when it comes to graphic/violent/sexual content. Thanks for Reading :) So I thought this was a great story that I could share with you guys. Activision was due to release Amazing Spider-Man for PC on steam on the 10th of August, as you've probably noticed it isnt there, which confused alot of people. Going to the games official website reaveled that they had issued a press release in the late ours of thursday night (EST Time), claiming that they have delayed the game indefinately. This was made the more confusing because the game was avaliable in Europe at the time, in store and was steam activated. To everyones suprise the game does activate on steam and appears on your library, even though the store page isnt accessable. This was when things started to become apparent, The game is Broken, so broken that steam had informed activision that it would be withholding the release of Amazing Spider-Man, Problem being that all the retail versions were already produced and had been shipped to stores.
As a developer there is alot of questions on my mind, was there no QA Testing?? I could understand Activision not doing a good job of it with examples such as star war the force unleashed, which is why alot of Activion's game just dont get published to pc their lack of compassion for optimisation, but did steam leave testing to the last second? Was the appeal of a franchise title the reason for the trust in Activision. Amazing Spider-Man was delayed in the first place and was pushed for 2 months. So something wasnt working in the first place. It was quite lucky that there wasnt much publicity toward the game, to have it so broken and pulled at the 12 hour (Quite literally) would be a killer for any other title. So now Activision and Beenox are left with upset custommers with a game with probably the worst release since Batman Arkham City or Rage (PC). So More attention needs to be made towards game bugs and to making a working game. Otherwise you could be damaging your company in the long run. Good News Everyone (Not Really), Another week goes by as I attempt to get the unrar library working with qnx so I can compile an ANE to get unrar functionality into Adobe Flash Builder. Got Some help from Blackberry, but we ended up going in circles and the dont seem willing to help look at the unrar source. I Did find another Site With an unrar ANE already compiled at http://extensionsforair.com/extensions/unrar/ but it throws back a null reference, most likely because it is made for IOS (which is wierd because I would assume that Flash Buider is multiplatformed). I WIll send an Email to see if I could get some help. With some good news, Ive managed to get the unrar shared library inergrated without any errors, although I am now getting some problems with strings when I attempt to parse a rar File. I will keep you updated. Good News Everyone!
I Have Done my Presentation on my research assignment, and have ported the old blog to my new site (Here) Until Next Time Original I had thought that the UVs were controlled by the mesh and that I had no clue how i was going to do that as we were never shown that, so once again i referenced my direct X textbook and it turned out the only thing the mesh needed was the technique for the shader to use, and the shader controls the uv and texturing, knowing that it was quick to add a texture to the mesh. Once that was done, I had added a new array and added the points for all the leaves to do, and much like my mesh generation, i had made a new function to make a 2 sided mesh with a leaf texture and construct a mesh by hand, once that was done, i adjusted the position slightly, and viola, it was beautiful. Now the project is mostly done, now is time to tweak some variables and work on a presentation. Until Next Time! Probably the Hardest Part of My Project has been achieved, I have Created a few Algorithms to accomplish this, First the FindPointsOnACircle Function, returns a list of points around a point given in a circle, given amount of points wanted, Once that is done I then Use the CreatePolys Function to draw cylinders between each point using the list of points given from the FindPoints Function, I loop through this function until all the tree is done, I have also added a Scale to the function to scale the tree depending on its height. There are some apparent flaw, like the base being missing (its height being zero), open ended cylinders. I hope to have these fixed by the end of the project. Until Next Time! |