<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	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/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>kartooner &#187; Software</title>
	<atom:link href="http://www.kartooner.com/category/software/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kartooner.com</link>
	<description>Thoughts and observations from a quirky cartoonist and designer.</description>
	<lastBuildDate>Wed, 14 Dec 2011 19:22:39 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3-beta3</generator>
		<item>
		<title>Minecraft</title>
		<link>http://www.kartooner.com/archives/2010/11/04/minecraft/</link>
		<comments>http://www.kartooner.com/archives/2010/11/04/minecraft/#comments</comments>
		<pubDate>Thu, 04 Nov 2010 00:28:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[emergent]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[minecraft]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/?p=824</guid>
		<description><![CDATA[I’ve watched the development of Minecraft, an indie game by Markus Persson of Mojang Specifications, transform from an ambitious creative block-building game to a Lego-inspired survival/adventure sandbox that allows you to literally transform the landscape block by block. Markus who goes (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2010/11/04/minecraft/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>I’ve watched the development of Minecraft, an indie game by <a href="http://www.mojang.com/notch/">Markus Persson</a> of Mojang Specifications, transform from an ambitious creative block-building game to a Lego-inspired survival/adventure sandbox that allows you to literally transform the landscape block by block.</p>
<p>Markus who goes by the nickname “Notch” has been gradually expanding upon Minecraft’s feature set with weekly updates (also called “Secret Friday Updates”) and now monthly additions which are similar in scope to Valve’s process on supporting their games.</p>
<p>This has proved to be successful for Notch as he’s made over 2 million dollars with an indie game that’s still in “alpha”.</p>
<h3>Addiction &amp; Creepers</h3>
<p>What makes Minecraft so addicting is the unique ability to shape the world around you as you acquire materials (via spelunking caves) and craft new items, like shovels, swords and mine-carts. The world itself (comprised of hills, valleys, biomes, unexplored cave systems and water mass) is procedurally generated on-the-fly which means no two worlds are alike. </p>
<p>When you start fresh you literally have nothing to your name and must quickly gather materials and survive the night. When the sun sets and the moon rises various creature mobs spawn around you, like zombies, spiders and creepers and their one goal is that your impending death is met by slashing, gnashing or flung arrows.</p>
<p>Particularly nasty are creepers which are these green-spotted creatures that sidle up to you and with a hiss explode on contact, blasting a hole in the world and sometimes taking your life. These guys spawn during the day so you have to be extra careful and turn the awareness meter up a notch to avoid their ninja movements.</p>
<h3>Shelter from the Black of Night</h3>
<p>There are plenty on Youtube videos of Minecraft demonstrations and tutorials but my favorite by far is a series called X’s Adventures in Minecraft. In this introductory video he’s just installed the game and captures his impressions and experiences in a very organic and yet captivating manner. Just watch.</p>
<p><object width="530" height="385"><param name="movie" value="http://www.youtube.com/v/4bh4EexJO4I?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/4bh4EexJO4I?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="530" height="385"></embed></object></p>
<h3>Multiplayer</h3>
<p>Alongside the single-player mode there’s also a multiplayer component (“SMP”) or survivor multi-player where you can join a server via IP address and build castles, cottages or giant statues of 8-bit characters with other players but it’s somewhat limited at the moment. There’s no creature mobs to deal with or player-vs-player combat but that’s promised with a future update.</p>
<h3>Looking Ahead</h3>
<p>With the money that Notch has received from sales (thanks in part to free press by Penny Arcade, Valve and other high profile companies) a company has been formed, officially. Notch has hired 5 other people (artists, business partners and programmers) to help him with Minecraft and other ventures. </p>
<p>For now Markus continues to be the sole developer of Minecraft and is releasing updates, like the recent “<a href="http://minecraft.net/boo/">“Boo”</a> update which added inter-dimensional portals, pumpkins and biomes (different geographical regions like deserts, rain-forests, jungles, etc.) but also dealing with a hot/cold fan-base that can be demanding when it comes to how often the game is updated, bugs and feature-creep.</p>
<p>Even though the game is in the Alpha stage of development, which means it’s still buggy but stable, the plan is to have a complete survivor multiplayer mode at which point Minecraft will enter its beta phase and Mojang will start charging 50% more than they do now.</p>
<p>What are you waiting for? Go get <a href="http://www.minecraft.net" title="Minecraft">Minecraft</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2010/11/04/minecraft/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Habitat</title>
		<link>http://www.kartooner.com/archives/2009/02/12/habitat/</link>
		<comments>http://www.kartooner.com/archives/2009/02/12/habitat/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 05:58:41 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/?p=581</guid>
		<description><![CDATA[Earlier this week I picked up the book Rogue Leaders: The Story of Lucasarts by Rob Smith. There’s an interesting history that captivated me from the get-go, primarily because I’m a part of this fascinating lineage. Lucasarts &#38; Quantum Link (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2009/02/12/habitat/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Earlier this week I picked up the book <a href="http://www.amazon.com/Rogue-Leaders-LucasArts-Rob-Smith/dp/0811861848">Rogue Leaders: The Story of Lucasarts</a> by Rob Smith. There’s an interesting history that captivated me from the get-go, primarily because I’m a part of this fascinating lineage.</p>
<h3>Lucasarts &amp; Quantum Link</h3>
<p><img src="http://www.kartooner.com/wp/wp-content/uploads/2009/02/habitat-cover-218x300.jpg" alt="Habitat cover" class="right-image" /><a href="http://www.lucasarts.com">Lucasarts</a> (then called Lucasfilm Games) was founded by <a href="http://www.linkedin.com/pub/7/324/6b2">Peter Langston</a>, a musician/game designer who hand-picked a group of young and eager game designers to create original game properties.</p>
<p>In 1985 Lucasarts was working on a Commodore 64 <strong>virtual community</strong> game (coupled with a 300-baud modem attachment) called <strong>Habitat</strong>.</p>
<p>In the game you were to create an “avatar” (yes, they coined the term in this context), picking from a selection of colors and clothes using the “GET” and “PUT” commands and then chat and interact with other people within a somewhat graphical UI.</p>
<p>They partnered with a company called Quantum Link to provide the on-line service component and distributed a beta test. However, the game itself proved to be too popular and their servers couldn’t handle the load, so it was canceled never making it to retail.</p>
<p>Meanwhile the technology was sold to Fijitsu in 1989 and was later renamed Club Caribe.</p>
<h3>Postmortem</h3>
<p>Lucasarts went on to create many original gaming properties (successful adventure games like Maniac Mansion, Grim Fandango and Day of the Tentacle) and Quantum Link eventually changed their name to <a href="http://www.aol.com">America Online</a>.</p>
<p>The rest is history.</p>
<p>Additional reading:</p>
<p><a href="http://en.wikipedia.org/wiki/Habitat_(video_game)">http://en.wikipedia.org/wiki/Habitat_(video_game)</a><br />
<a href="http://www.nationmaster.com/encyclopedia/Quantum-Link">http://www.nationmaster.com/encyclopedia/Quantum-Link</a><br />
<a href="http://www.nationmaster.com/encyclopedia/Habitat-(video-game)">http://www.nationmaster.com/encyclopedia/Habitat-(video-game)</a> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2009/02/12/habitat/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Joost!</title>
		<link>http://www.kartooner.com/archives/2007/04/24/joost/</link>
		<comments>http://www.kartooner.com/archives/2007/04/24/joost/#comments</comments>
		<pubDate>Tue, 24 Apr 2007 12:42:07 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2007/04/24/joost/</guid>
		<description><![CDATA[Update: Thanks to the generosity of Joost allowing unlimited invites everyone who added a comment and those who leave a comment from this point on will receive an invite. For weeks on end I’ve been patiently waiting for a Joost (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2007/04/24/joost/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><strong>Update: Thanks to the generosity of Joost allowing unlimited invites everyone who added a comment and those who leave a comment from this point on will receive an invite.</strong></p>
<p><img src='http://www.kartooner.com/blog/images/joostlogo.gif' alt='Joost [logo]' class="left-image" />For weeks on end I’ve been patiently waiting for a <a href="//joost.com">Joost</a> beta invite.  Why am I so excited about something that on the surface seems like <a href="//tivo.com">Tivo</a>™ for the web?</p>
<p>There’s an easy answer for that, so let me spill it. Before I do that however, I’d like to thank <a href="http://www.salted.com/" title="Salted">Paul</a> for sending me the invite.</p>
<h3>Joost Oozes With Quality</h3>
<p>It doesn’t take a special decoder ring to figure out what Joost does. The official site describes its functionality quite perfectly:</p>
<blockquote><p>The magic of television, with the power of the internet built right in. Joost puts you in control, and TV will never be the same again.</p>
</blockquote>
<p>This could be construed as a bold claim, as if the creators/developers/masterminds (the people responsible for Skype and Kazaa) behind this operation could not possibly convince themselves otherwise.</p>
<p>Yet, when you connect the dots, evaluating the whole enchilada for a service like this (branding, web site and technology) you can’t help but be enthralled by the polish.</p>
<h3>Spectrums, Rainbows and Magic</h3>
<p>Have you ever looked through a spectrum? There’s a infinite amount of colors that appear if you hold one up to a light source. It’s interesting that the creators of Joost chose to theme their service around the concept of spectrums and color variety. Although, I must admit they do look a bit like colored Kryptonite, not that there’s anything wrong with that.</p>
<p>Earlier today I was doing my best to describe the promotional video on the <a href="http://www.joost.com/whatsjoost.html">What’s Joost?</a> section to a friend. Halfway into explaining how cool it was I realized it’s just one of those things you have to see for yourself.</p>
<p>At first glance the demonstration video seems a bit awkward, or at least it did to me. After watching it I realized it seems familiar and that’s because it’s somewhat like a medley of Batteries Not Included, Cocoon, The Last Starfighter and Tron. Like I said, you need to see it firsthand because my description just won’t cut it.</p>
<h3>Beta Means Slim Pickings</h3>
<p>I would say that my only beef with the service is that the channel offerings are slim at best and the video output ranges from near DVD quality to sub par <a href="http://www.youtube.com" title="YouTube">Youtube</a> quality. One moment it looks great, the next it just distracts from the overall experience but I’m sure in time it’ll improve.</p>
<p>As far as the content is concerned other than watching some “vintage” Ren &amp; Stimpy cartoons with my daughter and a couple Discovery Channel specials on lions and pyramids, there’s nothing else that peaks my interest for the time being.</p>
<p>That will change as Joost continues to sign content providers but in the interim there just isn’t a lot to consume at the moment. Although, this is still in beta so that’s just par for the course. Joost has promised to continue signing content providers; for instance, they just added a variety of shows from providers like Comedy Central, VH1 (the channel you switch on when you’re bored, or, at least I do) and MTV.</p>
<h3>Beta Invites</h3>
<p>If you haven’t experience Joost yet, well, that’s just not right. I’ll tell you what, leave a comment and I’ll use the magic of the internets (and a handy script to randomly select a number) to choose three lucky people to send an invite to.</p>
<p>Ready, set, go! </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2007/04/24/joost/feed/</wfw:commentRss>
		<slash:comments>122</slash:comments>
		</item>
		<item>
		<title>The Legacy of Matthew Carter</title>
		<link>http://www.kartooner.com/archives/2006/12/12/the-legacy-of-matthew-carter/</link>
		<comments>http://www.kartooner.com/archives/2006/12/12/the-legacy-of-matthew-carter/#comments</comments>
		<pubDate>Tue, 12 Dec 2006 16:46:50 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Web Design]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2005/10/06/the-legacy-of-matthew-carter/</guid>
		<description><![CDATA[Matthew Carter, born British but now residing in the Boston area, is the creative force behind many widely used fonts today including Verdana, Tahoma, Georgia, New Century Schoolbook and Helvetica, to name a few. Carter began his career as a (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2006/12/12/the-legacy-of-matthew-carter/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.kartooner.com/blog/images/matthewcarter.jpg' alt='Matthew Carter [profile]' class='right-image' />Matthew Carter, born British but now residing in the Boston area, is the creative force behind many widely used fonts today including <em>Verdana</em>, <em>Tahoma</em>, <em>Georgia</em>, <em>New Century Schoolbook</em> and <em>Helvetica</em>, to name a few.</p>
<p>Carter began his career as a traditional typeface designer, studying under Jan Van Krimpens assistant P. H. Raedisch, where he learned the distinctive craft of <a href="http://en.wikipedia.org/wiki/Punch_cutting" title="Punchcutting [Wikipedia]">punch cutting</a> and eventually transitioned into using digital methods to create his fonts, a more expedited method than traditional processes.</p>
<p>In a presentation given to members of the AIGA (New York Chapter), Carter reflected on his many experiences with developing the fonts he’s so famously known for and revealed that many, if not all of his creations, were inspired by actual typefaces from historical architecture.</p>
<p>According to <a href="http://en.wikipedia.org/wiki/Matthew_Carter" title="Matthew Carter [Wikipedia]">Wikipedia</a>, Matthew Carter “co-founded the Bitstream type foundry in 1981, which he left in 1991 to form the Carter &amp; Cone type foundry with Cherie Cone.”</p>
<p>Bitstream, Inc. was a first of its kind, a company formed solely for the purpose of the production and distribution of digital fonts and their respective licenses. Unlike traditional type foundries, where the typographers would sell wood and metal typefaces, Bitstream dealed exclusively with digital fonts.</p>
<p>If not for the hard work and impressive efforts of Matthew Carter, designers would be limited as far as font selection for print and web.</p>
<p>Whether he knows it or not, Matthew Carter has left behind a legacy that will continue to thrive in future generations, all because of his desires to preserve historical typefaces.</p>
<p> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2006/12/12/the-legacy-of-matthew-carter/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Teachers, Wii and Spore</title>
		<link>http://www.kartooner.com/archives/2006/05/18/teachers-wii-and-spore/</link>
		<comments>http://www.kartooner.com/archives/2006/05/18/teachers-wii-and-spore/#comments</comments>
		<pubDate>Thu, 18 May 2006 04:50:46 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2006/05/18/teachers-wii-and-spore/</guid>
		<description><![CDATA[Here are a few random thoughts that I’ve had throughout this week, that on their own could potentially be expanded, but for the time being will remain in crystallized form: Elementary Schools and Teachers Ever since I accepted a position (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2006/05/18/teachers-wii-and-spore/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Here are a few random thoughts that I’ve had throughout this week, that on their own could potentially be expanded, but for the time being will remain in crystallized form:</p>
<h3>Elementary Schools and Teachers</h3>
<p><img src="/blog/images/chalkboard.jpg" class="left-image" alt="Chalkboard" />Ever since I accepted a position working as a cleaner (janitor, custodian, slop mop guy) at an elementary school I’ve gained a new perspective and greater appreciation in regards to everything that occurs behind the scenes.</p>
<p>Prior to working at an elementary school, I had a very one-dimensional view of how schools actually ran, seeing as though my last encounter with a peewee educational fortress was many years ago.</p>
<p>Yet, when you pull back the curtain and realize that teachers have flaws, library shelves do in fact get dusty and there’s a bittersweet human element to it all that’s hard to describe, only then do you realize why schools continuosly run themselves.</p>
<p>All of this boils down to the teachers themselves, who in turn are modivated by their student’s achievements, which fuels their inner passion to educate, looking past the spitballs and dirty looks, knowing full well at the other end there will be a result.</p>
<p>On that note, since we live in the era of Google, I was thinking how much smarter a teacher can seem if he or she has access to a computer in their room. With <a href="http://www.wikipedia.org">Wikipedia</a> and Google at their fingertips, said teacher can instantaneously look up unlimited subject matter, print or project, and contribute endless amounts of information to the education process.</p>
<p>It’s really fascinating, considering when I was younger all we had is an Apple II and maybe, depending on if you were good or not, Oregon Trail with buffalo shooting action all at a grueling pace.</p>
<h3>Wii!</h3>
<p><img src="/blog/images/wiishot.jpg" class="right-image" />For weeks on end I’ve been thinking about Nintendo’s recently unvieled and renamed console, <a href="http://revolution.nintendo.com/">Wii</a>. I’ll admit that at first I was a bit taken back by the name (shocked even), seeing as though the console and it’s premise sounds kind of silly.</p>
<p>However, after thinking about it some I’ve grown to actually love “Wii” and all it has to offer. Especially after seeing the slew of E3 demos that have popped up on sites like YouTube and Gamespot.</p>
<p>There’s just no denying the fact that you’re no longer just playing, but participating in a game using their Wii-mote, which looks like your average TV remote but recognizes 3D space and movement. How cool is that? Way cool!</p>
<h3>Spore</h3>
<p><img src="/blog/images/sporeshot.jpg" class="left-image" />With sites like <a href="http://www.totalspore.com">Total Spore</a> appearing out of thin air, there’s something intriguing and undeniably mouth watering about Will Wright’s newest sim creation, Spore, that has the media and blogosphere and maybe your neighbors in a gaming frenzy.</p>
<p><a href="http://www.xspore.com">Spore</a> isn’t just going to change the way people look at simulation games, it’s going to turn the gaming realm upside down. From the previews to <a href="http://www.youtube.com/results?search=Spore+%2B+e3&#038;search_type=search_videos&#038;search=Search">demo footage and demonstrations given by Wright himself</a>, it appears to be a mish mash of evolution, creation, old school gaming, clay modeling, strategy and sci-fi (amongst other things) all rolled into one.</p>
<p>I haven’t been this excited about a video game in years, not since I first laid eyes on Simcity and Populous. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2006/05/18/teachers-wii-and-spore/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Game Pixel Art</title>
		<link>http://www.kartooner.com/archives/2005/12/17/game-pixel-art/</link>
		<comments>http://www.kartooner.com/archives/2005/12/17/game-pixel-art/#comments</comments>
		<pubDate>Sat, 17 Dec 2005 05:09:51 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2005/12/17/game-pixel-art/</guid>
		<description><![CDATA[I’m often fascinated how someone can create illustrations out of tiny pixels. To me it’s no different than a more technologically-advanced form of Lite Brite art and it’s something, albeit jagged in appearance, that I’ve come to admire throughout the (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2005/12/17/game-pixel-art/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>I’m often fascinated how someone can create illustrations out of tiny pixels. To me it’s no different than a more technologically-advanced form of Lite Brite art and it’s something, albeit jagged in appearance, that I’ve come to admire throughout the years.</p>
<p>Pixel art, now a full-blown art scene and experience depending on who you ask, was something I became familiar with in the early-80s (post Pong era) while playing video games in the arcade and on the Atari, where I clocked in several hours playing <a href="http://www.atariage.com/software_page.html?SoftwareID=1033">Frogger</a> and <a href="http://www.klov.com/game_detail.php?letter=D&#038;game_id=7581">Dig Dug</a>. At the time it seemed a bit surreal that just a handful of green-colored dots represented Frogger.</p>
<p>Toss in a limited color palette and you (as Frogger) were faced with all kinds of enemies including speeding cars, hunger-surpressed gators and logs a plenty. Now it seems quite primative and even then it did as well, but still, it’s nothing less than admirable to think that we’ve (and by we, I mean those who enjoy gaming as a pasttime) been staring at colored squares for years on end.</p>
<p>In later years pixel art became more detailed and at times, depending on the game, there were sequences where I would be blown away at how beautiful the onscreen artwork looked. Games that stood out in my mind, even to this day, were the Castlevania, Contra and Super Mario series on the Super Nintendo as well as <a href=" http://binarybonsai.com/archives/2005/02/25/its-another-world/">Another World</a> and Flashback.</p>
<p>I’m sure there were others, but those games in particular inspired me to create my own pixel art after picking up a copy of the now defunct <a href="http://www.clickteam.com/English/klilk&#038;play.htm">Klik and Play</a> by Maxis (eventually resold to Clickteam), which I believe has since been rolled into other software packages after being acquired by another company years later.</p>
<p>According to the packaging, Klik and Play was the “ultimate game creation software for the PC” and allowed anyone, so long as you were willing to accept the rather steep learning curve, to create your very own 16-bit games with the aide of simple programming and pixel art.</p>
<p>Honestly, I paid less attention to the game creation aspects and instead focused on creating beautiful pixel art. Within a few moments of experimenting I realized that it wasn’t as easy as I had initially thought. Despite what I had convinced myself prior, this wasn’t the same as picking up a brush, dipping it in paint and spreading it across a canvas.</p>
<p>On the contrary, creating pixel art takes a great deal of patience and an understanding that whatever you’ve set out to create digitally is only a few hundred (thousand, million) pixels away. Yet, you need not let that deter you because once you’ve reached that goal and are able to look at something that’s complete, it’s a feeling like you’ve just been climbing Mt. Vesuvius and finally reached the peak. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2005/12/17/game-pixel-art/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Firefox in the Ghetto</title>
		<link>http://www.kartooner.com/archives/2005/05/06/firefox-in-the-ghetto/</link>
		<comments>http://www.kartooner.com/archives/2005/05/06/firefox-in-the-ghetto/#comments</comments>
		<pubDate>Fri, 06 May 2005 16:52:50 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Graphic Design]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2005/05/06/firefox-in-the-ghetto/</guid>
		<description><![CDATA[A little bit of time, patience, imagination and a copy of Photoshop CS2 creates playful results like this. At the time I believe I was channeling East L.A. (Cheech Marin would be proud). ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/kartooner/12651776/" title="Download a hi-res copy via Flickr"><img src="http://www.kartooner.com/blog/images/firefoxghetto.jpg" alt="Firefox in the Ghetto (hi-res)" /></a></p>
<p>A little bit of time, patience, imagination and a copy of Photoshop CS2 creates playful results like this. At the time I believe I was channeling East L.A. (<a href="http://www.imdb.com/title/tt0092690/" title="Born in the East LA [IMDB]">Cheech Marin</a> would be proud). </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2005/05/06/firefox-in-the-ghetto/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Adobe CS2 Woes</title>
		<link>http://www.kartooner.com/archives/2005/04/08/adobe-cs2-woes/</link>
		<comments>http://www.kartooner.com/archives/2005/04/08/adobe-cs2-woes/#comments</comments>
		<pubDate>Fri, 08 Apr 2005 13:29:39 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2005/04/08/adobe-cs2-woes/</guid>
		<description><![CDATA[I recently purchased the entire Adobe Creative Suite about two months ago, patting myself on the back for investing in software which helps aide in my creativity. A few weeks later, as probably everyone is aware, Adobe announced a new (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2005/04/08/adobe-cs2-woes/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.kartooner.com/blog/images/cscrop.jpg' alt='Creative Suite' class='left-image' />I recently purchased the entire Adobe Creative Suite about two months ago, patting myself on the back for investing in software which helps aide in my creativity. A few weeks later, as probably everyone is aware, Adobe <a href="http://www.techtree.com/techtree/jsp/showstory.jsp?storyid=3153" title="Adobe CS2 to be available in May">announced</a> a new update — available in May — to the Creative Suite, dubbing it CS2 (or appropriately Creative Suite 2).</p>
<p>One of the coolest features included in the update is the <a href="http://www.photoshopsupport.com/tutorials/tt-cs2/vanishing-point.html" title="Vanishing Point tutorial">Vanishing Point</a>, a tool which allows you to digitally “clone, brush, and paste elements that automatically match the perspective of any image area.” Since I had purchased it in February I figured I’d qualify for the free upgrade which Adobe calls the “Post Announcement Upgrade”.</p>
<p>Apparently the only people who qualify for the upgrade are those who’ve purchased CS 1.3 between April 1st and July 31st, 2005. What confuses me is the fact that noone would purchase the original CS when they could have the Creative Suite 2 for the same price, so I propose that Adobe revise their free upgrade policy, allowing those who’ve purchased previous versions of their software within 90 days before the announcement to qualify, not the other way around. According to one of the salespeople I spoke with at Adobe their policy can account for a certain amount of time before the announcement date, but they aren’t allowed to disclose that information.</p>
<p>Adobe, I love your software but your upgrade policy needs some tweaking. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2005/04/08/adobe-cs2-woes/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>Half-Life 2</title>
		<link>http://www.kartooner.com/archives/2004/11/17/half-life-2/</link>
		<comments>http://www.kartooner.com/archives/2004/11/17/half-life-2/#comments</comments>
		<pubDate>Wed, 17 Nov 2004 14:14:54 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Special Effects]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2004/11/17/half-life-2/</guid>
		<description><![CDATA[ ]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.kartooner.com/blog/images/hl2-review-teaser.jpg" alt="Half-Life 2 Review Teaser" /> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2004/11/17/half-life-2/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>Green and Purple Tentacles</title>
		<link>http://www.kartooner.com/archives/2004/10/18/green-and-purple-tentacles/</link>
		<comments>http://www.kartooner.com/archives/2004/10/18/green-and-purple-tentacles/#comments</comments>
		<pubDate>Mon, 18 Oct 2004 15:11:09 +0000</pubDate>
		<dc:creator>kartooner</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[Software]]></category>

		<guid isPermaLink="false">http://www.kartooner.com/archives/2004/10/18/green-and-purple-tentacles/</guid>
		<description><![CDATA[The year was 1993. My brother and I were browsing the software section at CompUSA, thumbing through various CD’s, seeing if any of them caught our eye. Off in the corner of the store I can remember a kid playing (&#8230;)</p><p><a href="http://www.kartooner.com/archives/2004/10/18/green-and-purple-tentacles/">Read the rest of this entry &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.kartooner.com/blog/images/dott-101804.png" alt="Day of the Tentacle" class="right-image" />The year was 1993. My brother and I were browsing the software section at CompUSA, thumbing through various CD’s, seeing if any of them caught our eye. Off in the corner of the store I can remember a kid playing Prince of Persia 2 and my brother and I standing behind him in utter amazement. As an observer, the game looked extremely difficult and completely different than your standard Mario adventure.</p>
<p>We decided that while it looked cool enough, we needed something with less action and more humor and gameplay. Since we were fans of the King’s Quest series, we opted to search for an adventure game in the same vein as the Roberta William’s classics and yet something with spunk. Several minutes of searching finally yielded something of interest. The game, entitled <a href="http://en.wikipedia.org/wiki/Day_of_the_Tentacle" title="Day of the Tentacle [wikipedia]">Maniac Mansion: Day of the Tentacle</a> stood out like a sore thumb.</p>
<p>On a side note I should mention that most of the time I purchase a product based entirely on the packaging, which is both a good and bad thing. In this instance, the packaging for Day of the Tentacle had a great color scheme (deep purple contrasted by “slime” green) with what appeared to be a purple tentacle, ray gun in hand, chasing a nerd off the bottom right corner of the box. It was packaging genius in the purest sense of the word and after scanning the box we realized it was the sequel to one of our favorite Lucasarts adventure games, Maniac Mansion. At that point I think we both turned to one another and realized we were holding something special and how right we were.</p>
<p>Day of the Tentacle, also known as DOTT, was the brainchild of Tim Schafer and Ron Gilbert, better known as the duo responsible for the original Maniac Mansion released in 1988. Maniac Mansion was powered by the Script Creation Utility for Maniac Mansion, <a href="http://www.justadventure.com/articles/Engines/SCUMM/SCUMM.shtm" title="SCUMM">SCUMM</a> for short, developed by Ron Gilbert and Aric Wilmunder. In later years, SCUMM would serve as the foundation for several popular Lucasarts titles including the Monkey Island series, Sam &amp; Max Hit the Road, The Dig and another Schafer creation, Full Throttle.</p>
<p>In recent times, thanks to the rectification and persistency of fans, a group of developers have created <a href="http://www.scummvm.org/" title="ScummVM">ScummVM</a>, a virtual machine for classic Lucasarts adventures. In a nutshell, it allows you to run older Lucasarts adventure games on modern rigs (PC and OS X), emulating to the ‘T’ the SCUMM engine without so much as a sputter. Due to the fact ScummVM is released under a GPL license, the software has been ported over to run on the <a href="http://www.dcemu.co.uk/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=1081697422" title="ScummVM Dreamcast">Dreamcast console</a>, not to mention other gaming machines, handhelds and cell phones even. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.kartooner.com/archives/2004/10/18/green-and-purple-tentacles/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
	</channel>
</rss>

