Posted
over 15 years
ago
This blog post is solely to commemorate the day that I first contributed to Ubuntu packaging. Today, Daniel Holbach uploaded the fix to Bug #516744, which is a Tahoe 1.6 update for Lucid. I did the update, and there was only one real change that Daniel had to make.
So yes, this makes me happy. Carry on.
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Posted
over 15 years
ago
by
laymanstermsdev
I’ve never really spent time with Java. My experience with the language was limited to examining Java code in books on design patterns. I am now taking a class at Johns Hopkins University that uses Java, so it was time for me to learn how to work with the language. This post describes my initial [...]
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Posted
over 15 years
ago
by
laymanstermsdev
I’ve never really spent time with Java. My experience with the language was limited to examining Java code in books on design patterns. I am now taking a class at Johns Hopkins University that uses Java, so it was time for me to learn how to work with the language. This post describes my initial […]
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Posted
over 15 years
ago
by
laymanstermsdev
I’ve never really spent time with Java. My experience with the language was limited to examining Java code in books on design patterns. I am now taking a class at Johns Hopkins University that uses Java, so it was time for me to learn how to work with the language. This post describes my initial […]
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Posted
over 15 years
ago
It's the first of the month. Here are some things that I'd like to explore this month:
Tahoe LAFS - Distributed file system, twisted (which I'd always like to learn more about). Zooko gave a talk at the local NCLUG meeting a few months ago about
... [More]
it, and I've been intrigued, but only recently have I learned more about it. If nothing else, I'd like to play with it.
Node.js - Server side javascript, made of awesome.
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Posted
over 15 years
ago
A few months ago, I posted a a quick note on Apple v. Nintendo.
I've been exploring writing indie games recently. I like quick, fun games, and
I like the landscape of games that are coming out from all sorts of platforms.
I'd like to dabble in
... [More]
developing games like this.
Now, before you continue reading, please go read Mark Pilgrim's post
Tinkerer's Sunset. This post
isn't about piracy, or homebrew, or anything like that. It's about me wanting
to explore creating video games and getting them into hands of people who like
to play video games.
Unfortunately, it's not that easy anymore. I figured the best way to get my
game into the hands of gamers is to go through one of the major distribution
channels. Of those publisher/distributors, I've evaluated these five: Apple's
App Store, Android, Xbox Live Indie Games, Wiiware and PSP Minis.
App Store
Requirements: An iPhone, iPod Touch, or an iPad (as of four days ago), $100
developer fee that expires in 1 year, a Mac with Xcode installed.
Pros: Businesses are actually being supported solely by App development.
You can actually make money doing it. The distribution potential is huge.
Cons: Well, Apple has some crazy rules. This is true. It's not actually
all that bad. The biggest issue I've seen in releasing Apps to the app store
is that it's a very big pond, and without some big marketing, is very
difficult to get noticed, in developing games or apps. The $100 membership fee
is pretty big, especially for someone who isn't even sure that this is a path
to be pursued.
Android Store
Requirements: $25 developer fee to publish apps to the store. Android
development tools (integrated into Eclipse). An Android phone is optional.
Pros: The few things you need to start up. The Android development tools
come with an Android phone emulator. It's awesome. I tried out Android
development when the tools were first released (and quite a while before the G1
was first released). Also, the community of Android developers is by far the
best of all these options.
Cons: The Android store is still pretty young. The variety of devices for
Android can often mean you spend a lot of time dealing with incompatibilities
between the various devices. The problems appear to be smaller bugs, so it's
probably not a huge issue. I also have to wonder if there will be similar
issues with iPhone/iPad issues. Also, even though $25 is significantly
smaller than the $100 charged by others, it's still a barrier. You don't
have to pay it if you want to distribute the app yourself, but that's really
outside what I was researching.
Xbox Live Indie Games
Requirements: $100 membership to Xbox Live Indie Games. A Windows PC with
XNA Game Studio installed.
Pros: The same game can be targeted to Xbox 360, Windows, and Zune. The
XNA game tools are actually pretty nice.
Cons: Very few people are actually aware that Xbox Live Indie Games exist.
Also, who owns a Zune? Not anyone I know. Since XBLIG isn't marketed much,
the games are marketed even less.
See also: Xbox Live Indie Game Sales for 2009
Wiiware
Requirements: A previous relationship with Nintendo and a game development
track record, a Wii development kit ($2500-$10000) which can only be obtained
if you have an actual office not in your home.
Pros: Who doesn't own a Wii? Seriously, there's no greater platform to
get your game on. Also, how cool would it be to develop against a device like
the Wiimote?!
Cons: Even though Wiiware is aimed an indie developers, getting a dev kit
is next to impossible. Take a look at the developer application process
See also: WarioWare Authorized Developer Application
PSP Minis
Requirements: A developer kit ($??), an unknown amount of money.
Pros: Sony will do QA for your games. That's huge. Sony also seems to be
pushing PSP Minis very hard.
Cons: In order to get started, Sony must accept you (similar to Nintendo),
and even then, you'll need to fork over at least $1500 for a dev kit.
See also: Q&A: Sony on PSP Minis
Caveats Etcetera
So, one platform that I've left out is Palm's new store. I obviously couldn't
cover every "app store" that's getting set up. I also only know one person
with a Palm Pre which I held and played with for ~1 minute, so I don't have
much experience in the hardware.
My exploits into Android, App Store, and XBLIG will eventually be published. I
have absolutely no experience with development for PSP Minis or Wiiware. My
investigations are based on what I've read on the net. If I'm wrong, please
correct me.
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Posted
over 15 years
ago
by
laymanstermsdev
I have a soft spot in my heart for Perl. It was the first language that I made any serious use of as a professional software developer. I’ve learned a lot from Perl and about Perl, and I know that the language has a reputation for being ugly. So how does a developer transform an […]
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Posted
over 15 years
ago
by
laymanstermsdev
I have a soft spot in my heart for Perl. It was the first language that I made any serious use of as a professional software developer. I’ve learned a lot from Perl and about Perl, and I know that the language has a reputation for being ugly. So how does a developer transform an [...]
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Posted
over 15 years
ago
by
laymanstermsdev
I have a soft spot in my heart for Perl. It was the first language that I made any serious use of as a professional software developer. I’ve learned a lot from Perl and about Perl, and I know that the language has a reputation for being ugly. So how does a developer transform an […]
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Posted
over 15 years
ago
by
laymanstermsdev
I used to loathe JavaScript. It was a language that looked ugly, had no obvious structure, and seemed like a toy that web developers would use. Then I read “JavaScript: The Good Parts” by Douglas Crockford and my viewpoint changed for the better. I’ve now seen that JavaScript can still be the hopeless mess that […]
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