Welcome to My Blog

The blog that talking everything about advanture

Sort by:
View:
http://gamedesignstorm.com/wp-content/uploads/2012/03/MW3winnerINLINE_31491-960x1404_c.jpg

20 year-old Wins $25,000 with MW3!


One of the students from my school won quite a bit of money!

{TAKEN STRAIGHT FROM FULL SAIL UNIVERSITY STORIES}

Student Wins $25,000 Grand Prize in MW3 Tournament

To win the Play N Trade tournament, Potthoff had to compete in three playoff rounds, followed by a competition with finalists from Georgia, Illinois and New Jersey.
Matthew Potthoff’s father used to question how much time the avid gamer devoted to practicing games, like the Halo and Call of Duty series.

“He wanted me to do other things with my time,” said the 20-year-old Entertainment Business student.

Potthoff was involved in other activities as a teen, like soccer and tennis. But his real passion was in competitive gaming, and, despite his concerns, Potthoff’s father drove him to tournaments beginning at around age 14.

Since then, Potthoff has competed in about 30 LAN competitions and estimates that he has finished in first place in 25 of them. The games were Halo 2, Halo 3, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2 and Call of Duty: Black Ops.

In February, Potthoff pulled off his biggest win yet: He is Play N Trade’s 2012 Modern Warfare 3 Tournament winner, which earned him a $25,000 prize package.

It turns out, the MW3 tournament was the biggest competition Play N Trade has ever put together. His prizes included a 2012 Call of Duty edition Jeep Patriot, tickets to an Airsoft event (including airfare), an assortment of Airsoft products, and a Subsonic gaming accessory package.

Even sweeter, Potthoff won the tournament on his birthday.

As a result of the tournament, Potthoff has picked up a sponsor: Scuf Gaming, a professional controller company. He competes both as an individual – under the gamertag, WisH BURNS (or simply, BURNS) – and on a team that goes by the name, DeathwisH, which is sponsored by Green Door Geeks, UMad Gear, and iFREAKNiK.

“We’re one of the top amateur teams in the Call of Duty community,” said Potthoff.

To win the Play N Trade tournament, Potthoff had to compete in three playoff rounds, followed by a competition with finalists from Georgia, Illinois and New Jersey.

“The final four had to play four total games, and whoever accumulated the most kills or points after those games, won the tournament,” said Potthoff.

Potthoff said one of his biggest strategies when it comes to competitive gaming is to block out noise and distractions.

“I sometimes play with my hood up because when there’s a lot of people watching you, when you’re messing up, you’ll hear people talk trash to you,” said Potthoff. He also wears a headset. “It just lets you focus on what you need to focus on.”

Potthoff said he also doesn’t let intimidating ‘celebrity’ names faze him.

“There’s a lot of big names out there, and when people show up to these big events, the players think they have no chance of winning,” said Potthoff. “But just blocking them out and not really caring about the big names will help in the long run because you can focus on yourself and not really focus on others.”

Potthoff said he hopes to design his career around the game industry, and he is working on the development of a website that caters to the gaming community. Since his business is still in the planning stage, he wants to keep it under wraps for now. In the meantime, he’ll continue competing.

His father is pretty much a believer now.

“He thinks it’s perfect for me, my team and my business. He thinks everything worked out for the best, and he thinks it’s fate that I won that tournament on my birthday,” said Potthoff. “He feels that it’s worth it.”

– Christine Janesko

http://gamedesignstorm.com/wp-content/uploads/2012/02/mb_logo-960x356_c.png

MemoryBlox User Survey


Please take the time to fill out this survey about our newest software, MemoryBlox!
If you have not had the chance to test out this software, you can download it here!

http://gamedesignstorm.com/wp-content/uploads/2012/02/mb_logo1-960x356_c.png

Memory Blox – Software Release



What is the point of MemoryBlox?
You know when you have a memory come back to you while you are wasting time away playing video games or doing something on the computer? It is so easy to pull up notepad, jot that information down, then save it and close it. Wait, what just happened? Do you know where you saved the file? Do you know what you just named it?! Was that a memory, a story, a dream, something that needs to be done today? Crap.
Now, calm down and open up MemoryBlox. After you have the program set up for ease-of-use, you have a powerful, yet simple tool to put your memories into the computer. When you open the program, you can set the default name for all of your files, the date is automatically generated (unless you specify the default date), and the age of the document can be set as well (everything is explained in the documentation). After you set your defaults (which can  be changed anytime you want), saving files and starting a new Blox is a breeze! With the autosave feature, you have nothing to worry about when it comes to keeping your files updated.
In short, MemoryBlox is:
Simplicity of Notepad, customization of Word, one location.

Now, if you use Dropbox with MemoryBlox, then you have quite the combination for a collaboration tool! You can also use Dropbox to pull up MemoryBlox files to your mobile phone and view them on the go!

Set to release (hopefully) February 27, 2012!
Make sure to check out our website for more information on the release!


http://gamedesignstorm.com/wp-content/uploads/2012/02/dgni9s-960x600_c.jpg

Avoiding Mistakes as a Programmer



Avoiding Mistakes as a Game Programmer
By André LaMothe
You can make about 10 billion general mistakes when you write a game and an other 100 billion technical mistakes. Here are some common mistakes that span the spectrum of game development.
Making a bad deal
Chances are good that you’re going to involve one or more other parties in the development of your game. Maybe another party is going to finance it or distribute it. Regardless, don’t let yourself be exploited. This is easier said than done, but in the end, a bad deal makes everyone unhappy.
If your game is going to take 15 months to make, then you need 15 months; that’s all there is to it. If you need $50,000 or $1.5 million, then that’s what you need. If you make the game in a shorter time frame or for less money, it’s guaranteed that the game will be awful, it won’t sell, and everyone will point their fingers at you! So when you make any kind of financial deal — marketing, sales, or distribution — make a good deal or you’ll be sorry!
As a rule, a 2-D game takes between six and nine months to complete and costs about $100,000 for commercial-level quality. A 3-D game has an unlimited upper boundary, but 15 months and $750,000 is the absolute lower limit for any quality game.
Forgetting to back up your work
You have 1 million lines of C++ code in 50 modules, and it’s all sitting on one hard drive. You worked on it for 6 months and — bang — there’s a fire, a robbery, a crazy one-time significant other, or a hard drive crash that destroys it all. Although the probability of these events happening is slim (except maybe for the one involving the crazy former significant other), one in a million is still too much of a chance for you to sleep peacefully. So make sure that you back up your work daily onto tape, Iomega ZIP disk, CD-ROM, or a remote server.
Missing Christmas
If you’re going to write a game that is going to be released any time during the latter part of the year, don’t miss Christmas. Your best bet is to have the game finished by October or November at the very latest. If the game is shareware, the time of release isn’t that important. However, people always seem to be in more of a spending mood around the holidays, so don’t shoot for Arbor Day or some other less-than-profitable time.
Failing to test properly
You’ve just written a killer game, and it works great on your computer. Well, so what? You had better test it on a number of different machines — and let other people test it, as well — because you’re probably (unconsciously) too easy on your game when you test it.
If you make a game that has one single problem, people will blow it out of proportion. A single pixel out of place turns into “a bad video driver” on the Internet within 24 hours. Therefore, make sure that you beta test your game on a number of machines with different configurations. If you don’t have access to 20 to 30 computers (like anyone does), then take your game on a disk or CD to the nearest computer store and try the game out on their computers. If someone asks you what you’re doing, just tell them that you’re thinking of buying some computers, and you want to see if this game is compatible — unless, of course, you want to use this response: “I’m a store shopper. If you play your cards right, I won’t write you up.”
If you don’t like pretending to be James Bond, a local school’s computer science lab will probably allow you to try your game during off-peak hours. But pretending to be James Bond — or Jane Bond — is more fun.
Using old technology
We’re not all millionaires, but using old technology and old ways doesn’t pay. Try to keep up-to-date as much as possible. Even if you can’t afford to get the latest C/C++ compiler or the best 3-D modeler, at least you know that they exist. Maybe you can ask the company for a demo version or an evaluation unit. However, all excuses aside, game development is a high-tech business, and you have to be as up-to-date as possible.
Writing for DOS
DOS is so dead; it has been dead for ages. Game programmers used it because a better alternative wasn’t available. If you’re reading this article, you know that Win32 with DirectX is better. If you are making a professional game, don’t even bother writing for DOS. However, if you’re creating a shareware game and you want to use a simple design, then DOS is okay. DOS is good for learning purposes but, if you can, write for Windows. If you want to make a DOS version for older computers, feel free — but Windows has been better for game programming since DirectX came into the picture.
Lying to the public
The public is brutal. One minute they love you and see all your movies; the next, all the work you can get is in an ad for chewing gum. Don’t lie — exaggerate, but don’t lie. Better to hold back and blow the socks off the public and the critics than to hype your game to the point that everyone’s expectations are too high, and they’re going to be let down.
Neglecting to advertise
If you’re a former employee of Atari, please read this carefully: Products do not sell themselves. If you want your game to sell, you need to advertise in some fashion. If you’re marketing the game yourself, set up a simple Web site and get some interest going. When you’re about one to two months from release, start sending out betas to game sites. When you’re finally ready to release your game, go all out. Upload it to hundreds of sites manually or with an Internet spider or bot to put the game all over the place and at least let people know that it exists.
Allowing too many cooks in the kitchen
For some jobs, more is not better. When you need help from others, don’t involve too many people. Don’t add people to the project because they’re friends or they think game development is cool. Only bring in talented, dedicated people whom you trust and who want to work on the project. And the fewer people working on game code, the better the game will be.
Omitting comments in your code
Working with code that’s insufficiently commented is a nightmare. Comment your game code with at least one comment per line. Hardly anyone can program as fast as he or she can type for any sustained period, which means that you always have time to add comments. And if you ever want to license or make a new version of your game, you won’t need a Vulcan interpreter to figure out what you were doing with the original code!

Xiiove – Story Update, Character Bios


Dirk Voight
Leader of the Swarm
Founder of Suns' Imperium

Name: Dirk Voight
Gender: Male
Age: 32
Race: Human/Hive Leader
Class: Leader
Home Town: Romanio, Xiiove
Eye Color: Red
Hair Color: NONE
Skin Tone: Pale
Height: 7 feet 2 inches
Weight: 415 lbs.
Body Type: Thin
Background: Dirk was one of the three remaining survivors during the Earth's transformation into Xiiove. When he was in his early 20's, Dirk started a guild called the Suns' Imperium. As leader of the guild, he had many followers, but no one survived with him. He now uses the original building that he used to meet in as the base for his Hive.
Likes: Chocolate, Nature, Water, Psychological Fighting
Dislikes: Physical Fighting, Pain
Fears: Complete destruction of any remaining nature such as trees, plants, animals.
Habits: Impatient, Quick Decision Making
Weapon Style: Claws
Armor Style: Leather
Fighting Style: Swarm

Arlen Slayton
Leader of the Kingdom
Founder of United Empire

Name: Arlen Slayton
Gender: Male
Age: 38
Race: Human/ Hive Leader
Class: Leader
Home Town: Arabias, Xiiove
Eye Color: Blue
Hair Color: NONE
Skin Tone: Gray
Height: 6 feet 2 inches
Weight: 368 lbs.
Body Type: Average
Background: Arlen is the leader and founder of the United Empire. He gathered believers of a better world back in his young years growing up. During his trials, Arlen learned that everyone in the world was going to die of a horrible poisoning that would be airborn through the Earth's atmosphere giving out. Although he had a tone of followers, they all died for the same cause, believing a better world was coming. Unfortunately, Arlen was left on the Earth through its transformation and considered it a curse as he did not go with his followers.
Likes: Peace, Working out, Running, Talking
Dislikes: War, fighting, and killing in general, although he knows what is needed
Fears: Never entering the better world
Habits: Optimism, Trust in others
Weapon Style: Legs
Armor Style: Plate
Fighting Style: Hand-to-Hand

Vance Hammacher
Leader of the Syndicate
Founder of Syndicate Imperium

Name: Vance Hammacher
Gender: Male
Age: 46
Race: Human/Hive Master
Class: Leader
Home Town: Candia, Xiiove
Eye Color: Green
Hair Color: NONE
Skin Tone: White
Height: 7 feet 3 inches
Weight: 210 lbs.
Body Type: Anorexic
Background: Vance grew up in a small town, yet one of the worst ones possible. His family abandoned him, he grew up on the streets, and gave up on believing in anything. Strong-willed and smart, Vance led a guild called the Syndicate Imperium. As the leader of the guild, Vance was able to strike fear into those who followed him. Fear of him, no, but he made them fear that if they did not follow him they would fail to pass into the next life. Vance was cuel and evil when it came do his tactics, but this trait made him a bold leader. As with everyone else, members of the Syndicate Imperium all died except for Vance. With the advances in technology, Vance was the one to figure out how to survive the transformation of the Earth.
Likes: Death, war, snakes, sinister deeds, technology
Dislikes: Nature, animals, humans
Fears: Women
Habits: Pays attention to detail way too much
Weapon Style: Technology
Armor Style: Mechanical
Fighting Style: Mixed

http://gamedesignstorm.com/wp-content/uploads/2012/01/110772-960x319_c.jpg

When you take on Anonymous


Anonymous
I felt like doing something a little different, and allow you to read something that I found. This is a very interesting story about revenge. Please feel free to read into this! It is well worth your time.




Aaron Barr Learns What Happens When You Take on Anonymous

Aaron Barr was the CEO of an Internet security firm called HBGary Federal. Anonymous is a secretive (hence the name) group of Internet users who have no problem shutting down the CIA website if the situation calls for it. Seeing as how Aaron Barr’s security firm works with the U.S. government on cybersecurity issues, he decided to conduct an “experiment” in which he would flex his cybersecurity muscles by rounding up actual names of Anonymous members using publicly available resources like Facebook and Twitter.

And yet, just Googling “Anonymous” would have given him enough information to predict what happened next.

Using fake aliases, he actually managed to sneak into forums that Anonymous users used and talked directly to some of the group’s leaders. Timing events on the forums to events on Facebook and Twitter, Barr figured he had names for “about 90 percent of their leadership.”

Now, he was head of a security firm and these were a bunch of hackers. It makes perfect sense. And, had he just quietly passed this information off to the FBI, who had been tracking Anonymous for months, we probably wouldn’t even be talking about Aaron Barr right now. Hell, maybe some good might have been done.

Although several mask vendors would have gone out of business.

But no way was Barr going to let an achievement like this be ignored by the world at large, so he decided to have his work published in the Financial Times, effectively boasting about how much smarter he was than this group of rag-tag hackers.

Do we even need to tell you what happened next?

The Petty Revenge:
Anonymous was quick to act, publishing over 50,000 HBGary company emails, wiping out an entire terabyte of backups, taking down the entire HBGary website and locking everyone out of it by changing every password that could possibly be changed.

Oh, and for good measure, they also remotely wiped Barr’s iPad.

Barr tried to go into the forums again and claim he was never planning on selling them out to the FBI, but Anonymous called his bullshit bluff when they pointed out that they had all his emails, including those between Barr and the FBI.

The president of HBGary Inc., Penny Leavy, went into the forums herself and asked what Anonymous wanted. Their answer was simple: Fire Barr and make him issue a public apology. Barr resigned, and his company’s reputation was ruined. After all, their main line of business was freaking cybersecurity. In the end, not only did they fail to defend their website and private emails, but they also couldn’t defend their booth at a cybersecurity show. Sad.
Read More stories: http://www.cracked.com/article_19633_5-most-satisfying-tales-payback_p2.html
http://gamedesignstorm.com/wp-content/uploads/2011/11/rdp_acristic_artist_contest-960x405_c.png


    Contest Name
    Acristic Artist
    Contest Length
    December 1, 2011 – December 20, 2011
    Goal
    Your goal is to create a piece of art that displays your thoughts on the word: Acristic. What does Acristic remind you of? What kind of image/vision comes to mind when you hear or read this word? Create a work of art, make a digital copy of it (scan it in, picture, etc.), then submit your application to our email: admin@radethproductions.com!
    Contest Parameters
  1. 1 Piece of Art
    • Must be named
    • Specify what kind of art
      • Digital
      • Pen
      • Graphite
      • Pastel
      • Ink
      • Painting
      • Sculpted
      • Colored Pencil
      • Pencil
      • Chalk
  2. Must be completed and sent in before given time (digital scan/picture)
  3. Submissions must be sent to: admin@radethproductions.com using the following formatting:
    • Subject: Acristic Artist Contest
    • Attachment: IMAGE_OF_ART (Attach the image to the email)
    • Body of Email must include:
      • Name of contestant
      • Name of art piece
      • Supplies used to create artwork
      • Time to complete artwork
    Contest Winner Selection
    Once all of the art is collected, our team will go through and vote the top three favorites and we will reward the winners with prizes to be received the beginning of the year. Prizes include art supplies for the given type of art, and cash rewards will be given out as well.
    1st Place
    • $50
    • Art set of choice
    • Acristic Artist T-shirt (SPECIAL)
    2nd Place
    • $25
    • Art set
    3rd Place
    • $10
    • Art supplies
    Everyone Else (who had submissions)
    • You will receive a spotlight for all of your hard work on the company website!

As a company, we do not think that artists are glorified enough for what they do. We are having this contest for artists to show off what they can do and win a little something in return for their hard-earned efforts in creating a masterpiece! If you are an artist, and you agree with us, then what do you have to lose for entering into a contest with a mighty high chance of winning something? Join us now in the month of December to glorify the artists with a small start to a bigger beginning!

http://gamedesignstorm.com/wp-content/uploads/2011/11/rdp_middle_retro_december-960x405_c.png

December Retro Releases 2011


Introduction
Radeth Productions would like to celebrate our first week of getting off our feet with our new December Retro Releases 2011! You may be asking yourself what on earth is Retro Releases 2011?! As part of becoming a newly established gaming company, we would like to provide fresh content for everyone to play right away. So, where do we start? We start by re-creating old video games that had an impact on the whole gaming world. The catch is that each of these video games (for the 2011 releases) will be created using HTML5!
HTML5
With the new use of HTML5, you will be able to play these games online on any platform that supports a web browser! Online means that you must have an internet connection though, right? Have no fear because they will also be available for download and offline play! The online version is to help you so you do not have to download anything.
Retro Releases 2011
The games we are releasing, in order, are:
  1. Pong
  2. Asteroids
  3. Breakout
  4. Pac Man
So, what’s the deal?
Free of charge, we will be releasing 1 video game each week in December for you to love, play, and download from our website (and hopefully Facebook)!
Make sure to check back for news and updates!

http://gamedesignstorm.com/wp-content/uploads/2011/11/website_preview-960x640_c.png

New Website Launch – Radeth Productions


Here we go, again.

As you know, if you have been following my constant changes in website development, the website constantly changes. It will go from lots of content to nothing. Then, out of no where, we get updates such as this one! This is the first time I have ever tried doing this, but I figured it was about time. Radeth Productions has not made a good name because of the unreleased items in our possession. Now, I decided to look through everything I ever made and compiled it into one area. When I say everything I made, I mean the software/games had to have some start to them.

New Direction
I figured everyone loves fresh content, and went through my thoughts time and time again thinking about how I can keep the content fresh! Well, instead of starting on games/software and then letting them sit, I will post them on my website. It has been awhile since I have finished something completely, so this will give me a chance to show everyone the projects I have been working on. If I start a project, get really far in it, then stop, I will post it on the website as is and allow for people to download the source. Sounds catchy right? We will see how it goes down.

Another way I thought of keeping content fresh was utilizing Facebook and Twitter with a little bit of Blog into the website. Although the execution was not too professional, I do believe the idea is put across on how I am trying to connect with the community more.

Finally
Without further ado, I hope you enjoy the content provided for everyone!

-Joshua Long (Owner)

Menu

%d bloggers like this: