<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Deep Plaid</title>
	<atom:link href="http://www.deepplaid.com/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.deepplaid.com/blog</link>
	<description>One guy trying to make some interesting decisions</description>
	<lastBuildDate>Tue, 15 Jun 2010 19:13:56 +0000</lastBuildDate>
	
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on My Personal Gaming Canon by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=147&#038;cpage=1#comment-1605</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Tue, 15 Jun 2010 19:13:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=147#comment-1605</guid>
		<description>How, you may ask, could I have forgotten Mega Man 2 for so long, given my Quick Man avatar? This is a good question that will baffle scientists for years. It&#039;s added now.</description>
		<content:encoded><![CDATA[<p>How, you may ask, could I have forgotten Mega Man 2 for so long, given my Quick Man avatar? This is a good question that will baffle scientists for years. It&#8217;s added now.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3: GotoAndPlayAndThen by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=157&#038;cpage=1#comment-1402</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Thu, 03 Jun 2010 20:06:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=157#comment-1402</guid>
		<description>By the way, without doubt the biggest downside of using this is the fact that, if the element names you specify are never found (i.e. you specify one or more names that are not the names of elements on the stage at all), then this onEnterFrame event will continue to run forever, and never execute the callback function provided.

Hopefully this should be an immediately obvious problem, since the presumably-important callback code simply won&#039;t be executed. But the fact that this can happen so easily (from a simple typo), and results in a hit to performance every frame, as well as a small hit to memory... well it&#039;s not ideal.

I suppose the best solution would be to provide an additional parameters, of how many frames to keep waiting for, which would default to something like 10 and which could be set to -1 to wait forever. Maybe someday I&#039;ll make this addition, and work it into MovieClip.prototype as Krilnon suggested, and post the code (and working examples, a gotoAndPlayAndThen copy of it... etc). When I have time. :)</description>
		<content:encoded><![CDATA[<p>By the way, without doubt the biggest downside of using this is the fact that, if the element names you specify are never found (i.e. you specify one or more names that are not the names of elements on the stage at all), then this onEnterFrame event will continue to run forever, and never execute the callback function provided.</p>
<p>Hopefully this should be an immediately obvious problem, since the presumably-important callback code simply won&#8217;t be executed. But the fact that this can happen so easily (from a simple typo), and results in a hit to performance every frame, as well as a small hit to memory&#8230; well it&#8217;s not ideal.</p>
<p>I suppose the best solution would be to provide an additional parameters, of how many frames to keep waiting for, which would default to something like 10 and which could be set to -1 to wait forever. Maybe someday I&#8217;ll make this addition, and work it into MovieClip.prototype as Krilnon suggested, and post the code (and working examples, a gotoAndPlayAndThen copy of it&#8230; etc). When I have time. <img src='http://www.deepplaid.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3: GotoAndPlayAndThen by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=157&#038;cpage=1#comment-1400</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Thu, 03 Jun 2010 18:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=157#comment-1400</guid>
		<description>You know, I&#039;ve never looked into the AS3 prototype object - never really understood it I suppose. I&#039;m looking into it now (in, of course, senocular&#039;s epic AS3 Tip of the Day thread) and realizing how useful it can be - reminds me of the weird stuff I&#039;m learning in Objective C of ways to &quot;append&quot; methods to existing classes...

Will have to look into it more, but so far it does sound like it might be an even cleaner way to do this. Thanks for the tip!</description>
		<content:encoded><![CDATA[<p>You know, I&#8217;ve never looked into the AS3 prototype object &#8211; never really understood it I suppose. I&#8217;m looking into it now (in, of course, senocular&#8217;s epic AS3 Tip of the Day thread) and realizing how useful it can be &#8211; reminds me of the weird stuff I&#8217;m learning in Objective C of ways to &#8220;append&#8221; methods to existing classes&#8230;</p>
<p>Will have to look into it more, but so far it does sound like it might be an even cleaner way to do this. Thanks for the tip!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3: GotoAndPlayAndThen by Krilnon</title>
		<link>http://www.deepplaid.com/blog/?p=157&#038;cpage=1#comment-1390</link>
		<dc:creator>Krilnon</dc:creator>
		<pubDate>Thu, 03 Jun 2010 05:57:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=157#comment-1390</guid>
		<description>Neat solution!  It might be convenient to add this function to MovieClip.prototype.</description>
		<content:encoded><![CDATA[<p>Neat solution!  It might be convenient to add this function to MovieClip.prototype.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Personal Gaming Canon by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=147&#038;cpage=1#comment-1012</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Mon, 17 May 2010 17:34:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=147#comment-1012</guid>
		<description>Hmm, I&#039;ve been ignoring a couple of major game spaces that I shouldn&#039;t.

For instance, the iPhone. Flight Control was my game of 2009, straight up. Added it to the list.

Which reminds me that my game of 2005 would probably be similarly surprising for some: Urban Dead, a browser-based MMO. What can I say, it was an extremely fun, surprisingly addictive text-based MMO based almost entirely around PvP of some form, and in which you could roleplay a zombie. How is that not awesome? Added it.</description>
		<content:encoded><![CDATA[<p>Hmm, I&#8217;ve been ignoring a couple of major game spaces that I shouldn&#8217;t.</p>
<p>For instance, the iPhone. Flight Control was my game of 2009, straight up. Added it to the list.</p>
<p>Which reminds me that my game of 2005 would probably be similarly surprising for some: Urban Dead, a browser-based MMO. What can I say, it was an extremely fun, surprisingly addictive text-based MMO based almost entirely around PvP of some form, and in which you could roleplay a zombie. How is that not awesome? Added it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Personal Gaming Canon by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=147&#038;cpage=1#comment-1011</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Mon, 17 May 2010 17:28:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=147#comment-1011</guid>
		<description>Update: Added Shadow of the Colossus.

(I never came close to finishing Ico, though I know I really should - in any case I don&#039;t feel like I can honestly put it on my list.)</description>
		<content:encoded><![CDATA[<p>Update: Added Shadow of the Colossus.</p>
<p>(I never came close to finishing Ico, though I know I really should &#8211; in any case I don&#8217;t feel like I can honestly put it on my list.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Super-Awesome Lego MMO Design by IQpierce</title>
		<link>http://www.deepplaid.com/blog/?p=117&#038;cpage=1#comment-603</link>
		<dc:creator>IQpierce</dc:creator>
		<pubDate>Sat, 17 Apr 2010 17:10:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=117#comment-603</guid>
		<description>Good questions Jer!

Of course the biggest &quot;risk factor&quot; of the design would be the question of whether these &quot;bricks that talk to each other&quot; is even technically possible, and then whether it&#039;s financially viable. As I&#039;m actually not an expert on microchip technology, I have no idea whether or not that would be the case.

But in theory it&#039;s certainly sound. Each brick contains a chip that identifies itself (probably a unique GUID for that particular brick, as well as an ID for what type of brick it is); and which can also connect to every possible connector on the brick. (On a standard 2x4 brick, it would have 16 connections: the 8 pegs on top, and the 8 possible places where pegs can fit on the bottom.) The USB piece could connect to any of these and perform a &quot;ping&quot;; this would cause the brick in question to send a simple &quot;identity ping&quot; to all 16 of its connections; the connected bricks would then identify themselves with an ID that both uniquely identified that particular brick AND defined what type of brick it was. Finally this first brick would send back a ping response that would contain its own ID; and, for each of its active connections, the ID of the connected brick (as well as which connection on that brick mapped to this connection). E.g. &quot;I am brick &#039;2_4_12345&#039;, my peg #1 is connected to brick &#039;2_4_00012&#039; on its slot #9.&quot;

Then it would do a &quot;full ping&quot; of all the bricks that it was connected to; they would do the same query and send it back, and the original brick would pass it along. Most likely we would need one more piece of functionality for each brick-chip: each distinct &quot;ping&quot; (initiated by the USB device) should have its own ID. When a chip gives a full &quot;ping response&quot; as described above, it would save off the ID of this ping; when it was later queried again as part of the same ping, it would remember that it had already responded and wouldn&#039;t respond again.

So the ping would be sent out recursively throughout the entire structure; each brick would be queried, each brick would provide a full set of the data about itself and how it was connected to the other bricks, and each brick would provide that data only once. All of this data would make its way back to the USB device, which would then have all the information it needed on what the lego structure was: the type of each piece, and exactly how each piece was linked up.

I hadn&#039;t thought of using all this to send messages *to* blocks. I know that there are already Lego AI kits and so on. It sounds like you&#039;re suggesting we make it so that the computer can give the lego creation the ability to go find and attach itself to other bricks? That sounds like a whooole &#039;nother game. :)

One idea that I didn&#039;t mention was: what if you mix and match these &quot;smart bricks&quot; with regular lego bricks? The game should probably provide some way to tell the user, &quot;oh, there&#039;s a brick in this structure, but it&#039;s not a smart brick so I can&#039;t tell what it is... can you identify it? Here&#039;s the ones that it seems likely to be based on the physical shape of it I can infer from the bricks it&#039;s connected to.&quot; Of course that&#039;s a lot of extra work for a feature that basically equates to saying &quot;let people play *without* having to buy all the more expensive blocks&quot;, so that feature probably isn&#039;t justifiable on the business side of things.

Yeah, the &quot;porous-ness&quot; of the virtual world and the real world in this idea is definitely interesting. Maybe some of the &quot;smart bricks&quot; can do cool things like light up or make noises (talking about the &quot;physical version&quot; here)... but that functionality isn&#039;t unlocked until you &quot;level up&quot; your in-game creation several times. So as you level-up your spaceship in-game, both the physical and the virtual versions of that structure keep getting cool functionality.

I have no doubt that the &quot;physics&quot; idea would need to have some amount of fudging for the sake of fun; although how much even that would be possible when the user can literally make anything they want!</description>
		<content:encoded><![CDATA[<p>Good questions Jer!</p>
<p>Of course the biggest &#8220;risk factor&#8221; of the design would be the question of whether these &#8220;bricks that talk to each other&#8221; is even technically possible, and then whether it&#8217;s financially viable. As I&#8217;m actually not an expert on microchip technology, I have no idea whether or not that would be the case.</p>
<p>But in theory it&#8217;s certainly sound. Each brick contains a chip that identifies itself (probably a unique GUID for that particular brick, as well as an ID for what type of brick it is); and which can also connect to every possible connector on the brick. (On a standard 2&#215;4 brick, it would have 16 connections: the 8 pegs on top, and the 8 possible places where pegs can fit on the bottom.) The USB piece could connect to any of these and perform a &#8220;ping&#8221;; this would cause the brick in question to send a simple &#8220;identity ping&#8221; to all 16 of its connections; the connected bricks would then identify themselves with an ID that both uniquely identified that particular brick AND defined what type of brick it was. Finally this first brick would send back a ping response that would contain its own ID; and, for each of its active connections, the ID of the connected brick (as well as which connection on that brick mapped to this connection). E.g. &#8220;I am brick &#8216;2_4_12345&#8242;, my peg #1 is connected to brick &#8216;2_4_00012&#8242; on its slot #9.&#8221;</p>
<p>Then it would do a &#8220;full ping&#8221; of all the bricks that it was connected to; they would do the same query and send it back, and the original brick would pass it along. Most likely we would need one more piece of functionality for each brick-chip: each distinct &#8220;ping&#8221; (initiated by the USB device) should have its own ID. When a chip gives a full &#8220;ping response&#8221; as described above, it would save off the ID of this ping; when it was later queried again as part of the same ping, it would remember that it had already responded and wouldn&#8217;t respond again.</p>
<p>So the ping would be sent out recursively throughout the entire structure; each brick would be queried, each brick would provide a full set of the data about itself and how it was connected to the other bricks, and each brick would provide that data only once. All of this data would make its way back to the USB device, which would then have all the information it needed on what the lego structure was: the type of each piece, and exactly how each piece was linked up.</p>
<p>I hadn&#8217;t thought of using all this to send messages *to* blocks. I know that there are already Lego AI kits and so on. It sounds like you&#8217;re suggesting we make it so that the computer can give the lego creation the ability to go find and attach itself to other bricks? That sounds like a whooole &#8216;nother game. <img src='http://www.deepplaid.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>One idea that I didn&#8217;t mention was: what if you mix and match these &#8220;smart bricks&#8221; with regular lego bricks? The game should probably provide some way to tell the user, &#8220;oh, there&#8217;s a brick in this structure, but it&#8217;s not a smart brick so I can&#8217;t tell what it is&#8230; can you identify it? Here&#8217;s the ones that it seems likely to be based on the physical shape of it I can infer from the bricks it&#8217;s connected to.&#8221; Of course that&#8217;s a lot of extra work for a feature that basically equates to saying &#8220;let people play *without* having to buy all the more expensive blocks&#8221;, so that feature probably isn&#8217;t justifiable on the business side of things.</p>
<p>Yeah, the &#8220;porous-ness&#8221; of the virtual world and the real world in this idea is definitely interesting. Maybe some of the &#8220;smart bricks&#8221; can do cool things like light up or make noises (talking about the &#8220;physical version&#8221; here)&#8230; but that functionality isn&#8217;t unlocked until you &#8220;level up&#8221; your in-game creation several times. So as you level-up your spaceship in-game, both the physical and the virtual versions of that structure keep getting cool functionality.</p>
<p>I have no doubt that the &#8220;physics&#8221; idea would need to have some amount of fudging for the sake of fun; although how much even that would be possible when the user can literally make anything they want!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Super-Awesome Lego MMO Design by 22samurai</title>
		<link>http://www.deepplaid.com/blog/?p=117&#038;cpage=1#comment-572</link>
		<dc:creator>22samurai</dc:creator>
		<pubDate>Thu, 15 Apr 2010 23:57:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=117#comment-572</guid>
		<description>Interesting ideas.  A few questions: how would the pieces be able to tell orientations?  I suppose if each top-connector and bottom-connector for each lego were enumerated, you could determine the orientation through some matrix math.  With a single point-of entry, the USB key, how do you handle the exponential number of messages coming from the furthest-away blocks? can you &quot;traverse&quot; the tree, or send messages to a specific block?  If you have this framework, it seems like a very short distance to lego objects that build, replicate, modify themselves, given they can find lego pieces to &quot;consume&quot;.

With a proprioceptive lego set, you might even eschew the video game part entirely and build actual lego &quot;entities&quot; that play with your friends&#039; entities. The cool thing is, you could actually do game and real-world either separately, together, or meshed, which effectively becomes AR, which would be flippin&#039; sweet!

Also, I read about the developer&#039;s process with BK:N&amp;B, and they actually had to damp out out the simulations on balance, center-of-gravity, etc.  because their primary focus was fun, not fidelity.  Food for thought.</description>
		<content:encoded><![CDATA[<p>Interesting ideas.  A few questions: how would the pieces be able to tell orientations?  I suppose if each top-connector and bottom-connector for each lego were enumerated, you could determine the orientation through some matrix math.  With a single point-of entry, the USB key, how do you handle the exponential number of messages coming from the furthest-away blocks? can you &#8220;traverse&#8221; the tree, or send messages to a specific block?  If you have this framework, it seems like a very short distance to lego objects that build, replicate, modify themselves, given they can find lego pieces to &#8220;consume&#8221;.</p>
<p>With a proprioceptive lego set, you might even eschew the video game part entirely and build actual lego &#8220;entities&#8221; that play with your friends&#8217; entities. The cool thing is, you could actually do game and real-world either separately, together, or meshed, which effectively becomes AR, which would be flippin&#8217; sweet!</p>
<p>Also, I read about the developer&#8217;s process with BK:N&amp;B, and they actually had to damp out out the simulations on balance, center-of-gravity, etc.  because their primary focus was fun, not fidelity.  Food for thought.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Art or Product? by Norman Tran</title>
		<link>http://www.deepplaid.com/blog/?p=94&#038;cpage=1#comment-208</link>
		<dc:creator>Norman Tran</dc:creator>
		<pubDate>Tue, 02 Feb 2010 22:35:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=94#comment-208</guid>
		<description>The epitome of our times.</description>
		<content:encoded><![CDATA[<p>The epitome of our times.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on &#8220;Stickiness&#8221; in MMOs&#8230; on Gamasutra by Norman Tran</title>
		<link>http://www.deepplaid.com/blog/?p=109&#038;cpage=1#comment-207</link>
		<dc:creator>Norman Tran</dc:creator>
		<pubDate>Tue, 02 Feb 2010 22:32:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.deepplaid.com/blog/?p=109#comment-207</guid>
		<description>I want Leigh Alexander to marry me. /blush

... ANYWAY, I should consider cross posting my gameconn.blogspot.com blogs to Gamasutra as well.</description>
		<content:encoded><![CDATA[<p>I want Leigh Alexander to marry me. /blush</p>
<p>&#8230; ANYWAY, I should consider cross posting my gameconn.blogspot.com blogs to Gamasutra as well.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
