Transition games for Foleys
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Like father like son. Longtime Weston swimming coach Pete Foley, who Saturday guided the boys' team to a ninth straight Division 2 title and his 18th state crown in 35 years, led the Weston girls' team to a third-place finish in yesterday's Division 2 state meet at Wellesley College, his final at the helm of the Wildcats. But ...
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Video gamers relish  violence on the screen but now players are becoming victims  themselves -- of the latest gaming technology in which a  wireless, wand-like device is used to direct on-screen action.
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Tycho:   The foe revealed, Armadeaddon is now almost complete.  Monday will see the promised epilogue, so at this point you have very nearly survived the ordeal.  We have endeavored these past weeks to reward the true "enthusiast," that man or woman who, brow heavy, has faced such cruel abuse at our hand for the last seven years.  It is apparently our policy to honor such dedication one every decade.    Since it was announced a couple days ago, the revelation that MS would be actively courting the hardcore boardgame player is something I've thought about almost constantly.  It may be that you weren't aware there was such a thing as a hardcore player of boardgames if your last experience with the context was playing Sorry! with your sister when you were eight.  Things have progressed.   There's a million experiences in this space I could use to lure you in, but one company in particular - Days of Wonder has already decided to make electronic variants of their tabletop crack, so they occupy a twilight space between the worlds.  I hope they see an opportunity to take their (already completed!) games over to the 360, or that Microsoft offers them a locked case containing an unspecified amount of untraceable U.S. Currency, because I'd love to see this prescient move by MS turn into a new era.   Days of Wonder makes a game called Shadows Over Camelot that could quickly become a dangerous obsession, obscuring biological realities with a single-minded focus on grails.  Well, grail I guess.  There's just the one.    But it's a completely cooperative boardgame, so every player is working toward the same goals - fighting back invasions, questing, all of it.  Except there might be a traitor in the group, determined by a hidden draw, who tries to derail the effort.  He's not always there, but the potentiality of that nefarious force can create unbelievable social tension.    The gaming table's fixed coordinate in space is its asset and its obstacle - managing space and time is actually the primary challenge of any gaming group, as opposed to banishing necromancers, though that also ranks up there.  Boardgames are so rich in design that, when one of these gets dropped in front of them on Live, I think many gamers will be shocked at their sophistication.    My thumbs hurt.  (CW)TB out.
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Not every amusement needs to blink, bloop or require a power source. These fine low-tech delights will provide hours of amusement for any game lover on your gift-giving list.
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A US gamer builds a machine to help him reach the final points he needed to finish a game.
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Second place has been revealed in Nick Halstead's programming competition - and the 2nd place mark goes to Evan Chiu.   So second place, more drum rolls.. goes to Evan Chiu. Evan's solution revolved around a well implemented breadth first search which was wrapped up in a neat class. It was also quite well presented and the HTML was all w3c compliant.   In Evan's solution, he opted for a single "solve" method to handle the heart of the transition - an implementation of the "Breadth First Search method. If you'd like to see the full code, you can check it out here.
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By JANET FRANKSTON, THE ASSOCIATED PRESS  The next generation of physical rehabilitation, brewing in computer engineering labs, uses technology found in virtual reality games.
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On his blog today, Chris Hartjes has a quick screencast he's created showing off an interactive testing console he's worked up for use with the CakePHP framework.   I had suggested in an email to the CakePHP mailing list that an interactive console for doing testing of Models would be good. While at php|tek I spent a lot of time with the CakePHP guys talking about this. Out of it came some more ideas (like the ability to test your routes) and they even implemented a console that spits out API information for you. Very cool stuff. So, I decided to do a little screencast demo of a very early alpha version of the interactive console.   The screencast shows Chris running a test on his own classes, including demonstrating the built-in help the app offers.
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New findings on how people make sounds could lead to better speech recognition and synthesis.
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Nintendo's wonderful little game sports an innovative input device, but game designers have yet to truly tap its possibilities. Commentary by Clive Thompson.
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Judging by the number of hits tallied for Troubleshooting Linux Audio Part 1 it seems the topic is of interest to many readers. Alas, I must apologize to everyone waiting for the next parts of the series. Various events have kept me from completing it in short order, but you may rest assured that it will return in my next installment. Meanwhile, this week we'll look at two excellent applications that are coming into greater use here at Studio Dave, the LiVES video editor for Linux, and Reaper (yes, again), a native Windows audio/MIDI sequencer running under Wine.
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November is proving to be a bumper month for computer games - and it is not over yet.
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Innovative new features are designed to attract casual players looking for a few minutes of fun.
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New consoles are old news. What's hot now? Sequels to old games.
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Comps are on the slide, as competitors appear to be gaining the upper hand.
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Hobbyist hackers use Nintendo's motion-sensing controller to play Half-Life 2 and bang virtual drums. What's next? By Chris Kohler.
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Tycho:  Last year's iteration of Tiger Woods had a fairly serious glitch in multiplayer, in that the game could not be played in multiplayer mode.  Or, it worked sometimes, but there was no way to know how or when - what combination of dances and burning herbs would right this aloof mechanism.  It was most likely the rush of new owners securing tee-times on simulated links, but after a week of trying to use the product without success I decided that I had better things to do than try and contextualize EA's grave miscalculations.    The few times we were able to jump on and actually get in there were the kind of epic, unadulterated "guy fun" one sees lionized in hilarious summer comedies.  Golf as a sport (and as a videogame) has the strong undercurrent of shared misery that one usually finds only in dive bars.  The recently released demo for this year's product - on both PSN and XBL, now - recalled those moments to us, independent of the rage that bookended each round of powerfully communal spirit lodge golf.  This year's product has a huge focus on Gamernet, a kind of user created content initiative that will hopefully see them approach the performance of their online infrastructure with more conviction.     GameFace, their face making thing, has seen a significant jump this year as well - it can take pictures from your console's camera and create actual face geometry, and I understand that photos can even be uploaded online and then brought down on the console for processing.  We were able to get some pretty good results with the earlier versions of the tool, but this is very much appreciated.  Of course, in the wrong hands, every tool is a weapon.     Ubisoft is now saying that Haze is an exclusive exclusive for the PS3, and not one of them timed or partial exclusives one might see in the lesser houses.  Truly monogamous games are rare these days, and this is certainly a surprise, but this thing has been hopping back and forth for months.  There was even a leaked document that showed this "exclusive" being released a week later for PC and 360, though all traces of the document were soon obliterated.  Assassin's Creed was (as you'll recall) a PS3 exclusive as well.  For a week, at any rate.        I'm really excited for Haze, but I'm not sure if that's a universally held belief.  The writer made a good impression on me at E3 several years ago, and Free Radical makes a good impression on me whenever they make a videogame.  It's also a four player co-op experience with a unique, asymmetrical multiplayer proposition that you've probably read about.  But, as with Bioshock, I'm really in it for the story - and, also like Bioshock, I think anything that limits its potential audience is a serious mistake.