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Se viene la Game Work Jam Rosario de la mano de RGD

Se viene la Game Work Jam Rosario de la mano de RGD. 


Game Work Jam es un programa de emprendedorismo de juegos y videojuegos creado por Gamester, con el objetivo general de desarrollar la industria trabajando colaborativamente en proyectos propuestos por equipos que tienen la necesidad de dirección, ayuda y mentoría externa.
Se convoca a todos los interesados, de las distintas disciplinas, en el desarrollo de juegos con o sin equipo para que asistan a las reuniones – taller y formen parte de esta nueva comunidad proactiva.
En cada jornada nos visitarán distintos mentores referentes de la industria con el objetivo de asistir y capacitar a los equipos durante su desarrollo.

QUE es GWJ Rosario

La Game Work Jam tiene su sede en la Ciudad de Rosario, donde nos reunimos todos los interesados en el desarrollo de videojuegos con los siguientes objetivos:
  • Reunir: disponer un lugar y momento donde los equipos dispersos en sus casas se encuentren para trabajar y sincronizar esfuerzos
  • Mentoría: conectar personas que están comenzando proyectos con profesionales de gran experiencia de la industria
  • Networking: establecer relaciones entre los miembros de la comunidad
  • Capacitación: profesionales invitados entablan dialogo descontracturado y participativo con los presentes sobre una temática especifica
  • Informar: como apertura de cada encuentro se informará sobre novedades de la industria, eventos, concursos, y los presentes tendrán su momento para presentar sus proyectos.

CUANDO

La Game Work Jam Rosario tiene fechas específicas y siempre en el horario corrido de 11am a 4pm en días Sábado.

Los eventos confirmados son:

  1. Sabado 10 de agosto
  2. Sabado 24 de agosto
  3. Sabado 7 de septiembre
  4. Sabado 21 de septiembre
  5. Sabado 19 de octubre
  6. Sabado 26 de octubre
  7. Sabado 2 de noviembre (meeting en EVA)

DONDE

El CEC (Centro de Expresiones Contenporaneas) nos abre las puertas del SUM (Salón de Usos Múltiples) en Paseo de las Artes y el río Paraná.


El Centro de Expresiones Contemporáneas (CEC) es un antiguo galpón portuario de granos, emplazado sobre la ribera del río Paraná en la interjección con Paseo de las Artes, que fue reciclado en 1995 para convertirse, desde entonces, en centro cultural.



INSCRIPCION Gratuita (cupos limitados)

Mas información

Que es RGD

Rosario Game Devs es una comunidad de desarrolladores de videojuegos rosarina, que nació con la necesidad de generar un espacio que nuclee a las empresas y personas que hacen o quieren hacer juegos y viven en la ciudad o alrededores. RGD tiene como objetivo fomentar la industria local del desarrollo de videojuegos generando una comunidad estable de desarrolladores que colaboran estre si y realizando eventos que ayuden a la difusión de la industria.




Mas Info en:

How Privacy Works with Graph Search

More people should know about this. Privacy is very important in facebook and in your life. Know how to config facebook to be a great great place!

Learn about how privacy works with search and how to manage information you share on Facebook.

hypstr: customize yourself - my new Xamarin Monotouch app for iPhone / iPad

I'm so proud to introduce you my new app called hypstr! Here you can find what hypstr is, where hypstr cames from, its features and what techonologies I used during the development. Download it now for free from iTunes http://bit.ly/19OVmtq

What's hypstr?

Hypstr is the iOS app that let’s you customize your digital life to the fullest, letting you download great designer wallpapers, made exclusively so you can personalize your iPhone, iPad & Facebook cover photo.

Download it now for free from iTunes http://bit.ly/19OVmtq


Where Hypstr cames from?

Hypstr cames from hipster. Hipster refers to a subculture of young, urban middle-class adults and older teenagers that appeared in the 1990s. The subculture is associated with independent music, a varied non-mainstream fashion sensibility, progressive or independent political views, alternative spirituality or atheism/agnosticism, and alternative lifestyles (http://en.wikipedia.org/wiki/Hipster_(contemporary_subculture)). And this is what we are, we are hipsters! We love art, music, technologie, fashion and uniqueness


Features

  • Free to download with access to a selection of 200+ frequently updated wallpapers.
  • Wide range of collections. With more than 12+ initial wallpaper collections, including: Abstract, Days of the Week, World Flags, Letter Initials, Famous Beaches, etc., there's something for everyone!
  • Unique designer wallpapers, with versions for iPod, iPhone, iPad, iPad mini, & Facebook, Twitter, and Google+ cover photos. This way you can enjoy a matching set of wallpapers for all your digital outlets.
  • Easy-to-see collections, with carrousel style previews to rapidly find the wallpaper you love without any hassle!
  • Professionally-designed wallpapers, that match every screen resolution for all the iOS devices to date, so you get sharp quality wallpapers that render amazingly in every device.
  • High-resolution images for each device: 2048x2048 (iPad with Retina display), 1136x640 (iPhone 5 & iPod touch 5th gen) & 640x960 ( iPhone 4/4S, iPod Touch 4th gen) and 1024x1024 (iPad/iPad2, iPad mini) and 320x480 images for other displays (iPhone/3G/3GS, iPod touch (1st,2nd,3rd gen).
  • Every wallpaper comes with a version for each device, and social media cover photo.
  • Recieve a matching home screen wallpaper with each lock screen wallpaper (only with participating wallpapers).
  • Bilingual Wallpapers. Find some collections in both English & Spanish. More languages coming soon!
  • hypstr-preview, let's you instantly preview both the lock screen (with time & lock bar) and the home screen (with icons) from within the app, as well as the Facebook cover photo.
  • Wallpapers save & store automatically to your device's Camera Roll, for easy customization.
  • Frequently updated - new collections added all the time!
  • Share wallpapers with your friends right from the app! With our embedded Facebook, Twitter, and Email share options from the app, you can easily tell your friends & family to get the app or even show them some cool wallpapers you're probably crazy about!
  • Guest artists collections - coming soon! 

Tech used


More info

BEPUphysics (physics library) for Monogame

Last night, I was looking for a 3D physics engine for Monogame and I reached BEPUphysics.

BEPUphysics is a 3D physics library by BEPU.  It’s fast and has a bunch of cool features like constraints, terrain, static and instanced meshes, continuous collision detection, custom collision rules, vehicles, easy multithreading, yadda yadda yadda.  Full support for XBox360 and WP7 too!

Investigating BEPU website, I found that there's a work in progress version of BEPUPhysics for Monogame (the clue was a one blog post called "BEPUPhisics and XNA" and said The most likely target frameworks for the rewritten demos will be either SharpDX or, for wider use, MonoGame.) and also a twitt form the BEPUPhysics that said "The new demos application is indeed almost certainly going to be MonoGame based"

So I decided to take a look at BEPU source code repository and community-contributed forks.

I saw a monogame fork of BEPUphysics at http://bepuphysics.codeplex.com/SourceControl/network/forks/StephenOC/MonoGame and quickly download it, but my surprise was when I found that It's a windows version of BEPUphysics. But I far as I know I read it's posible running BEPUphysics on Monogame so I decided to try.

First, I openned Visual Studio and create a Windows class library. Then, I references Monogame Dll (to this test I use Windows OpenGL version) and put all BEPUphysics classes. Dont forget to set your project build propertis symbols to WINDOWS;ALLOWUNSAFE;CHECKMATH;MONOGAME


After a few build trys and removing some unuseful files, my build was succesful!

Then I create a Monogame Windows OpenGL game to test the BlocksExplodeYourCastle BEPU Demo game and I (almost) everything works out of the box! I say almost because the Monogame version of BlocksExplodeYourCastle was a lot of slower then XNA Version, but that's another history.


Also, I found a monogame build on the Monogame brach of PloobsEngine (https://code.google.com/p/port-ploobsengine/source/browse/PloobsEngine/PloobsEngine/Dlls/BEPUphysics.dll?name=MonoReach), but the BlocksExplodeYourCastle monogame version is still slow.

PS: I just run BlocksExplodeYourCastle monogame version and It runs at an acceptable speed! so I just need to make some more tests

iAd patch for ExEn

ExEn is a high-performance implementation of a subset of the XNA API that runs on Silverlight, iOS and Android. (http://exen.codeplex.com/)

From ExEn codeplex site "ON THE FUTURE OF EXEN: I no longer have time to properly maintain and support ExEn (see this blog post for details). On the one hand: ExEn is still an excellent choice for iOS and Android development, due to its stability and performance. On the other hand: I'm not adding new features or fixing bugs (which occasionally crop up when Apple changes something)."

My game for iOs, A comic of zombies (http://itunes.apple.com/us/app/a-comic-of-zombies/id530916013?mt=8), use ExEn. You can visit its website http://acoz.mylittlebets.com/ if you want to download Pc Version or get the lastest news.

Well, the thing is that today I upload a patch for iAd suppot. This and other patchs can be downloaded from http://exen.codeplex.com/SourceControl/list/patches

Enjoy it!

XNA Bezier Curve

A Bézier curve is a type of curve that is easy to use, and can describe many shapes. Bézier curves are famously used for representing characters in fonts, and shapes in vehicle design. Bézier curves are also used in vector art packages for curve drawing, and in 3D animation tools to represent animation paths.

In games, Bézier curves are sometimes useful to describe paths: the racing line in a racing game, or the line in line-drawing games such as Flight Control, or the looping butterfly that enlivens an RPG.

Bézier curves are popular because their mathematical descriptions are compact, intuitive, and elegant. They are easy to compute, easy to use in higher dimensions (3D and up), and can be stitched together to represent any shape you can imagine.


Thanks to http://blog.icode.com/ I can implement a XNA Bezier Curve, here's what it look like.



BezierCurve.cs

using Microsoft.Xna.Framework;

    public class BezierCurve
    {
        public static Vector2 GetPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
        {
            float cx = 3 * (p1.X - p0.X);
            float cy = 3 * (p1.Y - p0.Y);

            float bx = 3 * (p2.X - p1.X) - cx;
            float by = 3 * (p2.Y - p1.Y) - cy;

            float ax = p3.X - p0.X - cx - bx;
            float ay = p3.Y - p0.Y - cy - by;

            float Cube = t * t * t;
            float Square = t * t;

            float resX = (ax * Cube) + (bx * Square) + (cx * t) + p0.X;
            float resY = (ay * Cube) + (by * Square) + (cy * t) + p0.Y;

            return new Vector2(resX, resY);
        }
    }

Game.cs (main game loop class)
public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Vector2 PlotPoint, p0, p1,p2, p3;

        private Texture2D dummyTexture;

        private float t;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        ///
        /// Permite que el juego realice la inicialización que necesite para empezar a ejecutarse.
        /// Aquí es donde puede solicitar cualquier servicio que se requiera y cargar todo tipo de contenido
        /// no relacionado con los gráficos. Si se llama a base.Initialize, todos los componentes se enumerarán
        /// e inicializarán.
        ///
        protected override void Initialize()
        {
            // TODO: agregue aquí su lógica de inicialización
            p0 = new Vector2(75, 250);
            p1 = new Vector2(100, 150); 
            p2 = new Vector2(500, 100);
            p3 = new Vector2(550, 200);

            base.Initialize();
        }

        ///
        /// LoadContent se llama una vez por juego y permite cargar
        /// todo el contenido.
        ///
        protected override void LoadContent()
        {
            // Crea un SpriteBatch nuevo para dibujar texturas.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content para cargar aquí el contenido del juego
            this.dummyTexture = new Texture2D(GraphicsDevice, 1, 1);
            this.dummyTexture.SetData(new[] { Color.White });
        }

        ///
        /// UnloadContent se llama una vez por juego y permite descargar
        /// todo el contenido.
        ///
        protected override void UnloadContent()
        {
            // TODO: descargue aquí todo el contenido que no pertenezca a ContentManager
        }

        ///
        /// Permite al juego ejecutar lógica para, por ejemplo, actualizar el mundo,
        /// buscar colisiones, recopilar entradas y reproducir audio.
        ///
        /// Proporciona una instantánea de los valores de tiempo.
        protected override void Update(GameTime gameTime)
        {
            // Permite salir del juego
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            var keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.R))
            {
                t = 0.0f;
            }
            
            t += (float)gameTime.ElapsedGameTime.Milliseconds / 1000;

            if (t > 1.0f)
            {
                return;
            }

            // TODO: agregue aquí su lógica de actualización
            //for (float t = 0; t <= 1.0f; t += 0.01f)
            //{
                PlotPoint = BezierCurve.GetPoint(t, p0, p1, p2, p3);

                // now call some function to plot the PlotPoint
            //    YourDrawFunction(PlotPoint);
            //}

            base.Update(gameTime);
        }

        ///
        /// Se llama cuando el juego debe realizar dibujos por sí mismo.
        ///
        /// Proporciona una instantánea de los valores de tiempo.
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: agregue aquí el código de dibujo
            spriteBatch.Begin();

            this.spriteBatch.Draw(
                    this.dummyTexture,
                    PlotPoint,
                    new Rectangle(0, 0, 20, 20),
                    Color.Red);

            this.spriteBatch.Draw(
                    this.dummyTexture,
                    p0,
                    new Rectangle(0, 0, 20, 20),
                    Color.Green);

            this.spriteBatch.Draw(
                    this.dummyTexture,
                    p1,
                    new Rectangle(0, 0, 20, 20),
                    Color.Blue);

            this.spriteBatch.Draw(
                    this.dummyTexture,
                    p2,
                    new Rectangle(0, 0, 20, 20),
                    Color.Yellow);

            this.spriteBatch.Draw(
                    this.dummyTexture,
                    p3,
                    new Rectangle(0, 0, 20, 20),
                    Color.Black);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }



If you want the project source code, just tweet me https://twitter.com/vackup

A comic of zombies new website launched!

We are very happy to announce that, in addition to our facebook community, we have a new web site for A comic of zombies!

You can visit it from http://acoz.mylittlebets.com and stay in touch with us!