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	<title>Ben McGraw's Egometry &#187; crux</title>
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	<link>http://www.egometry.com</link>
	<description>cogito ergo stfu</description>
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		<title>Gruedorf turns 1, cake absent.</title>
		<link>http://www.egometry.com/gruedorf/gruedorf-turns-1-cake-absent/</link>
		<comments>http://www.egometry.com/gruedorf/gruedorf-turns-1-cake-absent/#comments</comments>
		<pubDate>Mon, 20 Oct 2008 08:03:40 +0000</pubDate>
		<dc:creator>mcgrue</dc:creator>
				<category><![CDATA[Gruedorf]]></category>
		<category><![CDATA[crux]]></category>
		<category><![CDATA[egometry]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false">http://www.egometry.com/?p=152</guid>
		<description><![CDATA[Another day in the red tile factory... This week&#8217;s advancements in the field of gruedorfery mainly lie in the iPhone side of things for me. Rusty and I creep ever closer to the end goal of shipping an iPhone game. We&#8217;re working, if it&#8217;s not clear, upon a sokoban clone to start with, and will [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_153" class="wp-caption alignright" style="width: 210px"><a href="http://www.egometry.com/wp-content/uploads/2008/10/Gruedorf_Crux-Sokoban-WIP.png"><img class="size-medium wp-image-153" title="Crux Sokoban WIP" src="http://www.egometry.com/wp-content/uploads/2008/10/default-200x300.png" alt="Another day in the red tile factory..." width="200" height="300" /></a><p class="wp-caption-text">Another day in the red tile factory...</p></div>
<p>This week&#8217;s advancements in the field of gruedorfery mainly lie in the iPhone side of things for me.  Rusty and I creep ever closer to the end goal of shipping an iPhone game.  We&#8217;re working, if it&#8217;s not clear, upon a <a href="http://en.wikipedia.org/wiki/Sokoban">sokoban</a> clone to start with, and will progress to add features to our engine with progressively more complex games.</p>
<p>Of course, this may all be in vain if a verge 3 port to the iPhone comes out.  Not that I&#8217;m one to start rumors&#8230;</p>
<h3>Gruedorf turns one, starts teething.</h3>
<p>This marks the first anniversary of my <a href="http://www.verge-rpg.com/boards/display_thread.php?id=131619">first gruedorf post</a>, when a humble Grue and a pompous <a href="http://www.gearleaf.com"></a>Dorf first shut up, threw down, then started swaking again.</p>
<p>It amuses me to see that since it&#8217;s inception, <a href="http://www.johnweng.com/gruedorf"></a>twenty competitors have joined our unwinnable contest.  As of this writing, 6 are in a state of &#8220;not losing&#8221;, 10 are in a state of &#8220;losing&#8221;, and 4 have defunct sites.  All in all, the contest is serving some of it&#8217;s purpose, keeping some chatter and activity constantly going, but I&#8217;d like to see it grow in the next year.</p>
<p>I&#8217;d also like to see <a href="http://www.bananattack.com/blog"></a>Overkill and <a href="http://stickninja.wordpress.com"></a>Toen stop failing so much, since both have made pretty awesome things in times past.</p>
<h3>What is Gruedorf again?</h3>
<p>Gruedorf is a simple contest between myself (McGrue) and Kildorf designed to promote activity in the amateur game creation community over at <a href="http://www.verge-rpg.com">www.verge-rpg.com</a>.</p>
<p>There are but two rules:</p>
<ol>
<li>If you do an hour of work on a game and post to an RSS-enabled blog about it, you are not-losing.</li>
<li>If you fail to do work and post about it, you are losing.</li>
</ol>
<p>It is important to note that nobody can win Gruedorf.  It sure is nice when you ship a game, but doing so doesn&#8217;t free you from the eternal geas of a minimum of one hour per week.  After all, we are people who profess to enjoying development.</p>
<h3>So what got done this year?</h3>
<p>I&#8217;ve lost a few times, but kept up a whole bunch of progress.</p>
<ul>
<li>Made progress on my game project that&#8217;s <a href=http://www.egometry.com/tag/astrad/>older than Duke Nuke&#8217;m Forever&#8230;</a></li>
<li>Made significant progress towards finishing <a href=http://www.egometry.com/tag/sully/>The Sully Chronicles</a>, including finishing the implementation of the Battle System to a testable form.</li>
<li>Made improvements to <a href=http://www.egometry.com/tag/verge3/>verge 3</a> on an engine level.</li>
<li><a href=http://www.egometry.com/tag/verge-rpg/>Started work on a new verge community site</a>, fully test-driving the process.</li>
<li>Worked on and am shipping an <a href=http://www.egometry.com/tag/iphone/>iPhone game</a>, using work done solely on weekends.</li>
<li>Created a spike of a <a href=http://www.egometry.com/tag/spritewright/>web2.0 sprite editor</a> over a weekend
<li>
</ul>
<p>And that&#8217;s about it.  Moving forward I&#8217;ll be focusing on Sully, <a href=http://beta.verge-rpg.com >http://beta.verge-rpg.com</a>, and v3 for a bit.  Whee.</p>
<h3>Oh, and new site.</h3>
<p>As a gift to y&#8217;alls, I ditched my old cakePHP spike of a blog and ported everything over to wordpress.  I couldn&#8217;t justify working on the egometry source to do things that other packages did better.  Leveraging other people&#8217;s work sometimes takes priority over having fun hand-rolling it, especially when you have limited free time.</p>
<p>So, yeah.   You all can now comment on my blog finally.  Whee.</p>
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		<title>Change is in the Map&#8230;</title>
		<link>http://www.egometry.com/gruedorf/change-is-in-the-map/</link>
		<comments>http://www.egometry.com/gruedorf/change-is-in-the-map/#comments</comments>
		<pubDate>Mon, 29 Sep 2008 01:45:41 +0000</pubDate>
		<dc:creator>mcgrue</dc:creator>
				<category><![CDATA[Gruedorf]]></category>
		<category><![CDATA[crux]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[maped]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Change is in the Map&#8230; This week&#8217;s changes are mainly to the Crux Map-editor I posted last week. This week brings a bunch of refactorings, culminating in a much cleaner, quicker editing experience. Pending is some meta-data editing and a vsp view, but if you want to add more tiles for the meantime just add [...]]]></description>
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<h3>Change is in the Map&#8230;</h3>
</p>
<p>This week&#8217;s changes are mainly to the Crux Map-editor I posted last week.  This week brings a bunch of refactorings, culminating in a much cleaner, quicker editing experience.  Pending is some meta-data editing and a vsp view, but if you want to add more tiles for the meantime just add 32&#215;32 pngs to the tiles directory in the established naming pattern and you&#8217;re all set.</p>
<p>Also along with tonight&#8217;s speed-up refactoring comes the possibility of a full v3 multilayer application built on top of this in the future.  The slowdown that prevented this from happening was caused by a juvenile mistake that Kael caught after a half hour of me debugging and him playing videogames while aen looked on.</p>
<p>(It&#8217;s easier to &#8220;pair&#8221; program when it&#8217;s being projected on a wall and everyone involved is several feet from each other.  It&#8217;s amazing how much being in comfy chairs and not having your personal space infringed upon helps.)</p>
<p>Anyway, for all of you out there in TV land who care, <a href="http://www.egometry.com/files/gruedorf_challenge/047/cruxed_02.rar">here&#8217;s the updated editor</a>.  CTRL-S also saves a .plist of the current map out into the v3.log, although the load doesn&#8217;t work yet.  So sad.</p>
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		<title>Art tools art great!</title>
		<link>http://www.egometry.com/gruedorf/art-tools-art-great/</link>
		<comments>http://www.egometry.com/gruedorf/art-tools-art-great/#comments</comments>
		<pubDate>Thu, 28 Aug 2008 01:09:25 +0000</pubDate>
		<dc:creator>mcgrue</dc:creator>
				<category><![CDATA[Gruedorf]]></category>
		<category><![CDATA[crux]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[spritewright]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[iPhone Development: project Crux This week I worked some with Rusty on the iPhone tile engine: we now have full maploading and zooming. yay! I also worked some on a mapeditor. The mapeditor is a verge game right now, because the maps are simple and I wanted an editor mac and pc users both could [...]]]></description>
			<content:encoded><![CDATA[<h3>iPhone Development: project Crux</h3>
<p>This week I worked some with Rusty on the iPhone tile engine: we now have full maploading and zooming.  yay!</p>
<p>I also worked some on a mapeditor.  The mapeditor is a verge game right now, because the maps are simple and I wanted an editor mac and pc users both could use.  I&#8217;ll post that when it&#8217;s a little further along.</p>
<h3>SpriteWright.com</h3>
<p>The biggest thing I&#8217;ve worked on this week is <a href="http://www.spritewright.com/">spritewright.com</a>.  I&#8217;ve been wanting to work on a javascript-only tile/sprite editing tool for a long time now (I really don&#8217;t know why: blame derangement if you must), and I finally just started tapping it out.  It&#8217;s served pretty well to cement my love and understanding of the YUI and of event-driven programming.  Thusfar this has been a non-TDD spike, but it&#8217;s almost too big now to go without tests.  I certainly need to get my house in order before implementing a full undo/redo stack, for instance.</p>
<h3>Future Plans</h3>
<p>I&#8217;d like to eventually have a full database of public tiles and sprites up on SpriteWright, indexed and sortable by tag (omg, the icons of snozzberries are tagged &#8216;snozzberries&#8217;!) and/or by what palette was used.  In fact, my obsession with palettes and palette-based art manipulation was half of the reason behind this whole thing.</p>
<p>I&#8217;d also like to add an open API so other art programs could load and save to the service.  That&#8217;d be neat.</p>
<p>In the more distant but hopefully not-too-distant future I wouldn&#8217;t mind implementing a flash-driven web-based mapeditor that tied into the API, to solve once and for all the godforsaken verge cross-platform devtools problem (and to sharpen up my flex skills).</p>
<h3>A Crippling Addiction</h3>
<p>So, I think <a href=http://spritewright.com>spritewright.com</a> is the official name, but I also registered <a href=http://spriteright.com>spriteright.com</a>, <a href=http://spriterite.com>spriterite.com</a>, and <a href=http://spritewrite.com>spritewrite.com</a>.</p>
<p>Clearly, I have a problem.</p>
<p>I like the implications of a craftsman that -wright implies, but I also like typing &#8216;spriterite&#8217; because you get to spell &#8216;rite&#8217; twice in a row.  I got the others because if I&#8217;m ever pitching this site in the future verbally, I don&#8217;t want to have to spell it.  I&#8217;ll just be all &#8220;Eh, it&#8217;s spelled how you think it is.&#8221; and let them get there anyway they think.</p>
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		</item>
		<item>
		<title>worth a thousand words.</title>
		<link>http://www.egometry.com/gruedorf/worth-a-thousand-words/</link>
		<comments>http://www.egometry.com/gruedorf/worth-a-thousand-words/#comments</comments>
		<pubDate>Wed, 20 Aug 2008 04:58:43 +0000</pubDate>
		<dc:creator>mcgrue</dc:creator>
				<category><![CDATA[Gruedorf]]></category>
		<category><![CDATA[crux]]></category>
		<category><![CDATA[iphone]]></category>

		<guid isPermaLink="false"></guid>
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			<content:encoded><![CDATA[<p><a href=http://www.verge-rpg.com/Picture_1.png><img src=http://www.verge-rpg.com/Picture_1.png width=256 height=192></a></p>
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		<item>
		<title>Another fortnight&#8230;</title>
		<link>http://www.egometry.com/gruedorf/another-fortnight/</link>
		<comments>http://www.egometry.com/gruedorf/another-fortnight/#comments</comments>
		<pubDate>Wed, 13 Aug 2008 03:44:59 +0000</pubDate>
		<dc:creator>mcgrue</dc:creator>
				<category><![CDATA[Gruedorf]]></category>
		<category><![CDATA[crux]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mcgrender]]></category>
		<category><![CDATA[Sully]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[This week I got a demo running on an iPhone emulator of a tile engine. Tiles render, you can scroll across the map, tap and/or double-tap on a tile to access information associated with it, and draw text. Whee. I did this with the assistance of Rusty Larner from work, while pairing in my living [...]]]></description>
			<content:encoded><![CDATA[<p>This week I got a demo running on an iPhone emulator of a tile engine.  Tiles render, you can scroll across the map, tap and/or double-tap on a tile to access information associated with it, and draw text.  Whee.  I did this with the assistance of Rusty Larner from work, while pairing in my living room.
<p>I also started work on a map editor coded in vc. If everything goes well, Overkill will be joining in on this on his next update.</p>
<p>Finally, I updated the Sully codebase to the mark 5 render engine: now with fully functional clickable renderstack items!  Yay!</p>
]]></content:encoded>
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