Monthly Archives: April 2010

Video Games as Art

Ebert’s gone and shot his mouth off again, opining that “no video gamer now living will survive long enough to experience the medium [of video games] as an art form”. He repeats his statement that: “No one in or out … Continue reading

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Six Word Stories: Helmet

Todd’s bike helmet ruined his date.

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Minesweeper (Part 5)

Today I present a rough prototype of our Minesweeper project. It incorporates the rendering techniques we’ve been experimenting with over the past few posts, and includes some (partial) game logic. At this point, you can only move around the playfield … Continue reading

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Minesweeper (Part 4)

When we last checked in on it, our Minesweeper project was suffering from slow rendering. Today, we find a workaround.

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Six Word Stories: Evans

Evans’ recollections were suspiciously self-serving.

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Minesweeper (Part 3)

Today we implement a simple vector graphics renderer for Minesweeper. While it works, and runs reasonably quickly, it causes some highly undesirable stutter on the device. Since this approach isn’t final, I’m only going to cover some of its highlights, … Continue reading

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Your Competition

A few days ago, Seth Godin wrote this piece, in which he discusses a proposed “soda tax” in New York: If I worked at Pepsi, I’d be actively lobbying for the obesity sweet soda tax (a penny an ounce) being … Continue reading

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Six Word Stories: Battery

The getaway car’s battery was dead.

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Minesweeper (Part 2)

Today, we take a first look at rendering our playfield. We find that a naive, UIView-based approach is unsatisfactory, and take a detour into the exciting world of vector graphics.

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Minesweeper (Part 1)

Let’s do a multi-day project: Let’s build Minesweeper for the iPhone. This should be pretty straight-forward, especially if we cut out a bell or whistle here and there. Let’s get started with some data structures.

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