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	<title>ThreeUp Software</title>
	<atom:link href="http://sheridanthirsk.com/software/feed/" rel="self" type="application/rss+xml" />
	<link>http://sheridanthirsk.com/software</link>
	<description>Software for fun, by ThreeUp</description>
	<lastBuildDate>Tue, 10 Jan 2012 14:47:14 +0000</lastBuildDate>
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		<title>Game Dev Adventures: Make it shoot</title>
		<link>http://sheridanthirsk.com/software/2012/01/attackcruiser/</link>
		<comments>http://sheridanthirsk.com/software/2012/01/attackcruiser/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 14:05:42 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[Experience]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=2010</guid>
		<description><![CDATA[After the pirate game for Free Realms, we moved on to a Star Wars IP. The game was called Attack Cruiser, for the MMO Clone Wars Adventure. Specifically this cruiser game was to resemble a top view twin-stick shooter, like geometry wars, but also with formations of ships like galaga. This game was co-op and [...]]]></description>
			<content:encoded><![CDATA[<p>After the pirate game for Free Realms, we moved on to a Star Wars IP.  The game was called Attack Cruiser, for the MMO Clone Wars Adventure.  Specifically this cruiser game was to resemble a top view twin-stick shooter, like geometry wars, but also with formations of ships like galaga.  This game was co-op and had modes where you raced to finish as soon as possible, or tried to avoid death, or score as many points as possible.</p>
<p>The main gameplay involves flying an attack cruiser around, and enemy ships have elaborate AI to charge towards the player, or travel on a predetermined path, maybe decide to leave, spawn more ships, or stay at a certain range.  It is also 3D as the little ships will fly above or below you instead of crashing into the side of you.  </p>
<p>Uniquely on this game, I had a lot of fun with bezier curves.  We had many things moving on snake-lines.<br />
Keeping ships in formation is extremely hard though! Flocking algorithms they call it.  You could launch your own fighters which were allies and attacked things intelligently on their path.  They actually did heavy damage and were great for blowing up the massive ships.</p>
<p>Working with one other programmer, we made very powerful design tools to allow a base of 10 or 20 ships turn into hundreds of variations for types of weapons fired, physical movements, difficulty for damage and armor, and also huge flexibility for AI.  It was the first time I thought of a designers tool as actually programming tool instead of simple changing of numbers.  Using conditional statements to change AI, launch more ships, and end the game in a tool with user interface for designers certainly lightened the load for the programmers.</p>
<p>The edge of the map being a &#8216;soft edge&#8217; and forcing a warp out, and warp back in, was kinda fun to rig up.  We used animations quite heavily.  The death animations were interesting too, which parts of the ship crumbling and different camera angles used.  The beginning scene has all the ships fly by the camera but the players in the videos below just skip past them sadly.</p>
<p>Other things you probably can&#8217;t see, the turrets on the gun actually spin toward your cursor.  As you fly toward the top of the screen you will curve around the planet.  Flying down you can see a more top view, flying up you see more of the side.  The scoring system has complex logorithmic scale and is based on how quickly score is achieved combined with how little damage is taken, to avoid all the bullets will give a larger points multiplier.</p>
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		<title>Game Dev Adventures: Make it sink</title>
		<link>http://sheridanthirsk.com/software/2012/01/pirates/</link>
		<comments>http://sheridanthirsk.com/software/2012/01/pirates/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 13:55:17 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[Experience]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=2008</guid>
		<description><![CDATA[Upon moving to a new job in America this time, I started working on an MMO. But instead of the normal boring walk around talk to people part, we made a multiplayer minigame called Pirate&#8217;s Plunder. This is the first time I helped make all the parts of a whole game. It was thoroughly design [...]]]></description>
			<content:encoded><![CDATA[<p>Upon moving to a new job in America this time, I started working on an MMO.  But instead of the normal boring walk around talk to people part, we made a multiplayer minigame called Pirate&#8217;s Plunder.</p>
<p>This is the first time I helped make all the parts of a whole game.  It was thoroughly design balanced and had great 3d models, animations and effects.  Also the code was smooth for 6 players on various internet connections.  </p>
<p>My favorite part was the special code for ram damage.  If you hit your nose in someone&#8217;s side you can take half their health.  If you rub noses, it doesn&#8217;t do as much, but if you smash at full speed, it can be significant.  I graphed it out on paper and them wrote the formulas to match.</p>
<p>Also not pictured is parking in your cave. I had to write code to disable user movement, and collision and manually pull the car into the hole like a car wash.  Except you could come in at weird angles so you had to SPIN and MOVE in, ugh, it was an elaborate motion problem with all sorts of factors I had to consider.  I&#8217;m very happy with how it turned out, but when it was buggy, it was really bad. Ha!</p>
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		<title>Game Dev Adventures: Make it shaded</title>
		<link>http://sheridanthirsk.com/software/2012/01/worldcup/</link>
		<comments>http://sheridanthirsk.com/software/2012/01/worldcup/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 13:31:52 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[Experience]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1994</guid>
		<description><![CDATA[My game development life started long ago on calculators but at my first full time gig, I was working on World Cup PSP soccer game and I finished up my task to update some audio and basic front end revamp. Another developer was working on creating a 3D globe in the menu system but they [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://sheridanthirsk.com/software/wp-content/uploads/2012/01/southafrica20101.jpg"><img src="http://sheridanthirsk.com/software/wp-content/uploads/2012/01/southafrica20101-150x150.jpg" alt="" title="southafrica20101" width="150" height="150" class="alignnone size-thumbnail wp-image-1995"   align="right"/></a>My game development life started long ago on calculators but at my first full time gig, I was working on World Cup PSP soccer game and I finished up my task to update some audio and basic front end revamp.  Another developer was working on creating a 3D globe in the menu system but they could not get the shader code to illuminate properly with directional lighting, texture UV maps and alpha transparency.  This developer went on vacation and the feature was going to be cut, but I really thought the feature was a great visual idea if it could work.  So for the sake of making the game better, I investigated HLSL shader code on my own, and found some other parameters to fix the lighting, transparency and texture map for selecting each country.  I even did some artistic touches by adjusting the lighting range with some simple algebra.  In the end, the final product had a very unique fresh look.  I wrote the spinning code too which was a bit weird when you cycle countries too quickly.  I heart matrix math, but it gets very difficult very quickly.</p>
<p>Someone else recorded <a href="http://www.youtube.com/watch?v=8zwvmPBs_S0">video</a></p>
<p>Why did he choose Burundi? I never knew where it is until it shows up on the globe! Geography!<br />
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<p>I didn&#8217;t work on gameplay, and I dont really recommend this game over any other PSP soccer game, but hey! the menu is cool!</p>
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		<title>Game Dev Advenutres: Make it click</title>
		<link>http://sheridanthirsk.com/software/2011/11/nbawii/</link>
		<comments>http://sheridanthirsk.com/software/2011/11/nbawii/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 13:39:54 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[Experience]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=2005</guid>
		<description><![CDATA[My first ever project was across the country on the east side of Canada, working in a new studio set up doing EA Sports games. We had taken over the previous NBA Wii game which did not use the Wii&#8217;s pointer. Let me say that again, the previous game for the Wii, did not use [...]]]></description>
			<content:encoded><![CDATA[<p>My first ever project was across the country on the east side of Canada, working in a new studio set up doing EA Sports games.  We had taken over the previous NBA Wii game which did not use the Wii&#8217;s pointer.  Let me say that again,  the previous game for the Wii, did not use the POINTER ON THE WII.</p>
<p>Ok, so I wrote C++ to pull the numbers, and then some smoothing code to keep it from jumping all over the place.  Also rotation to allow the cursor to rotate, just for kicks.</p>
<p>The fun part was rewriting the UI and then using the backboard concept, I wrote up a little minigame as you click through the menus.  Depending on where you click, the ball shoots and goes into the hoop or bounces off the rim, or whatever.  It was the senior engine guy&#8217;s idea but I wrote it up using actual physics properties in projectile motion, accelerations and modelling the front side back rims, backboards.  It was quite elaborate! Ha.</p>
<p>Here&#8217;s a video of two people clicking through quickly,  you may not notice it really, but the whole arc is dynamic.</p>
<p>Music from Glitch Mob<br />
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		<title>v0.35 sketchup import</title>
		<link>http://sheridanthirsk.com/software/2010/07/v0-35-sketchup-import/</link>
		<comments>http://sheridanthirsk.com/software/2010/07/v0-35-sketchup-import/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 13:14:10 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1961</guid>
		<description><![CDATA[This was mostly painful because I hate hacking around with linuxy opensource tools with specific outdated version requirements. I ranted about it here. Release Notes: * Migrate from XNA 4.0 CTP to XNA 4.0 Beta. (broke skinnedeffect?) * Drew model of female in Paint.Net * Outlined as 3dshape, added basic depth in SketchUp * Imported [...]]]></description>
			<content:encoded><![CDATA[<p>This was mostly painful because I hate hacking around with linuxy opensource tools with specific outdated version requirements.  I ranted about it <a href="http://sheridanthirsk.com/software/2010/07/sketchup-to-dae-to-fbx-to-xna/">here</a>.</p>
<p>Release Notes:<br />
* Migrate from XNA 4.0 CTP to XNA 4.0 Beta.  (broke skinnedeffect?)<br />
* Drew model of female in Paint.Net<br />
* Outlined as 3dshape, added basic depth in SketchUp<br />
* Imported to Blender as dae. Exported as fxp  (PAINFUL!!!!)<br />
* Scaled down 0.0005times (why?) and rotated to be vertical.<br />
<a href="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep1.png"><img src="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep1-300x276.png" alt="" title="modelstep1" width="200" class="alignnone size-medium wp-image-1962" /></a><a href="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep2.png"><img src="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep2-278x300.png" alt="" title="modelstep2" width="200" class="alignnone size-medium wp-image-1963" /></a><a href="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep3.png"><img src="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep3-269x300.png" alt="" title="modelstep3" width="200" class="alignnone size-medium wp-image-1964" /></a><a href="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep4.png"><img src="http://sheridanthirsk.com/software/wp-content/uploads/2010/07/modelstep4-178x300.png" alt="" title="modelstep4" width="178" height="300" class="alignnone size-medium wp-image-1965" /></a></p>
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		<title>Sketchup to dae to fbx to XNA</title>
		<link>http://sheridanthirsk.com/software/2010/07/sketchup-to-dae-to-fbx-to-xna/</link>
		<comments>http://sheridanthirsk.com/software/2010/07/sketchup-to-dae-to-fbx-to-xna/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 12:20:17 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1954</guid>
		<description><![CDATA[How difficult do you think it is to get a 3d Model from a very common simple modeling program into a simple well documented game platform?  Hard, very hard. Google&#8217;s Sketchup is a new friendly approach to creating models and I quite enjoy it.  However my options for exporting are limited until I pay 500 [...]]]></description>
			<content:encoded><![CDATA[<p>How difficult do you think it is to get a 3d Model from a very common simple modeling program into a simple well documented game platform?  Hard, very hard.</p>
<p>Google&#8217;s Sketchup is a new friendly approach to creating models and I quite enjoy it.  However my options for exporting are limited until I pay 500 for a Pro edition.  Hoping there was a way around this on the internet (I can&#8217;t be the only one) I have found some dae to fbx converters and other walkthroughs on how to do the process.</p>
<p><span id="more-1954"></span></p>
<p>Problem #1 I can&#8217;t export to FBX in Sketchup</p>
<p>First Plan:  Use Autodesks&#8217; dae to fbx converter.</p>
<p>This seemed easy enough! However my created file was 15 times smaller, and not in the &#8216;compressed&#8217; good kind of smaller.  It was smaller as in I didn&#8217;t see any vertex data.  I think it is pretty hard to have a shape if there are no points to draw a shape from. I fiddle with these parameters, export options, but just gave up</p>
<p>New Plan:  Use blender&#8217;s dae import.</p>
<p>I thought this would be a good way to verify the dae was working but I ran into some hurdles</p>
<p>Hurdle #2 No Python installed.  Easy enough.</p>
<p>Hurdle #3 Python &#8220;not found&#8221;.  Luckily I know how to hack environment variables, but this is not easy for most people.</p>
<p>Hurdle #4 Import script failed. &#8220;ImportError: <strong>DLL</strong> <strong>load</strong> <strong>failed</strong>: %<strong>1</strong> is <strong>not</strong> a <strong>valid</strong> <strong>Win32</strong> application&#8221;</p>
<p>New Plan: Try different python version.</p>
<p>Nope, this didn&#8217;t work, it turns out I got it right on the 5th try with 2.7 64bit 2.6 64bit 2.5 64bit 2.5 32bit 2.6 32bit &#8230; why so i have to do all this?</p>
<p>Also, I have to uninstall blender and use an older version (2.49).  Seriously? 2.49b broke compatibility? If this was a commercial product the company would have hate mail constantly.</p>
<p>I get all the right files, turns out that my installation of Blender with data files in user directory breaks things.  I have to reinstall that now.  Great.</p>
<p>Oh, and reset my pythonpath to 2.5 now.</p>
<p>Then comes normal things like scaling it down to 0.01 and exporting entire scene instead of selection. But those are dialog box options, something that is easy and intuitive unlike everything else before this.  Sigh.</p>
<p>I got it all working though.  <a href="http://sheridanthirsk.com/software/2010/07/v0-35-sketchup-import/">ThreeSquad v0.35 Progress</a></p>
<p>Solution<br />
1) Python 2.5.4 <a href="http://www.python.org/download/releases/2.5.4/">link</a> 32bit?<br />
2) Blender 2.49 (not 2.49a or 2.49b) <a href="http://download.blender.org/release/Blender2.49/">link</a> &lt;-Install with userdata in programfiles<br />
3) PyFFI 2.1.4 <a href="http://sourceforge.net/projects/pyffi/">link</a><br />
4) ColladaCGF <a href="http://sourceforge.net/projects/colladacgf/">link</a></p>
<p>5?) Python 2.6.5 <a href="http://www.python.org/download/releases/2.6.5/">link</a> &lt;- not sure if I need this</p>
<p>I think this took me 90minutes and I consider myself a power user.  Why does it have to be such a mess?  I guess if I want a nice tool I should fork out $500 for sketchup or softimage XSI or something.</p>
<p>Thanks to<a href="http://www.gamevixenzone.com/gvz/viewtopic.php?p=33915#p33915"> http://www.gamevixenzone.com/gvz/viewtopic.php?p=33915#p33915</a></p>
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		<title>ThreeSquad v0.34</title>
		<link>http://sheridanthirsk.com/software/2010/07/threesquad-v0-34/</link>
		<comments>http://sheridanthirsk.com/software/2010/07/threesquad-v0-34/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 13:42:59 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1984</guid>
		<description><![CDATA[My UI is shaping up with clickable 2D floating areas. It was a bit of a challenge to project their space to screen space based on rotations and camera swapping. Another challenge was to get my UI to render on top of everything. I ended up disabling the default depthstencilstate. Also it was kinda messed [...]]]></description>
			<content:encoded><![CDATA[<p>My UI is shaping up with clickable 2D floating areas.  It was a bit of a challenge to project their space to screen space based on rotations and camera swapping.</p>
<p>Another challenge was to get my UI to render on top of everything.  I ended up disabling the default depthstencilstate.  Also it was kinda messed up to render a plane which was a quad, not triangles.  Reviewing some basic directX principles with vertices and indices was a good exercise.</p>
<p>Release Notes v0.34<br />
* Controls overlay added<br />
* Clickable rotating rectangle zones<br />
* PlaneGeometry rendering on top of objects<br />
* Basic navigation actions added and hooked to controls overlay.</p>
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		<title>ThreeSquad v0.33</title>
		<link>http://sheridanthirsk.com/software/2010/07/threesquad-v0-33/</link>
		<comments>http://sheridanthirsk.com/software/2010/07/threesquad-v0-33/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 13:36:32 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1982</guid>
		<description><![CDATA[This version has quite a few important elements in it for my end goal of being a multiplayer game. Firstly I textured a geometric primitive with a squiggle. I hope to make more dynamic things in the world this way since I am not prepared to do much with the 3D models other than slide [...]]]></description>
			<content:encoded><![CDATA[<p>This version has quite a few important elements in it for my end goal of being a multiplayer game.</p>
<p>Firstly I textured a geometric primitive with a squiggle.  I hope to make more dynamic things in the world this way since I am not prepared to do much with the 3D models other than slide them around.</p>
<p>But specific to the windows phone 7 platform, I set up my persistent storage saving and loading.  Also specific to the wp7, specifically network protocols, I am using basic PHP queries to upload a file and download a file which is the current plan to allow for each turn to be synchronized among all players.</p>
<p>I found the storage to be somewhat easy to use but I really dont like web queries and also getting a PHP script to save a file was a bit of a hassle and I ended up ditching my current webhost because I ran into frustrating walls.</p>
<p>The other major game design feature added was the concept of a turn and the action phase.  </p>
<p>Under the hood I am using C# events using text overlays as listeners to the gamestate events.</p>
<p>Release Notes v0.33<br />
* Textured cubes with squiggle,<br />
* Save+Load to Persistent Storage,<br />
* Upload+Download to PHP website,<br />
* Director statemachine for Planning and Action Phase<br />
* Overlay Hide+Show with C# Events</p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hello Windows Phone</title>
		<link>http://sheridanthirsk.com/software/2010/06/hello-windows-phone/</link>
		<comments>http://sheridanthirsk.com/software/2010/06/hello-windows-phone/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 10:24:20 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1952</guid>
		<description><![CDATA[Getting the windows phone development tools was super easy.  This is the first time I&#8217;ve programmed in an emulator and the wp7 emulator is spiffy.  It even has an internet explorer and other phone controls which tells me that there is a sizeable amount of OS that I am developing on top of. More progress [...]]]></description>
			<content:encoded><![CDATA[<p>Getting the windows phone development tools was super easy.  This is the first time I&#8217;ve programmed in an emulator and the wp7 emulator is spiffy.  It even has an internet explorer and other phone controls which tells me that there is a sizeable amount of OS that I am developing on top of.</p>
<p>More progress to follow.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ThreeSquad v0.21</title>
		<link>http://sheridanthirsk.com/software/2010/06/threesquad-v0-21/</link>
		<comments>http://sheridanthirsk.com/software/2010/06/threesquad-v0-21/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 13:30:50 +0000</pubDate>
		<dc:creator>Sheridan</dc:creator>
				<category><![CDATA[threesquad]]></category>

		<guid isPermaLink="false">http://sheridanthirsk.com/software/?p=1979</guid>
		<description><![CDATA[I found a pretty good demo on the MSDN site for the MIX10 conference. I ripped out its skinned model with animation because it is better than anything I have. Using a custom pipeline code is a bit new to me but I successfully copy-pasted the parts from the demo that I needed Link: http://creators.xna.com/en-US/minigame/reachgraphicsdemo [...]]]></description>
			<content:encoded><![CDATA[<p>I found a pretty good demo on the MSDN site for the MIX10 conference.  I ripped out its skinned model with animation because it is better than anything I have.  Using a custom pipeline code is a bit new to me but I successfully copy-pasted the parts from the demo that I needed</p>
<p>Link: <a href="http://creators.xna.com/en-US/minigame/reachgraphicsdemo">http://creators.xna.com/en-US/minigame/reachgraphicsdemo</a></p>
<p>Release Notes v0.21<br />
* Loading skinned 3d Model<br />
* Loading animations<br />
* Playing animations at variable speed</p>
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