Tag Archives: technology

What Makes a Game Great – Dylan

This week we took a break from the technical practice and stepped in to a new realm. What truly makes a game fun to play? In class this week we talked about game design, less about creating a game, and more about designing one. In class we sat and discussed, what made our favorite games special, and what did we dislike about them?

Most people chose series of many games, or a single game that has been updated over several years, which allowed us to discuss our likes and dislikes over time.  People mostly chose well enjoyed series like Animal Crossing or Fallout. I personally chose the Pokemon DS games as well as World of Warcraft (WoW), two very different games. Continue reading

A Failed Attempt – Alina

This past week marks the end of the data collection period of my project. After I figured out how to scrape data generally on websites with simple structures in the last blog post, I had been experimenting with pulling data down from the Expedia website which was way more complex. However, as I tried to do this, I encountered some difficulties. At first, I decided to start experimenting with data that should be easily pulled to see if the code would indeed even work for this site. Therefore, I picked the date of the flight shown on the website. It had the tag class=”title-date-rtv“. I put this value into the code. Continue reading

The Trigonometry of Blasters! – Dylan

Blasters are such a staple to video games. Think back to space invaders, that game is almost completely just a simple blaster that moves side to side. That works great if you only want to shoot in a single direction, but what happens when you would like to aim in a full 360 degrees? Continue reading

Data Collection Continued – Alina

Updated Table

If you remembered from my last blog, my focus in this project has recently been on figuring out a way to scrape data off of the travel websites using code instead of doing it manually since it is indeed a tedious job. Of course, while working on the code, I have also kept with the primitive collecting method since data collection is the objective of this month’s work in my project. So here’s an updated version of my data table: Continue reading

Power-ups! – Dylan

What is the best part of a game to you? The sweet end music? The awesome rewards? Well, for me, it was always power-ups, there is nothing more staple in video games than a power up. I mean, who doesn’t know what a Mario mushroom looks like by 2018? That’s what I have been working on lately, making simple power-ups that make a game feel more alive. Continue reading

Big Bad Code – Dylan

As my class has really jumped into our work, everything has really taken off. We have jumped right in to coding and designing simple “game-like” projects. Our first being a simple maze-like machine in order to practice creating objects and effects. Effects are a lot of fun to work with, not much is quite as satisfying as creating an invisible black hole effect that sucks a marble in.

As you can see there was quite a complex system of parts that were both visible and invisible, allowing for effects that seem to appear out of thin air. This lead to quite a fun element of surprise as the marble was rolling through the maze. Though slightly challenging, that project was quite a lot of fun. Continue reading

The Website – Alina

how-to-setup-website

Hey guys, welcome back! You might remember that in my last blog I mentioned a study-hall sign-in website, which is part of the main focus of my project, and I promised to come back with more details on that, so here I am. Before I dive in though, I just want to provide some quick updates on my quest for answers regarding the manipulated plane ticket prices. Continue reading

Polaris + Printing – Kevin

During this past week, I devoted the majority of my time to working on the next Polaris major release (codename “NX”). Among the numerous features that will be made available, “remote printing” is the most requested. It will allow duty crew members to print attendance sheets directly through the Polaris cloud printing service, eliminating the need for the driver take attendance by hand with the van sign-out form.

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Count 3.0 Release Note – Kevin

WEST CHESTER, Pennsylvania — January 31, 2018 — Today, Kevin Wang, developer of Argus and Count: A Very Simple Counter (Count), released Count 3.0 to the general public on the App Store. Originally released in 2015, Count is a simplistic and intelligent counter that allows users to count with gestures. The new Count has been completely rebuilt from the ground up and comes with new features including an improved UI, Sense, Random, and various bug fixes and stability improvements.

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