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Smarty Pants: Student Takes the Koran "To-Go"

Posted: 09 May 2007 12:40 PM CDT

PSP-back.jpg
A student from Malaysia's Multimedia University in Kuala Lumpur has started developing with a team of 10 student volunteers a downloadable English version of the Koran for the PSP. Ikhwan Nazri Mohamad Asran decided to design the software seeing a similar version for the bible.

Aided by a team of 10 student volunteers, he started developing the Koran software between classes in January.

It was launched earlier this month to a gathering of parents at a Muslim charity dinner who responded well, Ikhwan said, adding that he would later include Koranic recitations following requests. The software will be available for download for free after May 19 from his website.

Ikhwan hopes that this software will appeal to parents who sometimes distrust the internet and gaming. I would also think it would appeal to people who are bibliophobes. Kim Phu

Malaysian Student Creates Playstation Koran [Middle East Times via Topix]

The Hands On The Clock: Clip: TimeShift Turns Back The Clock

Posted: 09 May 2007 12:20 PM CDT

A few weeks before the Xbox 360 launch in 2005, I put preorders down for a handful of titles. One of those was TimeShift. GameStop has had five of my monies sitting in their giant vault for a year and a half now as I slowly forgot why I preordered the game in the first place.

Oh yeah, that's why. Michael Fahey

See the HD version here [GameTrailers]

Clips: Video Games Make Guest Appearance in Grindhouse

Posted: 09 May 2007 12:00 PM CDT

GameoftheBlog points to the ubiquity of video games and gun violence as seen in this scene from Grindhouse as transcribed by Joel Reed:

Mother: I want you to open that for Mommy. Now, take the gun. Careful! And if anyone comes to the door, that isn't me, I want to to shoot them, okay? I'm not kidding Tony, you shoot them. Just like your video games. You shoot them in the head.

The predictable happens and it has nothing to do with video games. Brian Crecente

Halo 2 Vista Release Slips To May 22

Posted: 09 May 2007 07:42 AM CDT

While Microsoft has clearly positioned this month's release of Halo 2 for Windows Vista as a touchstone for the company's previously announced Windows Live initiative, the company has revealed that the game's release has been pushed back from its previously expected May 8 release until May 22. In a short statement, Microsoft officials noted that the delay was made in order to "make some improvements to the install experience and address other technical issues." The ...

GoD: Sony Announces Mobile God Of War

Posted: 09 May 2007 07:17 AM CDT

Sony Pictures Television has announced its slate of mobile games to be released in 2007, including titles such as movie tie-in Spider-Man 3, game show conversion Jeopardy! 2007 and God of War: Betrayal, an all new mobile game in the popular console series God of War. The full list of titles features God of War: Betrayal, Spider-Man 3, Spider-Man Puzzle, Jeopardy! 2007, Jump That Car, and Snoop Dogg Cruisin'. God of War: Betrayal takes place ...

Analysts Remain Confident In EA's F2008 Outlook

Posted: 09 May 2007 07:17 AM CDT

Following EA's Q4 results, which showed sales down four percent and net losses of $25 million, as well as its highly anticipated Spore slipping to 2008, Wedbush's Michael Pachter and Lazard's Colin Sebastian remain upbeat on the company's growth opportunities for the coming year. Quarterly sales fell four percent to $613 million from last year's $641 million, which the company said was primarily due to "the transition to next generation systems," and net losses of ...

Exclusive MI6 Q& A: Burger King's Russ Klein Is 'The King'

Posted: 09 May 2007 05:15 AM CDT

At the MI6 game marketing conference in San Francisco yesterday, Burger King's marketing president Russ Klein, the impetus behind Microsoft and Blitz Games' line of Xbox 360/Xbox advergames, discussed his views on social media and using offbeat games such as Sneak King to spread brand awareness. The Blitz Game-developed dual-boot Xbox 360 and Xbox games in the specially commissioned collection were Pocketbike Racer, Big Bumpin and Sneak King. They were available for purchase for $3.99 ...

Namco Bandai Profits Jump In Full Year Results

Posted: 09 May 2007 04:36 AM CDT

Officials from Namco Bandai Holdings have announced details of the company's full year results in which net profits were seen to grow by 71 percent, despite net sales growth of less than 2 percent and slower than expected PlayStation 3 game sales. For the period ended March 31st, the company saw net sales rise by 1.8 percent from the previous year to ¥459.1 billion ($3.83bn). Operating income rose by 18.4 percent to ¥42.2 billion ($352.1m) ...

Spider-Man 3 Swings Into UK Game Charts

Posted: 09 May 2007 03:22 AM CDT

The release of Activision's Spider-Man 3 has predictably entered straight in at number one in the UK sales charts, where it is likely to become one of the summer's biggest sellers. One unexpected element of the game's success is that the Xbox 360 version of the game accounted for 45 percent of sales, compared to 40 percent for the PlayStation 2 (plus 10 percent for Wii, 4 percent for DS and 1 percent for PC). ...

Nintendo Dominates In Weekly Japanese Hardware Sales

Posted: 09 May 2007 03:20 AM CDT

Market research firm Media Create has revealed data for weekly hardware sales in Japan, for the week ending April 29th, following details of the software top thirty yesterday. The results cover the first day of the Japanese Golden Week series of holidays, with overall sales rising in proportion to the strong software sales already reported. As usual, the Nintendo DS was the best selling console of the week, with unit sales up by well over ...

Critical Reception: Activision's/Treyarch's Spider-Man 3

Posted: 09 May 2007 05:10 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to the Xbox 360 version of Spider-Man 3, a popular recent release that wavers between "admirable," and "rage-inducing." according to reviews. In the wake of widespread disappointment over the Spider-Man franchise's latest film outing, reviews for the video game adaptation of Spider-Man 3 are similarly mixed. The PlayStation 2 port appears to be the most poorly received thus far, earning an average review ...

Feature: 'The Indie MMO Game Dev Conference 2007 Report'

Posted: 09 May 2007 06:50 AM CDT

In today's exclusive Gamasutra feature, we present the highlights from the recent Indie MMO Game Dev Conference, including a look at the event's keynotes by MUD pioneer Richard Bartle and GarageGames' Josh Williams, as well as an interview with Celia Pearce regarding the university-funded MMO experiment Mermaids. In this excerpt, writer Gus Mastrapa examines Josh Williams' compelling keynote address, during which the GarageGames' executive expressed the importance for independent developers to maintain "creative control" of ...

Buy 5, Get The One You Wanted In The First Place Free: Nerf DS Lite Case

Posted: 09 May 2007 11:40 AM CDT

GameStop has these multi-colored Nerf DS Lite armors for pre-order in pink, blue, black and green for only $12.99. However, just because you order it early with cold, hard cash doesn't give you the right to choose whatever color you want. All cases will be shipped out randomly, because (as we all know) most video game customers don't have any sense of individual taste. We enjoy taking what we can get (why, that in itself is a game - how festive!).

Also, notice how thee is no mention of the availability of the color orange, although one obviously exists. Could GameStop be picking out all the orange cases like I selfishly used to pick out the marshmallow bits out of Lucky Charms? Kim Phu

Faced with Nerf or Nothing, We Choose Nerf [DS Fanboy]

Balls To The Wall: Eidos Has A Nervous Brickdown

Posted: 09 May 2007 11:21 AM CDT

nervous_brickdown_04.jpgEidos Interactive and Arkedo Studios are bringing back the Breakout / Arkanoid style with Nervous Brickdown, a new take on what they call the classic bat-and-ball genre. The game will take the paddle game to all new playing fields, mixing things up with visits to other genres such as shmups and mini-golf.

The game promises to take full advantage of the DS hardware. Some levels will require you to draw your own paddle, while others will involve blowing ghosts away from the screen. All that on top of the time-honored paddle game tradition of shouting obscenities at the screen whenever you miss the stupid ball.

While the DS already has it's fair share of puzzle goodness, I've always been a big fan of hitting bricks with balls so there's a good chance I'll pick this one up when it comes out. What I really, really want is a flashy update to Arkanoid, but you take what you can get. Michael Fahey

Eidos Announce Nervous Brickdown

The Ultimate Bat & Ball Handheld Game

Eidos Interactive, one of the world's leading publishers and developers of entertainment software, is pleased to announce NERVOUS BRICKDOWN, an incredibly fun and highly addictive new puzzle game designed exclusively for the Nintendo DS platform.

NERVOUS BRICKDOWN is the very first bat-and-ball game designed especially for the Nintendo DS. It features eye-catching graphics and takes full advantage of the DS' dual screens, stylus, microphone and Wi-Fi capability. The game takes the classic bat-and-ball gameplay and turns it on its head by taking it to other retro-game worlds, such as old school shoot-em ups and crazy golf! Do everything from drawing your own bat, saving the drowning people and blowing away the ghosts, all before facing increasingly outrageous end of level baddies - as all classic games should have.

Developed by Arkedo Studios, NERVOUS BRICKDOWN breathes new life into the bat-and-ball genre, featuring 135 challenging levels, a unique visual style and a fantastic soundtrack. Play on your own or with a friend via Wi-Fi mode.

Casual Games: Burger Island Announced, Looks Familiar

Posted: 09 May 2007 11:00 AM CDT

3bi.jpg

In Burger Island, stop me if you've heard this one before, you race to fulfill food orders while hungry customers line-up outside your restaurant.

First (perhaps) there was Diner Dash, then Cake Mania and now Burger Island. In this latest iteration of the casual game, you are playing as Patty Melton as she runs a restaurant on Mount Tikikola Beach, grilling burgers, cooking fries and blending milkshakes.

To be fair from what I've seen of the game it is a bit more complex than Diner Dash. There are 60 levels, five locations, more than 30 recipes, three stations (each with nine ingredients) and a total of more than 40 ingredients to choose from.

Sandlot Games just started selling the game on their site for about $20, a bit hefty for a casual game, but not too bad if it's fun. Brian Crecente

Sandlot Games

Second Life ‘child abuse’ claim

Posted: 09 May 2007 10:48 AM CDT

The BBC is reporting about a German police investigation into “virtual child pornography” in Second Life; in Germany, virtual depictions of underage sex acts are illegal. Linden Lab is, of course, co-operating.

Edit: There’s also this report on similar concerns in the Netherlands, and this one about virtual rape  concerns in Belgium.

说史玉柱的,有点搞笑

Posted: 09 May 2007 09:59 AM CDT

我们所见更远——电子艺界的成长史[十]

Posted: 09 May 2007 07:33 AM CDT

译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
译文经原作者授权,未经许可,谢绝转载。
第一篇:卑微的开端
上一篇:[九] 收购

硬件更替

硬件的更替期是游戏业界的困难时期。随着消费者转移到下一代的主机,市场也变得不确定起来,不知大潮将涌向何处。

纵观其历史,电子艺界不得不为分配资源而做出困难的决定。就像Gibeau解释的一样,“你想要在已经有了点苗头的主机上发行游戏,它得有一种能在市场上取得领先的有意思的技术。制作主机的公司得拥有资本,以及对市场的长远考虑,会为了这主机干上一阵,而不是只做个‘一锤子’买卖。因为你是以软件开发的立场来对这些主机投资,你希望在很长的一段时间里能取得收益。”


EA的大作《极品飞车》源于3DO平台

当3DO在1993年参入市场时,EA的《极品飞车》

Keep 'em Coming: Clip: Bioshock on G4 X-Play

Posted: 09 May 2007 10:40 AM CDT


Irrational Games' Creative Director, Ken Levine, talks Bioshock in this G4 X-Play preview. Although this video plays more like a press junket than some of the Bioshock footage we've seen before, the information that is added in this semi-interview reveals the character and plot details clearer than the trailers.

In other words, this video isn't what is left on the Bioshock cutting floor, it's actually got some meat to it. Kim Phu

New Bioshock Video [Blue's News]

Those Crazy Kids: WA Teen Claims School Threats Were FPS Design

Posted: 09 May 2007 10:20 AM CDT

juviehall.jpgLast week 17-year-old Lance Timmering, a student at Northport High School in Washington State, was arrested after teachers' aides overheard him discussing plans to kill 20 to 30 fellow students. Apparently he was chatting with a fellow student and was quoted as saying, "If you chained two of the three exits you could shoot the students as they came out of the cafeteria." Abject stupidity aside, Lance claims that he was only coming up with ideas for a new online video game.

Oh goodness, so torn on this one. On one hand, arresting the guy and holding him on $10,000 bail seems a bit harsh. On the other hand, I get the distinct feeling that the whole FPS project angle is a defense and not an actuality. One thing I know for sure, however, is that the mainstream media is so adorable when they try to report on video games. Note that you might get an ad as the video begins, and if you try to watch it again without refreshing you'll learn far more about Spokane than you need to know.

edit - Moved video to after the jump at the insistence of common sense.


A first-person-shooter-video-game. Awwww, how cute is that?

So the father is claiming this is politics and that his son's first amendment rights are being impugned, and also looks like discount Fonzie with a giant cold sore on his lip. We should arrest every game developer? Sure, if every game developer sat around discussing how to kill high school students perhaps. Maybe Jaffe, but he's harmless.

Okay, mostly harmless.

I can't help but think that maybe this time around the caution might have been justified. There is a difference between designing a Counter-Strike map with your school's layout and sitting there like a dumbass discussing the best way to massacre your classmates weeks after the biggest school shooting in history. At the very least the kid should get a couple days in stupid prison.

Snooping about on the web I found Lance's page on bebo, where he goes by the name UbnKilled - you bein killed. *sigh*. Some memorable quotes:

ummm... I love to play first person veiw shooters.. games such as Fear, Half-Life 2, Doom3... and I like to play basketball and write...
I collect mid-evil weapons and have.. *counts* 10 weapons in my room.. and that's not including the guns..... so actually... to however wants to try to kidnap me..... do it.. i dare ya
If i really wanted to I could steal some of his programs and hack virtually most accounts, but I wont so no worries...

So yeah, the guy's a tool and between the comments and the suggestion that he's stockpiling weapons and guns I would have totally had him removed from the school as soon as humanly possible were I on the school board. Though you and I can see the moronic bragging and posturing for what it is, school officials like Northport Superintendent Patsy Guglielmino probably can't.

"I have to look at every threat as though it is real irregardless what I know about the student," she said.

Irregardless indeed. Michael Fahey

Court to decide if Northport threat was horrible prank or free speech [kxly.com via GamePolitics]

Photo courtesy of KXLY.com

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May 10, 2007, 2:15:04 PM5/10/07
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被 insight 折腾了一晚上

Posted: 10 May 2007 12:50 PM CDT

我装的 insight 是 6.3 版的,在 mingw 官方网站就可以下载 bin 安装包,用起来也非常方便。

可惜 gdb 的 6.3 版在 windows 下 attach 到一个进程调试时总是不对,我在代码里写了 int 3 制造一个调试中断后,启动 insight attach 到出错进程,看不到被调试进程的堆栈。这一点让我非常郁闷,每次调试程序都必须用 insight 或 gdb 来引导,而不能像以前用 VC 那样,出错了再启动调试器。

下午 google 了一下,似乎是 gdb 的一个 bug ,并且最近被 fix 了。找到 gdb/insight 的官方网站,发现现在已经是 6.5 版了,但是只有 source code 下载。我这种懒人当然是希望有人帮我 build 好了。windows 下用这些 GNU 的东西,光是 build 就可以让人脱层皮,我是领教过好几次的。

google 了老半天,硬是没找到有好心人 build 出一个 win32 下用的 6.5 版的 insight 。咬了咬牙,决定自己动手,丰衣足食。

我的 windows 下没有装 cygwin ,只有一个最小安装的 mingw ,所以首先去拉了个 msys 下来。这个是 build 这些 GNU 软件必须要的,否则 shell 脚本都运行不了。装 msys 倒是简单,安装完毕启动后感觉还不错,跟 cygwin 差不多。windows 上用这个的话,至少列目录可以 ls 了,不至于老是敲错。

接下来简直是噩梦。

我怀疑 windows xp 在进程管理上一定有 bug ,用 insight 带的 make 执行一遍,运行到一半就会因为 fork 失败而进行不下去。我们知道 make 的工作机制就是不停的 fork 子进程来干活的。windows 在进程管理上远不如 *nix 的系统,这 make 在我的机器上就是水土不服。出了问题后,怎么杀进程重新来都不行了,只能重启。好在 make 在重启后可以继续。就这样,我重启了 3,4 遍系统后,终于把 make 跑完了。

可到了最后,居然出现一行 Error ,说是 gdb 不支持 native target i686-pc-mingw32 (._.!) 看到这里人都要崩溃了。继续 google 出错信息,发现有人为这个说了 sorry ,据说要交叉编译出 mingw 的版本。真是吐血啊,只好放弃。

今天得到了几个教训:

1.不要把 GNU 的东西放到 Program Files 目录下,我就是因为 vim 被缺省安装到那里,导致人家写的 makefile 中引用这样的带空格的路径,不能正常工作。你只能去诅咒微软为啥把这样重要的目录名中间加个空格,明显制造不兼容嘛。

2.Windows 下不要对 GNU 系列的源码发布包抱太大希望。那些东西是好的,可惜 Windows 不吃这套。如果想用的话,尽量去找人家做好的安装包。

3.Windows 系统真的是滥,我们这样的 Windows 用户之所以总能忍受,是因为我们学会了用特定的方式去用系统,回避了许多可能出现 Bug 的地方。

WCG北京第一日

Posted: 10 May 2007 02:54 AM CDT

 在北京呢
WCG的网吧里面
来签到的人很多
看到了cola.girl,DPR
聊了好久
cola来帮first站队的队友们报名,还有阿峰
听她说最近感情很好,挺开心的
还有,她最近的气色好多了.
 
DPR近期见得很少了
今天在现场看到他
样子没有太大的变化
倒是专注学业很少练习了
今天在现场碰到他,很是意外,听他说还想继续读博士
 
希望大家加油努力
打出好成绩
 

谷歌中国食堂的菜单

Posted: 10 May 2007 06:31 PM CDT

4月28日中午,见识了传说中谷歌的,丰盛的,富有营养的,免费的午餐。

  以下是菜单:

  可惜了,我没有吃到,因为不知道采访的人也可以进去吃,我去前已经在附近吃饱喝足了准备采访施密特。

  布棉进去吃了,说,比传说的差,比想象的好,总而言之,从free的角度来看,已经很好了。

整理一下随身物品,流浪去吧.

Posted: 09 May 2007 09:54 PM CDT

 

这几天一直在思考复杂的人生.想到人生真的很简单,无非就是获取资本然后服务社会,于己于他人,意义总在不停地取得与付出.

大多数人的选择总是最直接的方式,因为大家都这样走.我原本是有一点反叛的,再加上自己的自以为的惰性,所以不时觉得自己慢他人半拍,当临选择时要么过于急躁要么直面放弃,种种不一般的行为确实带给了许多不一般的体验,但我思考的是,这真是我需要的吗?

学校提醒我还有14门课程未修,论文也未及完成,需从速解决之等等,事实告诉我就算是一个未修好的学生通过半个月努力可以顺利毕业,大学生活也得以结束,与学校了事.临毕业时,我感到讨厌极了学校,但也怀疑这是否也是将来生活方式的部分缩影,大四还是很自由的,但自己太依赖了学校又厌极了学校,就是这种复杂的心情,是否要陪伴我未来几年的生活?

决定要退学,有点不得已,确也是自己的任性所致.

电脑卖了以后,很久没有写了,每天看得倒是很多,就是那种把自己塞得很累得的那种看书法,一整天可以看完一部长篇.我做什么都过于执迷,这个毛病看来得改一下了,还是以前的想法,如果每一年能变一种性格该多好.

决定在这安家了,好好整理一下随身物品,毕来后流浪去吧.

无意翻起一本游戏攻略书,看了里面<封神传说>的介绍,我想封神传说的故事,阵营,与魔兽世界还真像呢!如果有谁依托封神榜创作一个类似的东方架空世界也未不可,一方以王室为代表的邪恶陈营,当然说邪恶不定代表正义的一方永远是对的.另一方以在野部族为代表的善良阵营;

还有一些网游角色属性设计的想法..以后会从事游戏制作吗?不会吧,不过我的人生设想也曾有过类似的想法,先学会几国语言,再创作心中的文学,再学会设计,什么设计都可以,锻炼了智力,懂得了浪漫与理智,也有生活的资本,生命的其它时间便是游荡在世界的一些角落,天知道未来的几十年世界会成为什么样子.

人的一生,每一刻,生活在未来,还是在过去?

神泣模版代码。。

Posted: 09 May 2007 09:22 PM CDT

文章内链地址存放空间在:
http://www.xinwen365.net/ 帐号为wanzinly 密码。。。未知
快捷添加代码为:
<LINK media=all href=http://wanzinly.xinwen365.net/blog_moban/shenqi.css type=text/css rel=Stylesheet>
代码测试结果:
feedup(down)透明显示;
文章字体颜色以新浪原模版颜色显示;
重新编辑文章后代码会失效。
引申:
同一博客同可以同时使用两种以后的模版。首页一套,文章一套。
图片存在像册里。
 
二个版本:第一版本是FIRS原制作的灰色轨迹版,第二个版本是我修成的野蛮yatou版。
 
三部分,第一部分替换图片,第二部分侧栏部分透明。第三部分,修改文字颜色。
只适合灰色轨迹:
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body
{background:#transparent}
.banner
{background:url(http://album.sina.com.cn/pic/4b02077b02000mqm) no repeat no scroll!mportant;}
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.bodyBg
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.feeds .down
{background:url(http://album.sina.com.cn/pic/4b02077b02000mqs) no-repeat center;}
.feeds .up
{background:url(http://album.sina.com.cn/pic/4b02077b02000mqu) no-repeat center;}
.feeds .function
{background:url(http://album.sina.com.cn/pic/4b02077b02000mqt) no-repeat right;}
.links .up
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.links .down
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.callboard .up
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.callboard .down
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.bodyBottom
{background:url(http://album.sina.com.cn/pic/4b02077b02000mqr);}
.links .mid
{background:#transparent}
.photo .mid
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.label .mid
{background:#transparent}
.calendar .mid
{background:#transparent}
.callboard .mid
{background:#transparent}
.menu .text a{color:#C0C0C0;}
.photo .infoText a {color:#EFD9C1;} 
.links .text {color:#000000;}
.links td a {color:#C59D5A;}
.links .desc{
  color: #999999 !important;
}
.gbook a{color:#000000;}
.gbook .text{
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下面是背景。
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将feeds部分图片用作图软件换一个方向。
野蛮。。。。的神泣模版代码:
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青青园中葵

Posted: 10 May 2007 11:05 AM CDT

青青园中葵,朝露待日晞。
阳春布德泽,万物生光辉。
常恐秋节至,焜黄华叶衰。
百川东到海,何时复西归。
少壮不努力,老大徒伤悲。
 
每次背这首诗,感觉都很奇怪,头三句朗朗上口,清脆有声,后两句却是老气横秋,令人气塞。真难以想象,会是一个人写出来的(乐府诗本来就是作者不详,也许是拼凑的也说不准。)从植物,到地理山川,再到人生,如果是同一个作者,那么他的跳跃性思维也真够强的。说真的,最后一句真他妈操蛋,说了跟没说一个样,可是我们从小就要求以这句话为做事做人的标准,类似的训斥从来不曾间断。
 
你见过谁拿“白了少年头,空悲切”来作座右铭的?傻不傻,没有前面的壮志饥餐,笑谈渴饮,少年头白也就白了,悲切个唧唧哦。话没错,理有些偏。别说现在少年白发的情况越来越多了,你怎么给“努力”下一个定义,还真难。有些人努力了,却落一场空,有些人不努力,活得逍遥自在,你说是努力的人伤悲呢,还是没心没肺的人伤悲?
 
反正我觉得青青园中葵最后一句是某一个傻逼加上去的,不是原作者的原句。

[EiEn-acg][<b>Galgame</b>]BALDR FORCE Standard Edition 全年齢対象初回版

Posted: 24 Mar 2007 10:14 AM CDT

永恒动漫| 游戏.

Student Postmortem: Art Institute of San Diego's Eye of Yadubaku

Posted: 10 May 2007 07:00 AM CDT

Eye of Yadubaku, made by a team of game art design undergrads at the Art Institute of San Diego, is a first person adventure that offers the player a journey of discovery through a rich environment similar to Myst or King's Quest.

《运输巨人》(Transport Giant Gold Edition)黄金版[ISO]

Posted: 10 May 2007 06:20 AM CDT

《运输巨人》(Transport Giant Gold Edition)黄金版[ISO]
转自sharevirus
开发:Ebensee
发行:Jowood Productions
容量:1DVD
语种:英文
平台:PC
类型:Simulation
网址:http://www.transportgiant.com/
【游戏简介】(ezIT+21CN)
1950年,全球经济体系正发生着剧烈变化,新兴的制造业工厂处处拔地而起,数量惊人的商品和原材料堆积如山,传统的交通体系已无法满足愈益繁重的运输需求。如何把这些产品送到顾客手中,成为富有冒险精神的你所面对的绝好机会!
而游戏的目的是让玩家以少量的资本起家,通过购买现代化交通工具、拓展运输业务、打击竞争对手等手腕,最终建立起庞大的跨国运输集团。其中,交通工具和运输形式是游戏的重头戏。
★交通工具大百科
游戏收录了为数诸多的交通工具:从古董级的原始运输车Ford TT到20世纪欧洲最流行的运输机车Opel;从早期以奇特造型吸引顾客的客运车EMD BL2到现代超高速的豪华超导体悬浮列车;从小巧玲珑的短途旅游观光车DB E69到现代化的城际轻轨HHP8;从平板式的邮轮到体形巨大的运输机……应有尽有,类型覆盖了火车、卡车、轮船、飞机、直升机等五大类130余种交通工具,真可说是一本《交通工具大百科全书》!合理调度搭配这些运输工具,它们一定能成为你得力的赚钱机器,让财源滚滚而来。
★运输形式多种多样
当你有了必备的运输工具后,就要开始拓展运输业务。游戏中的运输方式多种多样,包括了陆运、客运、航运、海运等领域,大体上分为简易运输、连锁运输、大型运输和特殊运输等四种。
简易运输:在游戏初期,利润最高、最简单的就是木材运输。笨重的木材既提供了足够的运输量,对技术要求又不高,因此经营木材运输会很快带来丰厚回报,是较佳的起家途径。只要经过就年的发展,就有能力开始连锁运输经营了
连锁运输:经过初期的发展,有了一定的实力后,就会有客户来找你进行连锁运输。例如,居民需要奶酪、黄油,那么你就要先从奶牛场运出牛奶,然后送到城郊的奶油加工厂,等加工厂将牛奶加工为奶酪、黄油后再送到居民家。这就是连锁运输。这样的运输形式由于效率高成本会大大降低,非常有利于提高利润、增强实力。
大型运输:随着资本的扩张,你已经有经营大型运输的实力了。比如原油这样成本昂贵的大型运输,需要大容量的车厢和专用快速的轨道,可不是一般的公司可以承担得起的。一方面交通工具的购置费用不菲,另一方面轨道的铺设因为需要穿越森林、山脉、河流而投资巨大,不过大业务的利润空间也相对较大,只要形成体系,日后就可事半功倍地赚钱了。
特殊运输:随着企业名气越来越大,一些特殊的业务会自动找上门来,比如垃圾的运输处理。虽然报酬较高,但垃圾站一般都设在偏远的地区,垃圾存放点的空间是有限的,从中长期的效果来看,污染处理隐含着巨大的隐性成本,因此选择经营此类业务时应特别谨慎。
黄金版包括原版及资料片。
资料片简介:
《运输巨人:澳大利亚》(Transport Giant Down Under)是JoWood Productions开发的《运输巨人》(Transport Giant)的资料片,这款资料片是针对澳大利亚的玩家设计的,游戏将带领玩家走进那块迷人、神秘而又充满危险的大陆。  
 在澳大利亚这款地球上最小的大陆(也可以称为最大的岛)上,存在着各种独有的植物和动物系,澳洲的运输业有着自己的一套规则,玩家想玩好这款游戏就要了解新的规则。
 游戏共有12个关,你有无数的机会来证明你就是“运输巨人”。游戏中的时间为200年,可以说是澳洲的整个发展史。游戏中不仅景色是澳洲特有的,就连玩家可以操纵的工具都是澳洲独有,玩过《运输巨人》的玩家一定会在这款游戏中找到不同的体验。
【游戏截图】



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B29 在行动

Posted: 10 May 2007 08:55 AM CDT

这年头能用 flash 做的飞机游戏勉强还能玩的,基本上就是这个了。方向键移动,鼠标左键射击。

[ 游戏链接 ]

杀手II

Posted: 10 May 2007 08:47 AM CDT

一边玩枪战游戏一边截图真是件郁闷的事,通常抓到图的同时就牺牲了自己。A、S、D、W移动,鼠标左键射击,详细操控见游戏帮助。这款游戏最近比较火,有兴趣的话可以玩杀手I——一开头会让你不知所措 :P,还有杀手III杀手II剧场版

[ 游戏链接 ]

飞越疯人院

Posted: 10 May 2007 08:32 AM CDT

刚骂提线木偶呢,我就发一个它的游戏了。虽然 teagames 的游戏物理感一向很烂,但是画面都很柔美(很怪的修辞?的确如此)。这个摩托算个特例了,玩得好的话还是比较流畅的,就是速度感差了点。

[ 游戏链接 ]

狂热电单车 2

Posted: 10 May 2007 08:16 AM CDT

这个好玩,嘿嘿。运动员的空中动作很真实,不像某网站的游戏人体关节跟提线木偶似的…… 方向键控制,注意方向下是倒着开。

[ 游戏链接 ]

棒球梦

Posted: 10 May 2007 08:06 AM CDT

pinch hitter 本意是棒球替补选手的意思,玩的时候似乎看到游戏主角孜孜不倦的在自家后院刻苦练习的场景。画面很漂亮,手感也不错。

[ 游戏链接 ]

No Spore until 2009?

Posted: 10 May 2007 10:23 AM CDT

Noooooooooooooo! That was just me yelling due to this recent news item. It seems like Spore, Will Wright's creature/civilization simulator may be pushed back to 2009. Yep, you read right. 2 freakin' years. That is so disappointing. Why, oh why...

Continue.



Shadowrun dated

Posted: 10 May 2007 09:53 AM CDT

Good news, Shadowrun fans, The FPS based on the FASA's RPG franchise will be released on the 29th of May. Not only can you battle it out with xbox360 n00bs, you also will get achievement points for specific goals attained...

Continue.



15th wedding anniversary

Posted: 10 May 2007 09:26 AM CDT

One more year, and our marriage is old enough to drive. Of course, one more year and our relationship will be able to vote. :)

Happy anniversary, Kristen! I love you.

(Hmm, it’s supposed to be crystal or watches. We would never use the crystal, and you don’t wear a watch…)

我们所见更远——电子艺界的成长史[十一]

Posted: 10 May 2007 07:26 AM CDT

译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
译文经原作者授权,未经许可,谢绝转载。
第一篇:卑微的开端
上一篇:[十] 硬件更替

EA.com

电子艺界在1997年加入了在线游戏市场,当时Origin Systems创作了《Ultima Online》——一个可以容纳来自世界各地数十万玩家的永恒的在线幻想世界。该作无比有野心,从规模上来看,可谓前无古人。Gibeau解释说,“这是第一款真正的大型多人的高画质的游戏,从掌握技术的角度来看,我们刚推出的时候它并不起眼,但却是令人难以置信地富有革新精神的。”

这对EA来说是一片新的领域,尽管面临些许早期的困难,《Ultima Online》还是取得了巨大的成功,并且时至今日仍在运营中。那之后的几年里,EA在大型多人在线的业务中沉浮不定。《Ultima

哈里路亚~chance

Posted: 10 May 2007 08:15 AM CDT

想写写这部最近在追的片子,动笔的时候却一下啥也写不出来。

 

很久很久没有这么被一部片子触动过了,那些青涩的,校园的,有点傻傻的回忆,在看这部片子时一下全部都涌上心头。看到黑板上的健十八岁生日快乐;看到图书馆空格里静静站着的BASS手办;看到轻轻拿在手里,掰成两半读错了名字的橡皮;看到健一本正经的对礼念着棒球部会员感谢词,我自己的眼泪也就那样悄悄滑落。

 

真的是大湿呢,想起了自己的青春岁月,每一个情景似乎自己也都有那样经历过,写在黑板上祝贺死党考试过关的词,借给暗恋女生的修改液,在生日的晚上收到已转学离开很久女孩子寄来的生日卡,我的青春也就那样的离开了,留下了许多的美好回忆,却也有很多很多的遗憾。所以每次当它的主题曲响起,我都情不自禁的眼眶湿润,是为了很多很多,说也说不出,但却错过了缺失了遗漏了的东西,因为我们毕竟没有办法象片中的健一样,有机会回到过去,去补上那一个个遗憾啊。

 

头一次,我也死追一部片吧,不管什么俗不俗,什么意义不意义,我就要圆满结局啊啊啊啊!!!

 

PS:顺带放上主题曲。

 

 

  • 我觉得盛夏光年 很不错

    很不错

    哈里路亚~chance  是这片子的名字么?

    怎么没听过

    高考,偶已经放弃了


    ---- stingraystar (Email) 评论于 2007-05-11 00:45:35
  • 我靠,老大竟然在感伤着光阴的故事
    ---- 村夜 (Email) 评论于 2007-05-11 00:29:24
  • 日剧在大结构和细节上都把握得很不错,而且题材比较广泛。

    相比之下韩剧就细腻有余,大气不足,美剧又太大气了,所以还是比较偏好日剧一点。

     

    剑神加油吧,人生的第一道大关卡,不要给自己留下遗憾


    ---- 高铃响 (Email) 评论于 2007-05-10 23:51:36
  • 找时间看看,发现高大对日片兴趣很大哦!


    ---- 三杯吐然诺 (Email) 评论于 2007-05-10 22:35:27
  • 嘿嘿,我正好处于高考阶段,马上就要开考了~~~祝福我吧,高大#81
    ---- 剑神魍魉 (Email) 评论于 2007-05-10 22:10:49

通过游戏影射行业扛旗者

Posted: 07 May 2007 06:53 PM CDT

《逗斗三国》原画设计之一

 

五一假期就要过去了,很多朋友打电话说去了某名川大山,现在正拖着疲惫之躯往回赶。
除了值班,就是在家画画、看书、看儿子……也是逍遥。

 

抽时间回顾下这多半年的工作,苦乐参半。
还好有很多弟兄和我艰苦地坚持。包括我依旧坚持写博客。
前些日子,有人在这里匿名辱骂。要是指责我工作上的问题为何不当面?其言已过——叔可忍,婶不可忍!新浪的朋友帮我铲了,再次感谢!
换言之,能“十目所视,十手所指”[注释]也是荣耀。虽“其严乎”,那也似乎证明出了什么。

21世纪什么最珍贵?人才!但在当今游戏行业得到人才真的很难。能管理好人才就更难。游戏公司除了看不见的引擎和几台硬件电脑,还有什么资产?
游戏行业都是技术实力的竞争有几个能做到“人之有技,若己有之;人之彦圣,其心好之……”?
别以为贬低别人就能抬高自己。公司里很多人我都非常欣赏,因为他们比我强!尊敬他们、接近他们我也有很多的收获和进步。如此,这才有今天的开发二部,才有我们集体结晶的作品《三国鼎立》和《逗斗三国》不论作品好坏,那终究是我们的孩子。所以可以贬低我的能力,但不能贬低我的团队!

 

战场上有拿枪的,有扛炮的……还有打旗儿的。最倒霉的可能就是打旗儿的人。双手抱着旗杆,和其他战士们一起往前冲。人家还可以开枪还击,旗手只有当靶子的份儿。

注释WOW副本战场——夺旗的人会被所有的敌人盯上、被所有的敌人瞄准。多么厉害、危险啊!
在战友的保护下,走运地将旗帜插到位,并且还没挂。那上天真够开面儿!多数还没跑几米就被人家几个“巴佛”给“藐”了。
很多游戏公司缺面旗。更缺扛旗的人。如果你去……先要准备当炮灰。

"game" via 柠檬杀手 in Google Reader

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关于UNIX体验中心

Posted: 11 May 2007 11:53 AM CDT

http://www.unix-center.net/

这里,是新近出现的一个以普及UNIX知识而专设的网站,与其它网站不同的是,这里同时提供UNIX类服务器的SSH接入服务,目前已经开通的OS包括: solaris, fedora. 只要注册成为正式会员,就可以享有这些机器的普通user权限.

不得不说,这是近年来UNIX在国内普及后出现的越来越多的好事之一. 但,在国内这样的氛围下,建立这样一个站,其所耗费的不仅仅是服务器本身的软硬件成本,维护成本,我认为,更多的是,此站的运行和维护,是对国内技术社区道德水平最好的检测.

开站不久,便已经有人利用此站作一些自以为觉得很有意思,而在我看来很无谓的小动作:端口扫描,ROOT权限破解等等.

我们计算机的大本教育,大家回想一下,有多少是在本科阶段系统的研究过UNIX系统,又有多少是在使用UNIX系统作过项目开发?太多的人整天抱着VS,抱着MFC,就以为抱着了天下.而在网络,特别是服务器开发领域,UNIX才是一直的王者.

如今,对于UNIX初学者而言,能有这么一个用来学习的站点,是多么美好的一件事,也是多么伟大的一件事,而总是有好事之徒喜欢显摆自己,招摇过市,整天闲着不干正经事,搞破坏,搅局.

如果这个站将来有一天关了,那一定不会是因为经费的问题,而是因为国内这帮在捣乱的人渣的自以为是.

希望那些SB们能让这个站存在的时间长一点.谢谢.

    XBox 360也要加入Folding@Home

    Posted: 11 May 2007 12:02 PM CDT

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    PS3下月韩国首发

    Posted: 11 May 2007 11:56 AM CDT

    索尼计划于六月在韩国首发Playstation 3,并只发售其高端的60GB型,我想这也在意料之中,售价在50万-60万韩元(相当于399-480欧元)。据传索尼韩国分公司一切都准备就绪,就等东京方面一声令下,就会铺开广告宣传。

    另外,自2006年2月,微软共在韩国售出10万台XBox 360。

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    Follow the money

    Posted: 11 May 2007 10:57 AM CDT

    This list of recent funding deals surrounding games is fascinating precisely becaue of what it shows about where the money is going. Doing the tallies:, what I see is a few mobile content development companies, a lot of mobile content aggregators, several content development studios and companies from outside the game industry making games, and a heck of a lot of game ad companies.

    直升机

    Posted: 11 May 2007 10:29 AM CDT

    我等了很久才进入主界面,然后懵懂的点看不懂的文字,又等很久才载入第一关。如果你跟我一样有耐心来玩的话,会觉得再长的等待都是值得的。

    方向键左右转动直升机,上下调整机身角度,shift 控制高度,空格发射子弹。比较无厘头的是第一关的任务竟然是消灭海港上漂浮的汽球玩偶……

    画面中右边的仪表盘要看仔细咯,导航那里红色小点是你的位置,绿色小点位目标位置。

    [ 游戏链接 ]

    Posted: 11 May 2007 10:16 AM CDT

    之前有发过同名游戏,虽然内容不同,但是感觉很相似的。从高高的滑雪道飘下来,能飞多远看你运气了。空格跳,方向键左右调整空中姿态。

    [ 游戏链接 ]

    资源的内存管理及多线程预读

    Posted: 11 May 2007 11:02 AM CDT

    网络游戏的 client 开发中,很重要的一块就是资源管理。游戏引擎的好坏在此高下立现。这方面我做过许多研究和一些尝试。近年写的 blog 中,已有两篇关于这个话题的:基于垃圾回收的资源管理动态加载资源

    最近在重构引擎,再次考虑这一个模块的设计时,又有了一些不算新的想法。今天写了一天程序,一半时间在考虑接口的设计,头文件改了又改。最终决定把想到的东西在这里写出来,算是对自己思考过程的一个梳理。

    如今的 PC 网络游戏早就今非昔比。为了满足玩家感官上的需要,以及机器性能的提升,整个游戏 client 的数据资源已经开始论 G 计算。在 64 位操作系统普及之前,Windows 下那 2G 用户可用地址空间开始有点相形见绌了。换句话说,无论你多么不重视资源的内存管理,原来用过的最苯最有效的方案:只加载不释放资源的做法,开始不太适用了。设计引擎的程序员必须考虑适时的把一些已读入内存的数据清出内存,并在需要的时候再读回来。当然,如何有效的管理内存也是我这些年做程序员一贯的课题,今天的局面只是逼更多的人跟我一起来研究解决方案 :D

    到了 3d 技术普及的今天,3d 游戏的资源面临另一个问题:资源的交叉引用。例如:一张贴图可能被好几个模型引用,但是我们只需要在内存中保留一个拷贝。这种引用关系有可能错综复杂,在场景的构建上尤其突出。一旦我们需要实现无缝连接的超大场景,每个地图区域上物体之间的都会发现直接或间接的关联关系。房子的旁边的树,树的旁边是房子,人物在场景中行动,不停的有新的资源被请求使用,也会有一些资源可以暂时清出内存。

    一开始我希望用 gc 技术来简化这个问题的解决方案,经过一段时间后,目前的思路有所改变。我希望可以在内存里保留所有资源的数据头(即部分数据),而在不需要完整数据的时候,将资源的一部分数据卸载。资源数据在游戏开发期就把关联数据构建好,这样所有的资源数据的头信息会一点点加载进内存,完善整个游戏所有资源之间的关系网。在管理这些数据的时候,即不需要引用记数又不需要 gc 链。以目前的系统结构,内存消耗也是可控的。

    在软件运行中,会有大量的内存分配请求不再被回收(除了进程结束),我们可以专门写一个特别的内存分配器做这件事情。实现的算法非常简单:递增堆指针,并在堆不够的时候向系统申请新的内存页,足够了。

    下面来看一下资源的动态加载方案:

    显然,多线程读取资源是首选,我们也不排斥单线程方案。另外有些资源是动态计算出来,或是并不从硬盘加载。所以我们需要同时支持多个加载器。加载器这个东西必须被抽象出来方便后期对引擎的二次开发。资源管理的框架不需要干涉加载的细节,也就是说,它不能有任何线程相关的代码,但需要为异步加载提供接口上的方便。

    引擎使用者应该了解的细节越少越好。他只需要通知引擎准备加载什么资源。这通常用字符串来定位,或者通过关联信息。当然,有时候也需要一些额外的请求,比如在内存拮据的时候通知资源管理模块回收适当的内存。

    对于加载器开发者,我们需要暴露更多的内部信息,但不是无条件的全部公开。加载器不需要了解管理器的内存数据结构,甚至不必看到资源数据节点上的数据结构。它只需要提供函数供回调加载数据就够了。不过因为我们需要支持异步加载的可能,所以在回调函数的接口设计上,需要传递一个类似状态机的东西,可以分步加载数据。

    定下这些需求,下面可以着手设计了。

    我希望资源数据被放在硬盘上的假想的数据库里,通常这个数据库就用本地文件系统模拟。或是在发布时打包成一个数据包。我可以用分段的字符串的形式定位数据库中的具体资源;但不需要每个资源都必须有字符串路径,匿名的资源只以唯一数字 id 的形式放在数据库内,这个数字 id 可以存在于别的资源的关联信息中。例如大部分贴图文件就不需要有名字,它们只会被模型引用,而不会由引擎直接加载。

    资源的加载通常分两个阶段,数据头加载和全部数据加载。数据头很小,可以常驻内存。通过数据头可以得到数据的尺寸大小信息。这个信息可以帮助管理器的决策。另外,关于匿名资源的加载还会多一个阶段,从 id 映射到数据本身。(对于具名资源,文件头加载完毕后,对应 id 就自然获得)

    我设计了一个树结构来保存具名资源,每个具名资源都可以通过类似 URL 的字符串形式得到,并在第一次请求时立刻把文件头加载进内存保存在这个树结构里。这棵数的每个枝干都有一个字符串名字。btw, 为了提高效率,不要使用 string 作 key 的字典结构。因为所有可能出现的字符串是非常有限的,我们可以设计一个字符串池,内存以 hash 表形式组织。这个字符串池也只只增加而不释放的。这样,每个做 key 的 string 都会有一个全局唯一的指针来表示了。这样做可以提高许多树检索的效率,并减少内存消耗。

    另外,再用一个 hash 表来保存所有资源 id 的映射。

    每个资源都会有一个小结构常驻内存,所以以上两个结构中都可以直接用指针对资源结构做引用。甚至不需要引用计数。这些资源结构我用链表串将起来,每次加载请求,如果内存中不存在,就创建新的节点,并插入链表头部。

    加载请求是不会立刻要求加载完整资源数据的。在主逻辑线程运行的间隙,我们可以适量的从这个链表的逐个节点上取得可能的关联资源并做新的加载请求。这部分通常并不需要多线程工作,因为数据头的加载通常非常的快,并且可控,不会影响玩家的操作感。

    当程序真正需要用这些资源的数据时,可以通过资源管理模块向加载器发起请求,要求立即加载数据。这时候除了满足加载请求完,还需要把资源本身调整到链表尾部,表示其刚被使用,不要立刻回收。

    当内存拮据的时候,我们就可以从链表头部开始一点点回收内存了。

    这里,加载器可以做成多线程的工作方式,并且 lock-free 。不过要做到真的 lock-free ,有一些先决条件:首先,我们的内存分配器不设定锁,那么数据加载线程就不得自行分配内存。这一点比较容易实现。因为一旦得到资源的数据头,就能准确计算出整个资源消耗的内存量,可以一次分配出来。而资源数据加载的时候,只在这块已申请内存块中做切割,不会有任何副作用了。

    数据加载线程序可以不断的去完成队列中的数据加载请求,一旦加载完毕,就在资源结构中做好标记。而主线程收到数据使用请求时,检查到标记后直接把完整的数据指针复制过来即可。如果没有完成,则自行申请另一块内存,阻塞做数据加载。这样是为了避免冲突,当然也有可能浪费,两条线程恰巧加载同一份资源。由于单个资源体积都不大,这点时间浪费是可以接受的,而空间在数据回收阶段可以完全收回。

    ps. 真正用到多线程的项目,我只写过一个。那就是大话西游里的地图动态加载模块。01 年的时候,为了实现这个模块,整整调试了一个月才稳定下来。那是第一次写多线程程序,真是往事不堪回首。做梦都会遇到程序 crash 。后来大话西游II 以及梦幻西游都重写了 client ,就是这个模块无人敢动,一直保留到现在。也算是经受了千万用户的考验了。最后的效果虽然令人满意,玩家可以享受到无缝的场景跳转体验,并且 client 只用了 16M 内存就做到了这一点(完整的地图资源如今已经上 G 了);但是我自己知道,那段代码是极其缺少美感。

    至此之后,我不轻易用多线程的设计。我想,只有真正免锁的多线程程序才会显得漂亮吧。

    《两个世界》(Two Worlds)[ISO]

    Posted: 11 May 2007 06:38 AM CDT

    《两个世界》(Two Worlds)[ISO]
    转自sharevirus
    游戏名称:两个世界
    英文名称:Two Worlds
    游戏制作:TopWare Interactive
    游戏发行:SouthPeak Interactive
    游戏语种:英文等五国语言(不包括中文)
    游戏类型:角色扮演
    官方网址:http://www.2-worlds.com/

    游戏安装指南及版本说明:
    *该游戏为豪华版(豪华版简介见顶头),该版本为解密版本
    *推荐使用Daemon Tool 4.09载入镜像安装游戏
    *安装完成后到镜像里的Razor1911文件夹内复制1.0 CRACK到你的游戏安装目录也能进行游戏
    *如果要玩最新版的话请运行1.1升级档进行升级,然后同样从Razor1911文件夹内复制1.1Crack到你的游戏安装目录
    *最后请运行patch.reg文件,执行TwoWorlds.exe进入游戏,如果要求输入CDKEY请输入1911-1911-1911-1911
    TopWare Interactive公司开发的《两个世界(Two Worlds)》是一款魔幻风格的RPG游戏。故事发生在中世纪的魔法时代,由于受权利和欲望的驱使,拥有恐怖力量的邪恶种族“魔兽(Orcs)”一族开始大肆进攻其他种族并妄图称霸世界。而与魔兽族相对,生活在另外一重世界的人类、矮人族和精灵族的命运则受到了严重的威胁。最终哪个种族能获得生存的权利,将由玩家自己决定。
       《两个世界》强调爽快的战斗并力图满足玩家自由探索世界的欲望,同时将提供丰富多彩的角色成长和道具装备系统。此外,游戏的支持多人连线游戏,在互动性和剧情方面也很值得期待。玩家将有机会按照自己的意志来改造整个游戏世界。




    This posting includes an audio/video/photo media file: Download Now

    GDC interview of me on Gamasutra.com

    Posted: 11 May 2007 10:49 AM CDT

    Bonnie Ruberg cornered me for an interview at the tables on the third floor of GDC. It wasn’t necessarily the clearest place for an interview, and it was near the end of the day and I was a little scatterbrained. The result is this interview on Gamasutra, where some of the transcript makes it sound like I was either contradicting myself or mumbling. Probably both. :)

    A lot of the content will be familiar to folks who follow the blog regularly, I suspect. Nonetheless, there are probably a few things I say that will tick off someone somewhere, particularly on page 3.

    One note, though — as usual, I got credited for a game that I don’t really regard as being mine at all. In this case, it was Field Commander, in the lead-in blurb article.  It’s not fair to the folks who worked hard on that game to give me any credit — I didn’t do a lick of design or code on that game.

    OGDC: Sony Details PlayStation Network Expansion Plans

    Posted: 11 May 2007 05:37 AM CDT

    During a panel discussion on the topic of new opportunities in console technology at the Online Game Developers Conference in Seattle, SCEA's director of third-party developer relations took the opportunity to explain to an audience of developers-as well as detail the PlayStation Network with many fresh specifics. "So what is the PlayStation Network?" asked Sony's Michael Shorrock. He proceeded to state that it was a 'loyalty catalyst for PlayStation platforms.' "It's designed to be a ...

    Infogrames Full Year Sales Down 17%

    Posted: 11 May 2007 04:33 AM CDT

    Officials from French publisher Infogrames, the parent company of the U.S. based Atari, have revealed that sales for the company's full financial year have fallen 16.7 percent on the previous year, due to a drop in U.S. sales in the second half. Sales for the full twelve months fell to € 304.5 million ($410.9m). However, sales during the final fourth quarter - from January to March - actually rose by 12 percent to € 82.6 ...

    Nintendo Europe Reveals UK Hardware Figures

    Posted: 11 May 2007 04:13 AM CDT

    David Yarnton, head of Nintendo UK, has released more detailed information on hardware sales of the Wii and Nintendo DS in Europe and the UK, claiming that targets for Wii sales have already been exceeded by "unprecedented demand". Although weekly and monthly sales data is regularly available for Japan and the U.S., respectively, hardware sales data for any format has always been difficult to obtain for Europe. The only consistent source has been console manufacturer's ...

    DS Completes Golden Week Home Run In Japan

    Posted: 11 May 2007 03:36 AM CDT

    Market research firm Media Create has revealed data for weekly hardware sales in Japan, for the week ending June 6th, following details of the software top thirty yesterday. The results cover the reminder of the Japanese Golden Week series of holidays, with hardware sales expectedly up in what is one of the most important weeks in the Japanese retail calendar. Total sales for the Nintendo DS rose even higher than the previous week, up by ...

    Saling The World: Spider-Man 3, 360 Command & Conquer 3 Climb High

    Posted: 11 May 2007 05:20 AM CDT

    Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from March 10th, 2007, include a look at which ports of the popular Spider-Man 3 currently exhibit the best sales performance in the U.S. and Europe. Data for "Saling The World" comes courtesy of the public sales information on ...

    OGDC: Microsoft Details Xbox 360 'Chatpad' Keyboard

    Posted: 11 May 2007 04:36 AM CDT

    During an OGDC panel on new opportunities in console technology, Microsoft's GM of Xbox Live JJ Richards further discussed the recently announced Xbox 360 mini-keyboard controller, revealing that the keys can be used for gameplay purposes. During a panel on new opportunities in console technology, Richards showed a slide picturing the recently announced QWERTY thumb-keyboard, which will debut later this summer and is to be used with existing Xbox 360 controllers. As a series of ...

    Tooling Around: Emergent's Gamebryo

    Posted: 11 May 2007 04:36 AM CDT

    For the next part in Gamasutra's 'Tooling Around' feature, which profiles and interviews middleware and tools developers about their products, today's interview is with Geoff Selzer, president and CEO of Emergent Game Technologies, developer of Gamebryo. Gamebryo is a cross platform C++ game engine first launched in 2003 as a follow-up to the NetImmerse engine. Currently at version 2.2, the product is best known for its 3D rendering abilities, though Selzer is quick to note ...

    Where Game Meets Web: Raph Koster Speaks Out

    Posted: 11 May 2007 11:00 AM CDT

    Raph Koster is one of the best-known names in the MMO space, but he's no longer preaching to the Ultima Online choir, and has a strong message - the MMO biz "...is doomed because the web is stealing their thunder." How so? Gamasutra talked to him to find out.

    我们所见更远——电子艺界的成长史[十二]

    Posted: 11 May 2007 06:53 AM CDT

    译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
    译文经原作者授权,未经许可,谢绝转载。
    第一篇:卑微的开端
    上一篇:[十一] EA.com

    第六代

    1999年世嘉将Dreamcast的主机带入了市场,开始了向第六代主机的转换。次年,索尼的PlayStation随之而来。随着游戏开发的预算同处理器能力一样飞速增长,EA不得不做出选择。



    “当我们审视Dreamcast的时候,和其他公司,比如索尼的主机相比,我们认为在技术上,它并不是一个能引起别人兴趣的平台。”Gibeau回忆道。“我们并不喜欢其盈利模式,觉得它不会在全球取得成功。而我们是一个全球化的公司,在全世界都有我们的产品,我们很少会让这个模式运作不起来,甚至对硬件公司也是这么一个道理,他们不可能仅在一个市场获得成功,而放弃其他三个。

    大开杀戒

    Posted: 11 May 2007 07:08 AM CDT

    我收回前面说过的话,这款横板飞机设计太好玩啦。方向键移动,空格设计。一路可以捡很多装备,子弹升级很快,音乐画面没得说,打起来是相当的火爆啊!

    [ 游戏链接 ]

    Sega gets a Gas Powered RPG

    Posted: 11 May 2007 06:32 AM CDT

    Recently, SEGA announced its cooperation with Dungeon Siege developer Gas Powered Games, also makers of oh so addicting and beautiful Supreme Commander, to jointly develop a new role-playing game. The deal is seen as part of SEGA's push to strengthen...

    Continue.



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    《国际职业网球赛》(International Tennis Pro)硬盘版

    Posted: 04 May 2007 04:15 AM CDT

    《国际职业网球赛》(International Tennis Pro)硬盘版

    转自SVR
    类型SPT
    游戏简介:

    职业网球选手最希望的就是成为世界第一,并在中央球场一展身手!
    不过在这游戏里也有漂亮的比赛场地,你可以单打/双打甚至联机比赛! 渐渐你就会成为高手高手高高手!!
    游戏特点:
    1.一般比赛:即男女单、双及混合比赛。
    2.多人模式:最多可联机4人对赛.
    3.世界巡回赛:越战越勇吧!高手高手高高手!
    4.可以自定选手的STYLE!
    以上翻译自以下官方网站的简介(翻译水平有限公司,如有不妥请谅)
    Take to the centre court and smash your way to becoming the number 1 seed on the World’s toughest Pro Tour.
    Stunning international venues, a range of challenging singles and doubles tournaments and great multiplayer game modes will
    keep you coming back until you're crowned the world's greatest!
    'Quick Match' game modes across men's and women's singles and doubles games.
    Multiplayer support across all modes for 1-4 players!
    World Tour mode – Win a series of tournaments and increase your player's abilities.
    Create your own character with the player editor.




    
    
              
                  
                   
                   
                   
                 
                   
                   
                   
                  
             
    
    
    P R E P A R E T O B E U N L E A S H E D ! !

    International Tennis Pro RIP (c) Midas
    ִ ִ
    Release Date : 04-30-2007 Protection : CD checks
    Release Type : Game Rip, 9 x 5MB Game Genre : Tennis
    ִ ִ
    Release Notes:
    Take to the centre court and smash your way to becoming the number one
    seed on the world`s toughest pro tour. Stunning international venues, a
    range of challenging singles and doubles tournaments and multiplayer
    games modes. All this will have you coming back until you`re crowned the
    world`s greatest.
    Ripped Out: Nothing
    ִ ִ
    Install Notes:
    1. Unzip and unrar into a directory of your choice
    2. Run "setup.bat" to extract gamefiles
    3. Start the game with Game.exe
    ִ ִ
    Unleashed salutes all friends of the family, contacts and competition!
    Special greetz to: POSTMORTEM, AVENGED, BReWErS, TEDOX, and AGES
    ִ ִ
    " Black Smurfs prefered! "

    This posting includes an audio/video/photo media file: Download Now

    《科林麦克雷拉力赛2005》(Colin McRae Rally 2005)硬盘版

    Posted: 11 May 2007 04:19 AM CDT

    《科林麦克雷拉力赛2005》(Colin McRae Rally 2005)硬盘版
    从BT下载来的,周1-6/8:00-17:00在DS1-2/BB9 HIGH ID做源发布.
    安装注意事项:请留意NFO的说明,注意安装步骤
    开发:Codemasters
    发行:Codemasters

    容量:1DVD
    语种:英文
    平台:PC
    类型:Driving
    网址:http://www.codemasters.co.uk/colinmcrae2005/
    【游戏简介】(家游网)
    今天来自Codemasters官方新闻稿的正式消息,著名的系列拉力赛游戏《Colin McRae Rally 2005》将会推出PC版本,而且发布日期与PS2、Xbox游戏机版本的日期一样,都是2004年9月。
      
    Colin McRae Rally历来以真实的驾驶模拟而著称,本作更是在画面效果上进一步提升,在游戏当中玩家可以看到宛如真实车辆般的拟真程度,举凡从车辆的车窗、车体反光等等,当玩家的车辆沾到尘埃泥巴时,也会有不一样的污垢斑点,在较高的难度之下,玩家的车辆还会因为碰撞或翻车等意外而呈现出损伤的状态。游戏场景当然也是相当逼真,一草一木都忠实的呈现出来。
      
    在本次的新作中,游戏将会提供23个独立的赛车事件,超过30辆的赛车(包括Toyota Celica GT4、Lancia Stratos、Alfa Romeo 147 GTA……),9条国际赛道,包括全新的德国赛道和英国、瑞典、美国、芬兰、澳大利亚、西班牙、希腊、日本8条在前几作中出现的赛道。

    【游戏截图】



    ##################################################################################
    #### ####
    ## 苘苘苘 苘苘 苘苘苘 苘苘苘? 苘? 苘? 苘? 苘? 苘?##
    ## 苘苘苘苘 苘苘苘苘 苘苘苘? 苘苘苘? 苘苘 苘苘 苘苘? 苘苘 苘?##
    ## 苘苘苘苘 苘苘苘苘 苘苘苘苘 苘苘苘? 苘苘?苘苘? 苘苘? 苘苘? 苘?##
    ## 苘? 苘苘 苘苘 苘苘 苘? 苘? 苘? 苘苘?苘苘? 苘苘苘 苘苘苘 苘?##
    ## 苘? 苘? 苘? 苘? 苘? 苘? 苘苘苘 苘苘苘苘苘? 苘?苘? 苘苘苘苘苘 ##
    ## 苘? 苘? 苘? 苘? 苘苘苘苘 苘苘苘 苘苘苘苘苘? 苘 苘 苘苘苘苘苘 ##
    ## 苘? 苘苘 苘苘 苘苘 苘苘苘? 苘? 苘苘苘苘苘? 苘苘苘苘? 苘?苘苘苘 ##
    ## 苘苘苘苘 苘苘苘苘 苘苘苘 苘苘苘? 苘?苘?苘? 苘苘苘苘? 苘? 苘苘?##
    ## 苘苘苘苘 苘苘苘苘 苘? 苘苘苘? 苘?苘?苘? 苘苘苘苘? 苘? 苘苘 ##
    ## 苘苘苘? 苘苘 苘? 苘苘苘? 苘? ? 苘?苘? 苘?苘? 苘?##
    ## ##
    ##################################################################################
    WTF? DOPEMAN

    GAME: - Colin McRae Rally 2005 - Codemasters(c)

    Release Date: DFC Game Genre: : RACING
    Game Type: RIP
    |.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-|
    ----------------------------------------------------------------------------------

    Release Notes:

    No Install / Unrar & PlaY / Final v.1.1
    Offering real progression and the most diverse selection of rally cars to choose
    from, drivers will be pummelled through a staggering 300+ stages driving cars
    from 4-wheel drive, 2-wheel drive, 4-wheel Classics, Super 2-wheel, Rear Wheel,
    Distinctive and 4x4 classics. Beyond the Career Challenge, there's even more
    adrenaline-fuelled rally gaming with the title's 4WD Championship, Rally, Stages.

    Ripped----> Co-Driver Voice , Multi-Languages <-----

    unrar CMR.7z with latest winrar
    RUN regsetup.exe in game folder
    During setup, select 'change' when prompted for install directory
    Browse to where you placed the game folder- select it as your install directory-
    Click next.
    The above registry setup could not have been made easier to follow.
    HOWEVER, if not followed properly, you will recive an immediate crash of game.
    You MUST select the proper folder during setup.
    If u fucked up, go to 'add-remove programs', uninstall the reg settings,try again
    start with CMR5.EXE
    Enjoy.

    InFo:
    http://www.tothegame.com/game.asp?id=3500

    Ascii Art by: GMSi
    00000000000000000000000000000000000000000000000000000000000000000000000000000000000
    "Install Nothing, Play Everything."
    00000000000000000000000000000000000000000000000000000000000000000000000000000000000

    This posting includes an audio/video/photo media file: Download Now

    《外星碟影》(UFO: Extraterrestrials)硬盘版

    Posted: 06 May 2007 08:42 PM CDT

    《外星碟影》(UFO: Extraterrestrials)硬盘版

    转自STF
    类型:Strategy

    Published by: Tri Synergy
    Developed by: Chaos Concept
    Game Genre : Strategy
    Play Style : Turn-Based IGOUGO, Real-Time
    Language : English, Russian
    Release Date: May X, 2007
    Protection: Not protected
    Similar Games : UFO-Enemy Unknown(X-COM), Jagged Alliance 2, Fallout
    http://www.ufo-extraterrestrials.com

    Minimum Requirements:
    Windows 2000/XP/Vista with DirectX 9.0c or greater
    1.5 Ghz Processor
    128 MB Video Card with DirectX 9.0c compatible drivers
    256 MB RAM
    2.6 GB free hard disk space
    DVD-ROM, mouse

    这是一款回合制科幻策略游戏,并非原来著名的UFO(幽浮)系列游戏,其发行商为Tri Synergy,开发商为Chaos Concept。
    2025年,在新的殖民星球Esperanza我们的空间设施不仅被外星机器发现而且遭受攻击。 玩家被置身于2023年被太空船Magalhaes控制的Esperanza的一个基地上,并控制一班战士,带着轻,重型战斗车辆,机械人和空中单位。这些战士是由Esperanza政府集结来应对来自外太空的威胁。如果玩家可能成功的消除在Esperanza的外星势力,那么故事将延续到被外星力量控制的Earth
    游戏中结合了全球的战略统筹以及与外星侵略者小单位冲突的战术布置。为了击退外星的侵略,玩家必须充分利用地形和周边环境的优势。
    游戏特点:
    高级的人工智能
    无障碍移动模式 - 无法进入一幢房子? 用重型武器来开路!
    可以通过全球研究和基地来提升武器和科学技术
    雇佣并分配科学家到不同的研究项目
    研究外星侵略者,并发展更好的武器,装甲,手榴弹,战士装备,大炮,和车辆(包括坦克,气垫船,能量防护车,以及拦截机)
    分派技术员来制造各种已被研究出来的工具
    适当的装备你的战斗小组和基地,并准备应对各种来自外星人的威胁和袭击
    建造/出售飞机棚,医疗设施,侦察系统,实验室,工场,储备库,和导弹基地。
    在他们进入星球的上空和获得增援前截获并消灭外星战斗机和运输车辆
    UFO资料库提供详细的资料,包括:武器,车辆,航空母舰,机械人,拦截机,外星人,基地设施,科学技术,军火,并提供有效的战斗信息:兵种之间相对的优弱,伤害能力,速度,建造费用和功能

    Screenshots:






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    ²³ UFO: Extraterrestrials ³±
    ²³ ³±
    ²³ CoMPaGNy Chaos Concept ³±
    ²³ TyPe Strategy ³±
    ²³ LaNGuaGe English ³±
    ²³ ReLeaSe DaTe 06/05/2007 ³±
    ²³ RiPPeR Group JPN ³±
    ²³ Format rar ³±
    ²³ Protection N\A ³±
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    ²³ ³±
    ²³ UFO: Extraterrestrials is a futuristic real-time/turn-based strategy blend set on ³±
    ²³ the fictional planet of Esperanza in 2025. Having made a bloody first contact with ³±
    ²³ a strange form of life from another planet, the player is thrust into the tough ³±
    ²³ position of leading the defense of this isolated planet against the never-ending ³±
    ²³ assault of these hostile invaders. ³±
    ²³ ³±
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    ²³ -unrar ³±
    ²³ -setup.bat ³±
    ²³ -JPN_REG.reg ³±
    ²³ -play Game!!!! ³±
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    《一掷千金》(Deal or No deal)硬盘版

    Posted: 11 May 2007 03:46 AM CDT

    《一掷千金》(Deal or No deal)硬盘版

    TVB又做番"Banker一口价,卖定唔卖?"这个节目了.
    但居然到现在没有这游戏的RIP版,只好自己制作一个了,周1-6/8:00-17:00在DS1-2/BB9 HIGH ID做源发布!
    类型:Trivia / Game Show
    RIPPED: NOTHING,BECAUSE NOTHING CAN BE RIPPED FOR THIS GAME I SUPPOSED.

    【游戏简介】
    BBC4新出不久的游戏节目,叫Deal or No deal。
    一名游戏者随机从20个盒子里挑选一个,每一个盒子里面有一个标有钱的标签,从1便士到最高250000镑不等。游戏者每一轮打开3--5个盒子从剩下的19个盒子里,与此同时这些打开的盒子里面的钱就不归游戏者了。每一轮结束后有一个banker 会打来电话提供给游戏者一定数量的现金,来换取游戏者手上的那个盒子,banker 所提供的现金数是跟没有被打开的盒子里面的标签大小而定的。换句话说就是,钱越多的盒子越晚被打开,banker每次提供的现金数就会越大,但是一定会比最高的钱数的一半要少。
    这时候主持人会问游戏者Deal or No deal.如果游戏者说Deal,那么banker提供的现金就是游戏者的了,如果游戏者不满意banker 提供的现金数,就会说No deal.游戏会继续进行。直到最后还剩两个盒子的时候,一个是游戏者自己挑的,还有一个是19个盒子里面剩下的最后一个没打开的盒子。这时候banker 可能会打电话来让你选择可以交换两个盒子,如果不愿意交换,最后打开游戏者手上的盒子后,里面有多少钱,就归游戏者所有。
    【游戏截图】






    本游戏所用的免CD补丁NFO如下:
    ____/\_____________/\_____________/\____________ __
    ? ' \_ _________/\ _ __/\ __________ _
    ?n __/ _______/__/ __ _/__/______ _/_/ .....'
    ' _ \_ f |:::::::\_ | a\\_ | s\:::....:...: ?
    :: .. ::\____|:::?::::\____| >:\____' ? >:: | :
    . .::::\__|:::::::::::\__\______/::::\__\______/::: ' : ?
    ::::::::::?:::::::::::\_____/::::::::\_____/:::: d9:....
    谀哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ? Deal Or No Deal *NoCD Patch* ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    Date.........: 2006-11-19 Files........: 01 x 5.00
    Company......: Global Star Software Language.....: English
    Requirements.: Deal.Or.No.Deal-FASiSO
    ___/\__________
    \ _________/
    __/ | _/
    \_ | \
    :\____| g >:
    谀:::\__\______/::哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ?::::::\_____/::' Game Notes ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    Twenty-Six Cases.
    Twenty-Six Lovely Ladies.
    One Question.
    Now you can play the show that has the nation screaming at their TV sets on
    your home PC!
    One of the cases is worth a million dollars. Another, just a penny. No
    stunts. No trivia questions. Simply pick a case, match wits with the Banker
    and answer the question that can change your life.
    For added fun, play the 'Custom Prize' mode where you can insert family-
    friendly prizes in the briefcases instead of cash. For some, 'Walk My Dog'
    is the greatest prize of all.
    Challenge friends and family to the game that is equal part nerves and
    cunning. All you have to do is answer one important question...
    Deal or No Deal?
    - TV mode lets you play exactly the same way as the TV show
    - Special Customization Mode allows you to create your own prizes like
    '20-minute massage' or 'Walk the dog'
    - Multiplayer games let you play as either the contestant or the Banker
    - A collection of Deal or No Deal mini-games are included for an additional
    challenge
    URL: http://www.globalstarsoftware.com/games/dealornodeal/pc/
    ___/\__________
    \_____________/
    __/ _/
    \_ \
    :\____ i >:
    谀:::\__\______/::哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ?::::::\_____/::' Installation Notes ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    1. UnRAR our cracked 'DND.exe' into the gamedir.
    ___/\__________
    \ _________/
    __/ | _/
    \_ | \
    :\____| g >:
    谀:::\__\______/::哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ?::::::\_____/::' Group News ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    We bring you games that other groups do not do. We are different, like us
    or hate us.
    ___/\__________
    \ _________/
    __/ | _/
    \_ | \
    :\____| g >:
    谀:::\__\______/::哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ?::::::\_____/::' Greetings ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    iND - oCN - PWZ - TNT - iRRM - POSTMORTEM
    谀哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪?
    ? If you enjoy this game, please buy it! Developers deserve your support! ?
    滥哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪哪

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    《杰夫乔登赛车》(Jeff Gordon XS Racing )硬盘版

    Posted: 12 May 2007 06:38 AM CDT

    《杰夫乔登赛车》(Jeff Gordon XS Racing )硬盘版
    转自shareprovider
    中文名称:杰夫乔登赛车
    英文名称:Jeff Gordon XS Racing
    开发制作:ASC Games
    代理发行:Realtime
    游戏类型:赛车
    上市时间:1999年
    游戏简介:
    暴力赛力最近已成为赛车游戏中的一个重要组成部分,由ACS Games设计的这款《杰夫乔登赛车》(Jeff Gordon XS Racing)就是该类型游戏的最新成员。对于Jeff Gordon,只要是赛车迷大都不会陌生,他就是三届云斯顿汽车大赛(Winston Cup)的冠军,是赛车界的顶尖高手,而且也参与了本游戏的设计,并成为游戏中的一个角色,在游戏的最后以玩家对手的身份出场。游戏中的赛车都是非现实的,造型前卫,马力强劲(至少300)。在比赛中,玩家要竭尽所能阻止对手的前进,施加暴力也在所不惜。不过,由于游戏经过赛车高手指点,拟真度极高,所以难度较大。Jeff Gordon XS Racing全面支持3D硬件加速,两个人可在同一台电脑上分屏比赛。游戏的画面很有动感,加上特殊的色彩与紧张的战斗气氛,是赛车迷不可不玩的游戏。
    游戏截图:



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    《国际职业网球赛》(International Tennis Pro)BIN

    Posted: 01 May 2007 08:45 PM CDT

    《国际职业网球赛》(International Tennis Pro)BIN
    转自SVR
    类型SPT
    游戏简介:
    职业网球选手最希望的就是成为世界第一,并在中央球场一展身手!
    不过在这游戏里也有漂亮的比赛场地,你可以单打/双打甚至联机比赛! 渐渐你就会成为高手高手高高手!!
    游戏特点:
    1.一般比赛:即男女单、双及混合比赛。
    2.多人模式:最多可联机4人对赛.
    3.世界巡回赛:越战越勇吧!高手高手高高手!
    4.可以自定选手的STYLE!
    以上翻译自以下官方网站的简介(翻译水平有限公司,如有不妥请谅)
    Take to the centre court and smash your way to becoming the number 1 seed on the World’s toughest Pro Tour.
    Stunning international venues, a range of challenging singles and doubles tournaments and great multiplayer game modes will
    keep you coming back until you're crowned the world's greatest!
    'Quick Match' game modes across men's and women's singles and doubles games.
    Multiplayer support across all modes for 1-4 players!
    World Tour mode – Win a series of tournaments and increase your player's abilities.
    Create your own character with the player editor.



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       ²² ²²² °   ²² ²²  ²²² ²  
     ²²²²²²²²²²²  
    ° ²²²²²  ²²²²²  
    ° ²² ±±±± P O S T M O R T E M ±±±± ²² °²
    ° 2 0 0 6  ² °°°° °°°° ²  °
     ² ² 
    ² ² presents for nothin but our pleasure ² ²
     ² ² 
    °² International Tennis Pro ²°
    ²²² (c) Midas ²²²
    ° °
      °²  Release-Date.: 04/07  ²°  
    ² ²²² Protection...: - ²²² ²
      ² Disc.Count...: 1 CD ²  
     ²  Game.Type....: Tennis  ² 
       ² Language.....: Eng ²   
           
    ²²² ²²²
      ²² ²²  
     ²²  ²²  ²² 
    ²² ° G A M E N O T E S ° ²²
    ²²   ²²
     
    Tennis for nothing. You need another Polish
    pre or some 1 year old shit - FASISO ;)!
    No Russian Exe in this one!
    Releases speak louder than words - sure
    because unprotected Download exes aren`t
    cracked Starforce executables!
    We thank everybody for the best month in
    group history! Besides our haters!
     
     ² ² 
     ²±   ±² 
     ²±°² ²°±² 
    ±°     °±
    °     °
       ²² ²²   
      ²²  
    ² ° G R O U P N O T E S ° ²
     ² ² 
     
    For supplying money, beer, girls or whatever, write us at:
     -=> pmj...@hush.ai <=- 
     ² ² 
     ²±  Crackers also wanted! ;P  ±² 
     ²±°² ²°±² 
    ±°     °±
    °     °
       ²² ²²   
      ²²  
    ² ° G R E E T i N G S ° ²
     ² ² 
     ² Hatred ² 
    ² Fairlight ²
    ²² Unleashed ²²
     ² ² 
    ² ²
    ² ... It's just a competition! ... ²
    ²° Support the Software-Developer, °²
      if you like this game!  
    ²° °²
     ²°    °² 
        ±  
    ²  ²²  ²²²²  ²
           
     ² ²
     ²  
         ²
    ²     
       

    This posting includes an audio/video/photo media file: Download Now

    WCG北京第二日(补记)

    Posted: 11 May 2007 11:51 PM CDT

     昨天太累了,所以没写。想想还是应该记录一下比赛第一日的现场状况。
    又一次来北京,朋友们还是依然热情。首先要对被我爽约的朋友说声抱歉,我真的错了,一定弥补。还要象热情接待的朋友表示感谢,真的谢谢
     
    昨天是北京赛区的第一天比赛 ,也是2007年WCG开战的第一炮。现场还是挺火爆的。
    先来说一下身体方面的感受。热,很热。
    其实北京的温度与上海没有太大的差别,还是初夏的微热,有时候有点风,还挺凉快的。但是网吧的人好多,得有400多吧。,通风不是特别好,所以很闷,直出汗的那种。
    选手挺可怜的,这种状况不知道状态会不会受到影响,再加上是BO1的赛制,所以一个不小心,就有出局的可能。
    当然,选手是可以休息的,裁判不能,工作人员也挺受罪的。
    当然,我们三个人也累坏了。尤其是直播开始以后。要尽量使得节目里有内容播放,组织直播的比赛与现场选手和NEOTV总部CHECK好时间点,发送比赛REP回去公司,现场采访,战地新闻,还要采集素材,剪辑,传送,和公司同事联络,口述现场新闻以供节目里播出。。。。。。任务重,时间紧。
    当然,大本营的同事们也很紧张和辛苦。
     
    作为第一站,我们被派往北京的3个人压力还是很大的,也坐在一起合计过。这第一炮交给我们,实在是责任重大啊。昨天听到公司的反馈说直播很顺利,心里的石头算是踏实点了。但是我们对于自己的工作,还是有些不满意的。其实可以更好,假如重新来一次的话
    不过没关系,第一次么,相信以后的站会更好的。
    回去以后要写一份流程给大家了,把可能遇到的问题,现场可操控的情况总结一下,以后各站的同事们可以借鉴一下下的哦
     
    说说现场的情况。人很多,有点混乱,但是比赛进行的还是很流畅的。除了WYW的过早离开,其他的知道名字的选手基本上都有不错的发挥。
    大家讨论比较多的一个问题,关于疯子第一轮对战李辉的比赛,李辉在有优势的情况下退出比赛的争议。当时我没在看,但是听在看比赛的观众告诉我,比赛是正常进行的,在后期李辉大优的情况下突然退出,疯子并没有提出任何要求。事后我很想找到李辉问问情况,但是由于他过早的离开比赛现场,所以我没有找到他。
    今天疯子已经进入8强,赛后我回采访一下疯子,看看会不会有什么答案。
     
    今天比赛进行的很快。到现在为止,CS已经决出4强中的三个WNV。GM,BJ,WNV。CN。FTW VS TIMELEFT 正在进行。WAR3三强王海涛,戴士和阿峰。SC8强还在继续双败。
     
    刚才采访了阿峰和CN的队员们,以及从广州远道而来的星际选手黄飞鹏。
    传了上午比赛的REP回去。
    13:00NEOTV直播,希望大家关注WCG北京站的比赛,关注现场报道。

    5月10日新游戏销售情况速报:FFT狮子战争

    Posted: 11 May 2007 10:18 AM CDT

    psp《最终幻想战略版:狮子战争》
    首日销量:10万以上(消化率约60%)

     

    《最终幻想战略版:狮子战争》取得当周销量榜排名第一已无悬念,有可能也是5月份日本卖得最好的一款游戏,因为5月似乎没有其它大作。

     

    相关链接:
    http://blog.sina.com.cn/u/4938f71b01000b19
    psp《FFT狮子战争》电视广告
    http://blog.sina.com.cn/u/4938f71b01000agc
    psp版《FFT狮子战争》封面
    http://blog.sina.com.cn/u/4938f71b010009o5
    psp版《FFT狮子战争》
    http://blog.sina.com.cn/u/4938f71b0100083h
    PSP版FFT

    实况力量职业棒球Wii

    Posted: 10 May 2007 11:59 PM CDT

    konami出品的“实况力量职业棒球”是日本卖得最好的棒球游戏系列,2006年7月13日发售的ps2《实况力量职业棒球13》,首周15万( http://blog.sina.com.cn/u/4938f71b010005y2 ),年度累计35万( http://blog.sina.com.cn/u/4938f71b010008m7 ),单从游戏后面的数字也可以看出该系列是常青树。
     
    实况力量职业棒球14》将在ps2和Wii上发售,Wii版理所当然地加入了对应Wii手柄的操作方式。
     
     
    其实从《Wii Sports》里面的棒球游戏就可以体验到用Wii手柄玩棒球游戏的感觉,虽然棒球这种体育运动在中国大陆不流行,但我玩《Wii Sports》里面的棒球游戏也觉得还有点意思,想来喜欢棒球的日本人玩起来应该更有感觉。如今,日本最“正统”的棒球游戏终于也将变成类似的玩法了,不知道能否得到日本人的认可?

    SEGA街机游戏《Ghost Squad》移植Wii

    Posted: 10 May 2007 10:21 PM CDT

    SEGA宣布将该公司街机游戏《Ghost Squad》移植Wii,街机机体和游戏图片如下:

     

     

    据说该街机游戏在全国各大城市的街机厅都有,评价也很高,只是我这些年都没没有去过街机厅,因此《Ghost Squad》这个游戏不但没看过,听都没有听说过,比较落伍。

     

    Wii的手柄当然很适合这类街机光枪游戏,之前capcom公布的Wii版《生化危机:Umbrella历代记》( http://blog.sina.com.cn/u/4938f71b01000au2 )俨然就是一光枪游戏,而《生化危机4Wii edition》也根据Wii的手柄作了操作上的调整( http://blog.sina.com.cn/u/4938f71b01000ain )。现在,擅长做光枪游戏的sega也出手了,Wii上能体验更多游戏类型当然不错,只是,街机游戏难免都有流程不长的缺点,移植到家用机上,耐玩度很难保证。

    日本4月30日-5月6日硬件销量

    Posted: 10 May 2007 08:47 PM CDT

    mc统计的4月30日-5月6日硬件销量如下:
     
    DSL 285,123 (10,309,752)
    Wii 101,320 (2,371,815)
    PSP 35,172 (5,371,530)
    PS2 14,815
    PS3 12,974 (874,614)
    Xbox360 3,205 (358,253)
    GC 394
    GBM 340 (577,679)
    GBASP 302
    DS 69 (6,584,322)
    GBA 11
     
    ndsl的销量比起上周居然还有增长( http://blog.sina.com.cn/u/4938f71b01000bcr ),大概因为本周是日本“黄金周”的缘故,不过今年“黄金周”ndsl的表现已经超过了去年日本“黄金周”( http://blog.sina.com.cn/u/4938f71b0100045q ),ndsl在日本的增长速度什么时候才能慢下来?什么时候ndsl才能在日本饱和?这个问题想必大家都很关心。

     
    相关链接:
    http://blog.sina.com.cn/u/4938f71b01000bdv
    日本4月30日-5月6日游戏销量(mc统计)

    孤独

    Posted: 12 May 2007 05:59 AM CDT

    今天见了黎N一面,下周二她就要搭上出国的班机元赴澳大利亚了。在北京送走了一拨又一拨同学,看着他们离开中国去大洋彼岸寻找自己的梦想,每次离别总是有那么一种说不出的失落。有些时候,我是一个多愁善感的人,很容易被周围的人所感染,很容易陷入哀伤。大家都走了,只有我还在北京打拼,拿着不算高的薪水,在北京这样一个高消费的城市努力的活着。孤独,总是难免的。不管周围的人有多熟,不管周围的环境有多熟悉,那份远在异乡的孤独感始终驱之不散。6年了,北京这个城市已经熟悉的不能再熟悉,多少建立了自己的朋友圈,但是孤独的感觉似乎没有任何改变,甚至这种压抑的孤独感让我觉得随时都有爆发的可能。每天下班的时候,我都不是很急切得想要回家,因为那里不能算做家,只不过是一个临时租用的房间。回家做什么,看电视?发呆?上网?看DVD?玩游戏?没有一种投入的感觉,因为那里不是我的地盘,那里不过是睡觉的地方。相比回家,我更希望在公司里玩游戏,那里至少有一份属于我自己的一份空间,一面桌子,一台电脑,一把电脑椅。在北京拥有自己的一套房子是,能够和她一起在北京生活是我目前最大的梦想。某种情况下,我是幸运的,我的家庭条件允许我在北京买到一处属于自己的住房,虽然我并不想在工作后花父母一分钱,可惜,用我现在的工资水平哪怕再干20年也不过在北京买个厕所。总有那么些专家提出房子完全可以靠租,不用那么执着于买房。但买房的精神层面意义远远大于买房本身带来的便利。买房带来的归属感和安全感是最本质最让人安心的感觉。更何况,我不认为作为我来说在连房子都没有的情况下对所爱的人提出什么样的请求,因为如果连房子都没有的我不能保证让我最最心爱的人能过上我希望她得到的那份幸福生活。大学的时候,我曾经认为我会在北京过上乌托邦一样的生活,不是那么计较生活质量,追求精神上的快乐直到50岁毫无遗憾的挂掉。我承认,当时年少轻狂的我更追求精神方面的享受,自由,爱情,香烟,美酒,性。梦总有醒的一天。当我发现身边那群哥们一个个都开始为房车打拼的时候,我才发现我已经离开了大学,进入了社会。我很钦佩我周围那些依然生活在精神家园里的哥们,无忧无虑,没心没肺,每天吃饭,傻乐,睡觉,幸福的生活,但我已经无法再次融入那种环境。每天回家,盯着红红绿绿股票行情,希望能从中找到自己的机会。想发财吗?想!每天下班我都会整理一遍我的朋友圈,希望从中找到可行的投资,可惜,没有。在我在游戏圈混出个样来之前,股票或许是我的最后一根救命稻草。唯一欣慰的是,我热爱我现在的这份工作,这份工作也有不错的发展前景,至少如果我混出个人样的话是这样。我从事着我热爱的工作,圆着我中学时代的梦想,我不知道我这份幸运和幸福还能支撑多久,我对游戏的执着还能持续多久,我的梦想和现实的差距我到底能忍耐多久。我希望能在尽可能短的时间内,让我的工资缩短和某些人的差距,说实话,我很在乎这个,在blog里我懒的说什么我不在乎钱只在乎发展只在乎兴趣的漂亮话,没什么意思,这个blog永远只有我信得过的人才能知道,我不用那么累的保守着这样那样的秘密。经营blog本身是有动机的,最明显的就是缓解压力。我每天有太多太多想说而不敢说的话,想做而没法做的事,我也只能在这个blog里谈谈心中的想法。扯远了,本来只是想说点孤独感的。现实就是这样,一环套一环,没完没了,没法改变,无趣得紧。社会让人变得现实,变得麻木,也许是好事,也许是坏事。我总是希望我能够一如既往的坚持自己的出事原则,譬如纯洁的爱情,纯洁的友情,承诺自己能做到的事,赚干净的钱,对得起自己的良心。或许可笑,但我希望能够坚持的久一点。过自己想要的生活,是梦想,不是梦。有车,有房,能让自己所爱的人幸福,周围的朋友身体健康,仅此而已。不伟大,但也不渺小。看着自己的手,我知道它们是我唯一可以仰仗创造财富的手段。

    题外话:
    天知道我怎么会对北京这个城市情有独钟。每次听到别人说北京这个那个,我都会不由自主的辩驳几句,尽管我不是北京的原著民,甚至连一份北京户口都TMD没有。我喜欢这个城市,是因为这里存在着我的梦想,周围住着我的朋友,有着我向往的工作机会,不那么慵懒的生活节奏,迫使人奋进的竞争压力,日新月异的变化,还有好多乱七八糟的理由,相比而言,北京这样那样的缺点就变得不那么重要了。年轻的时候多打拼打拼,我希望着,选择着,我不希望看到自己的身体在兰州那样的满节奏的城市发霉腐烂,丢失掉最后那么一点点上进心。不再有遗憾,这是我的原则,哪怕再苦我也认了。

    Gods & Heroes new areas and nomad class

    Posted: 12 May 2007 04:46 AM CDT

    Check out the new areas of Gods and Heroes plus a sneak peek into the new Nomad class. Reminding me of games such as Titan Quest (and uh... Titan Quest), Gods of Heroes is shaping up to be a pretty...

    Continue.



    如何将Eclipse开发出来的东西做成exe的形式(转载)

    Posted: 12 May 2007 07:30 PM CDT

    转载自

    http://dev2dev.bea.com.cn/bbs/thread.jspa?forumID=124&threadID=28079&messageID=169546
     
     
     
    YuLimin [版主]

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     Re: 如何将Eclipse开发出来的东西做成exe的形式? 


    [GBT小组应求发布№.05][黑客帝国:矩阵革命][游侠中文完美版][2.28G][ACT][5/12][长期] (大小:2.29G 人气:18 下载:135 完成:2 种子:1)

    Posted: 12 May 2007 04:40 AM CDT

    发布简介:P中文名称:黑客帝国英文名称:Enter The Matrix游戏制作:Shiny Entertainment游 戏发行:Atari游戏语言:繁体中文游戏容量:2.28G游戏平台:PC游戏类型:ACT官方� 罚篽ttp://www.enterthematrixgame.com/发布时间:2007.5.12Quote: (一)版本� 氚沧八得鳎� ...
    下载地址:http://gamebt.ali213.net/download-spot-1-177.html

    [NetShowBT][最新游戏][Petz Vet][宠物兽医][EN][2CD] (大小:1.03G 人气:99 下载:84 完成:69 种子:4)

    Posted: 12 May 2007 04:40 AM CDT

    发布简介:PPetz.Vet-AVENGED宠物兽医/P< />P【游戏封面】游戏名称:宠物兽医英文名称:Petz Vet游戏制作:Legacy Interactive& 游戏发行:Ubisoft&&&&& amp; 游戏语种:英文游戏类型:模拟游戏 官方网站:http://www.ubi.com/US/Games/ Info.aspx?pId=5455游侠0day信息网:http://0day.ali213.net/jump.asp?id=5092游� 繮C游戏综合讨论区http://game.ali213.net/forum-46-1.htmlBT链接:http://game.a li213.net/attachment.php?aid=480296/P< />P游戏安装指南及版本说明:*该游戏无� 用埽沧巴瓿珊螅纯山胗蜗�P< />P【游戏简介】&&&&amp ...
    下载地址:http://gamebt.ali213.net/download-spot-1-176.html

    潜能系统

    Posted: 12 May 2007 04:58 AM CDT

    说到游戏的潜能系统,最常见的就是自动加点和手动加点。其实很多游戏的被动技能也可以算是潜能的一个补充。
    自动加点一般是随着级别的提高,各项属性自动提高,而且一般都是固定的;而手动加点的游戏往往是升级以后给一些点数,让玩家按照自己的喜好分配在“力量”、“敏捷”、“生命”等属性上,很多游戏到了后期洗点的时候,好几百甚至上千个点,光是加上去也要很长时间。
    除了上面两种之外,现在已经出现一些游戏,在一定程度上采用新的方法了。可以完全用技能的方式重新组合潜能系统,类似技能的方式,建立潜能树,然后把过去潜能的功能按照一定方式排列上去,当作另一种技能来做。也可以分成几阶,有些潜能需要加了前面的潜能才可以加点,也可以有互相加成。被动技能、天赋大家都见过,我就不多写了。
    没有画图工具,用文本方式模拟一个简单的例子,还有好多内容没写,也没有仔细推敲,不包括具体数值:
    增加物理攻击力——————————→增加重击效果→增加重击概率
    增加命中率和闪避率   ↓
        ↓       ↓
        增加格挡概率→提高反击威力
        ↑
    增加防御力———————————————————→抗异常状态
    增加生命点数→增加生命百分比
        ↓
        增加生命恢复速度\
                 ——二者都会加成异常状态恢复速度
        增加内力恢复速度/
        ↑
    增加内力点数→增加内力百分比
    增加跑步速度——增加跳跃高度——增加踢击效果

    Comic Snap Reviews 5-11-07

    Posted: 12 May 2007 02:13 AM CDT

    venom1.jpg

    Now, some reviews of some comics you have to pay for! Spoilers ahead!

    (more…)

    滑雪

    Posted: 11 May 2007 11:45 PM CDT

    左右键滑动,上转身,空格为跳。

    [ 游戏链接 ]

    (more…)

    OGDC: Devs Debate The Business of Online Gamers

    Posted: 11 May 2007 03:40 PM CDT

    Arguably the highlight of the Online Game Development Conference in Seattle was Friday's panel focusing on new payment models for online games. The blue-ribbon panel covered topics ranging from Microsoft's points and iTunes to secondary markets and farming, as well as the history of payments in the Asian market. Rich Wickham, business manager for Microsoft's Games for Windows program, began by discussing the amount of people in the marketplace: "We do have to find new ...

    "game" via 柠檬杀手 in Google Reader

    unread,
    May 13, 2007, 1:33:53 PM5/13/07
    to cngame...@googlegroups.com

    事隔一天,拿到unix-center账号

    Posted: 13 May 2007 11:23 AM CDT

    UC的账号注册,验证邮件好像发送间隔挺长的,看了日期,是12号晚上0点收到的验证邮件,现在每个账号限额空间是20M,据说过段时间会弄成50M.

    那么,这个UC账号,我拿来作什么呢?

    嘿嘿,我准备在上面写一个自己的小代理玩玩,当然不是普通的代理软件了,呵呵,特殊用途的代理.:)


      单车旅行

      Posted: 13 May 2007 09:05 AM CDT

      方向键控制,空格转身,shift 跳。画面很流畅,挂掉的画面比较强悍。

      [ 游戏链接 ]

      潘朵拉的魔盒

      Posted: 13 May 2007 09:12 AM CDT

      我丝毫不认为打开潘朵拉魔盒意味着愚蠢。

      因为在它第一次被打开之前,根本没有人知道里面装得是什么。说打开它的人愚蠢,这不过是事后诸葛而已——如果人类停止探索、接触一切未知的事物,不去挑战一切眼见无法被征服的困难,那么大致上今天我们还在山洞里面,用着鱼骨和贝壳做成的计算机“上网”。

      自我和闺蜜认识的时候就开始用的这个ID,就是我的潘朵拉魔盒。闺蜜说,原来那时候就开始搞这些事情,真是未老先衰。是啊,总结起来,我总是失去的比得到的更多。包括现在,失眠起来数绵羊都没用,绵羊会自动转到后台运行,前台还在想那些叫人揪心的事情。尽管没有龙云峰,我会少很多的烦恼,不过,这不等于我会后悔。

      我跟闺蜜最大的不同就是,我始终不能相信所谓的命运和缘分。由所谓的命运或者缘分来告诉我,我所要追求的人和事就到此为止了,这绝对是荒谬的。事实是很残酷,但不等于在残酷的事实面前就要注定投降。我和ody都很相信“谋事在人,成事在天”,就是说,有些人情愿接受失败的洗礼,都绝不肯什么都不做。

      毕竟,最后留在潘朵拉魔盒里面的是“希望”。

        最烦的事

        Posted: 13 May 2007 09:01 AM CDT

        发现我对几件事不能忍:
        1.在我思考的时候旁边的人大声打电话
        2.在我打电话的时候,周围的人唠唠叨叨说话
        3.周末睡觉的时候有人骚扰我的美梦
        4.欣赏音乐的时候旁边的电视开的贼大声

        真的不适合和别人合租房子,发现这种噩梦般的状态还要持续很久

        现在的问题是,没有房,一个人租又租不起,shit

        潘朵拉的魔盒

        Posted: 13 May 2007 09:12 AM CDT

        我丝毫不认为打开潘朵拉魔盒意味着愚蠢。

        因为在它第一次被打开之前,根本没有人知道里面装得是什么。说打开它的人愚蠢,这不过是事后诸葛而已——如果人类停止探索、接触一切未知的事物,不去挑战一切眼见无法被征服的困难,那么大致上今天我们还在山洞里面,用着鱼骨和贝壳做成的计算机“上网”。

        自我和闺蜜认识的时候就开始用的这个ID,就是我的潘朵拉魔盒。闺蜜说,原来那时候就开始搞这些事情,真是未老先衰。是啊,总结起来,我总是失去的比得到的更多。包括现在,失眠起来数绵羊都没用,绵羊会自动转到后台运行,前台还在想那些叫人揪心的事情。尽管没有龙云峰,我会少很多的烦恼,不过,这不等于我会后悔。

        我跟闺蜜最大的不同就是,我始终不能相信所谓的命运和缘分。由所谓的命运或者缘分来告诉我,我所要追求的人和事就到此为止了,这绝对是荒谬的。事实是很残酷,但不等于在残酷的事实面前就要注定投降。我和ody都很相信“谋事在人,成事在天”,就是说,有些人情愿接受失败的洗礼,都绝不肯什么都不做。

        毕竟,最后留在潘朵拉魔盒里面的是“希望”。

          不倒的原因,只有一个:信念

          Posted: 13 May 2007 08:15 AM CDT

          而这个信念就是: 必须赢, 不能死!

          祝福天下2,也祝福我们的飞飞,当然,对于飞飞,不仅仅是祝福.


          • 一点感悟而已,谈不上悲情.
            ---- 大宝(sodme) (Email) 评论于 2007-05-14 00:20:29
          • 搞得很悲情~好,准备下载个飞飞玩
            ---- func (Email) 评论于 2007-05-13 22:21:15

          体现文化的细节——美无处不在

          Posted: 13 May 2007 09:23 AM CDT

          首先感谢游戏论坛《游戏落伍者》http://www.521717.com/forum/提供图片的存储空间。
           
          花窗、窗花、月洞门,影壁、屏风、门帘,对联、匾额,装饰品(字画、木雕、挂扇),瓷器,彩绘、铭文、浮雕(砖雕)、吻兽,灯(灯笼、宫灯)……
          按照这些词到网络上搜索就能找到不少内容,我在这里列举出一小部分。现在有很多中国题材的游戏,如果觉得中国味道不够浓,可以看看是不是缺少了这些东西。这些内容都是有时代性的,要根据所表现的不同的时代来使用,不可乱用。

          花窗(搜索窗花也能得到一些花窗图片,看来是有些人把二者混用了)其实这个可能不是最重要的,只是我最近研究的比较多,所以放在前面写。作为一种很审美的东西,通常出现在经济水平较好或者讲究情趣的庭院、园林当中。如果作为房子的窗户,通常为方形的,如果是嵌入院墙,则可以有圆形、扇形或者其他形状。图案有花纹、花鸟、文字、人物等,根据身份的不同,图案也会有区别,比如皇家可以用龙凤的图案,普通人是不能用的(就像现在国徽不能随便用一样)。与窗对应,门也不是都要很方正的,造型也很丰富,比如月洞门。







          门窗是用来连通的,而与之对应的就是具有隔断功能的影壁、屏风、门帘等。
          这些隔断体现了中国文化含蓄的特点,要置身其中细细品味才能发现其中的奥妙。

          最著名的影壁就要数清代建造的故宫九龙壁了,相信看过的人都印象深刻吧。
           
          影壁很多都是通过砖雕来装饰的,当然也有其他材料。
          影壁上面的图案丰富多样,有文字(例如福、寿、诗词、名句),也有花鸟等等。












          屏风由于在室内,环境比较好,所以材料更丰富,款式更多变,做工也更精美,材料有木、竹、绢、漆器,还有蜡染的,我找了一些图片,并不都是古代的,有的是仿古的,也有一些参考价值。
          (门帘的资料没找到,感兴趣的可以从纺织、刺绣等方面资料找)

           
           
           
          双面绣五连屏风-国色天香图
           
          唐代蜡染屏风
           
          对联、匾额,这是中国建筑不可缺少的元素,可以说是很常见的,可正因为司空见惯,网络上以图片形式存在的资料反而不多,随便弄一张凑合吧。



          装饰品(字画、木雕、挂扇)

          很多文人雅士都喜欢在墙上挂字画来装饰,民间也喜欢用一些年画来让家里的气氛更加祥和,这个就不用多举例了,绝大部分的字画都是挂在墙上的。
          木雕有些是像画那样挂在墙上的,也有些是在家具上做的浮雕,还有单独的装饰品,(另有竹雕等,都是类似的,就不一一说明了。)



           
          扇子比较雅俗共赏,有侧重功能的,有侧重装饰的,有些扇子只能摆在屋子里作为装饰,不能用。




          当然瓷器也是少不了的







          还有壁画

          灯笼,是中国人都应该见过。大的小的,挂的提的
           
          宫灯,上面往往有绘画、诗词等。



          建筑还有很多细节。 屋梁、屋顶的彩绘

          屋檐、墙上的砖雕



          屋檐上的吻兽

          器物上的铭文

          栏杆的雕刻

          各种各样的门



          ea的《MySims》

          Posted: 12 May 2007 09:51 AM CDT

          ea预定在Wii和nds上推出的《MySims》以前曾在blog介绍过( http://blog.sina.com.cn/u/4938f71b010007tb ),算是ea的“模拟人生”系列新作,不过画风大改。
           
          今天在ign网站也看到了一些新的游戏画面,贴上来共赏:
           
           
          由于个人喜好的原因,我对这种卡通+可爱的画面还是非常喜欢的。以前的“模拟人生”系列我也曾经在电脑上玩过,但也只是浅尝辄止,没有投入太多时间。现在这个《MySims》虽然不是写实风格,但从这些画面可以看出,基本还是原来那个游戏系统:可以通过打工赚钱,创造自己的居住环境,和邻居好友交流,在游戏里模拟真实生活……等等,耐玩度是不用担心的。
           
          也许画风这样一变,真能为这个系列吸引到新玩家也说不定。

          寄生前夜3

          Posted: 12 May 2007 09:33 AM CDT

          吊了大家胃口已经很久的“square-enix party 2007”终于于今天(5月12日)如期举行了,由于展会现场大部分限制拍照,所以虽然有不少游戏参展,但网上几乎没有什么与会者拍到的游戏画面流传——估计等展会结束后square-enix才会在官方网站上公布相关的视频和画面吧,只能耐心等待了。
           
          不过今天的“square-enix party 2007”倒是传出了“寄生前夜”新作的消息。《寄生前夜1》和《寄生前夜2》是ps上的游戏,也得到了不少玩家的喜欢,不过后来就再也没有出过续作了,一直沉寂到今天,终于《寄生前夜3》千呼万唤始出来……
           
           
          海报的右下角写着“for NTT DocoMo FOMA”,原来这一作是出在日本的手机上的……
           
          相关链接:
          http://blog.sina.com.cn/u/4938f71b01000be2
          square-enix party展前发表会
          http://blog.sina.com.cn/u/4938f71b01000a67
          square-enix party 2007
          http://blog.sina.com.cn/u/4938f71b01000a0g
          谁都不知道的FF即将登场
          http://blog.sina.com.cn/u/4938f71b01000bc5
          “谁都不知道的FF”谜底揭晓
          http://blog.sina.com.cn/u/4938f71b01000bds
          psp《最终幻想DISSIDIA》杂志图

          flOw PS3 Japan Launch Site

          Posted: 13 May 2007 01:49 AM CDT

          enter

          This version utilizes the visual styles from both flash version and PS3 version in addition to a section dedicated about FlOw theory. I am amazed on the work people put in there.

          在银行预订08奥运门票 (1)

          Posted: 12 May 2007 11:04 PM CDT

          角色特征:在北京的外地人,28岁,家具公司销售,有一定消费能力但没有任何上网条件;没有信用卡也没有中国银行账户,平时工作很忙业余时间少;
          任务:给家人和老家的朋友订几张票,
          朋友和家人委托的比赛:”篮球”(最好能看上一场有中国对的比赛)、”跳水”(男、女10米台决赛)、”羽毛球”(混双决赛就可以了)、”乒乓球”(男单、女单、混合双打、女子双打决赛)。

          (阅读前提示:本文内容较长,乃笔者N次前往中国银行的记录。建议准备上厕所者先去厕所再回来阅读,建议无耐心者只挑选阅读各个场景”场景X出现的问题总结:“。 文章总结中”危险级:x“字样,1为最低7为最高。)


          场景一
          5.1,假期第一天,往住处最近的中国银行订票…
          上午11点半至银行门口,顺势瞟到了一眼营业时间:”9:00AM — 12:00AM、1:00PM–5:00PM;储蓄…”。心想”他们中午得休息一小时,看来得赶在12点以前搞定”,急忙进门..

          假期银行格外冷清,N个营业窗口只有一个正在服务,等待区只有一人,”问询处”的姐姐在打电话。
          没有看到为奥运服务的窗口,在广告单更明显于业务单据的圆型服务台上遍寻后也未发现任何”奥运订票”的册子或者单据…

          正好”问询处”的姐姐打完电话,问之..
          得到答案:”本银行非代售网点!请营业员具体跟您解释”

          被领至营业窗口,得到营业员解释:”只有中国银行才可以预订,而且并非所有中国银行都可以预订,只有指定的中国银行代售网点才能订”,并很快的拿出已经准备好的一个纸条,道”最好最便捷的方式还是您回家上网预订,这个是订票网站地址”。

          解释自己”无任何上网条件”后,得到营业员解答:”最近的可以订票的中国银行在往东500米的一个网点,您可以去那里预订”。



          场景一出现的问题总结:
          1、本次任务虽然受挫,但服务满意度还是很高。 可见该银行为此类用户做了一些准备功课,特别是事先准备了好有网址的纸条和指引前往最近的银行。
          2、不过银行过多的内部业务促销带给客户的感受并不好; (危险级:3)
          3、关于营业时间标识的问题也确实存在,笔者也是在最后整理此文章的时候才发现营业时间理解上的错误;银行方面为了强调表达”对公业务”的时间,某种程度上加大了大部分普通业务的阅读和理解麻烦。修改建议在此(危险级:4)


          ———————————————————————————————————————

          场景二
          午饭后,行至500米远的某中国银行网点。
          进门即发现了专门的奥运订票区(),及相关资料;
          银行里格外冷清,只看到三个人:一个营业员在打电话、一个老外正在用蹩脚的中国话连办理业务带逗着另一个营业员笑,一个播放着中国体操队节目的电视自己关照着自己。

          “奥运订票区”无人照看,桌子上有”购票参考手册”()”门票预订指南”()”《购票参考手册》更正说明”()。翻看一下发现”购票参考手册”为”赛程和价格表”,”门票预订指南”是一些简单说明,”更正说明”是赛程表打印错误的更正;”门票预订指南”是宣传页可以带走,其他两样都是定在桌子上的不能带走。

          因为没有任何心理准备也没人给帮忙解释,先看”购票指南”,了解到:”现在只是预订票,不是订了就有的,还要等6月30号以后统计结果,如果订的人太多了到时候得抽签决定谁能订到;现在不用给钱,票确定订到了再给钱;只能用VISA信用卡或者银行账户交钱; 就算不订票以后还可以去售票点直接购买…”

          赛程表是按照时间先后排列的,因为赛程实在太多,而且写法也看不明白意思,翻看了十几分钟赛程表以后依然晕晕乎乎,…
          如下图,
          http://farm1.static.flickr.com/215/490209332_d6973e38d2.jpg

          这个表中我关心的”篮球”有如下不解: 五棵松篮球馆在那里?男子预赛A组是什么意思?有姚明出现吗?

          大概20分钟后,一个营业员MM走了过来:
          MM:”您是要预订门票吗?”
          me:”是的”
          MM:”您可以去奥运提供的订票网站上预订,那里可以查询到赛程表而且可以直接在线提交…”
          me:”我上网不方便,这里不是也可以订吗?”
          MM:”哦,”
          MM:”建议您还是去网上订,”
          me:”我不会上网”
          MM:”哦,”
          营业员MM走进”奥运订票区”的服务台後,拉开抽屉拿出个一式三份的单子,道“那您可以填写这个预订单”
          me:”好的,我先看看,谢谢 :)”
          接过预订单查看的时候,营业员MM再次消失。

          看了遍”预订单”有些不是很明白具体怎么填写,正在郁闷中接到朋友电话,约下午打球。
          反正一时半会也搞不懂怎么回事,随即带着”预订单”和”门票预订指南”离开银行回家继续研究..



          场景二出现的问题总结:
          1、赛程变更说明应该改到赛程表里。 (危险级:3)
          如果因为进去一个个的改很麻烦,那就干脆夹到赛程表的第一页。贴在桌子上既不易阅读也会导致遗忘。

          2、购票参考手册、预订单、订票说明各个地方名词不统一很多。
          如,赛程表上叫”订票编码”而预订单上叫”场次代码”;(危险级:2)
          如,预订单上写”填写前请您仔细阅读”购票须知”、”门票预订单填写说明”和”付款须知”",但实际上”购票须知”是”门票预定指南”宣传页、”付款须知”是订票单下面的内容,用户很难快速找到这些内容;(危险级:3)

          3、”购票参考手册”实际上包括三部分内容:”赛程表及价格指南”、”代售点名录”、”赛程搜索”(目录)。
          现在三部分内容的先后顺序是:赛程表、代售点、目录。前面的赛程是完全按照时间排列的,根本不适合订票者阅读只适合赛事组织者使用,订票者不太可能上午看什么下午看什么一天天的定,他们大多会按照自己感兴趣的项目去定,这里却把项目目录放到最后面!
          这是一个大问题,建议调整顺序为”目录、赛程表、代售点”,甚至有可能的话可以在前面赛程的项目名上加项目的ICON这样可以方便用户迅速找到自己喜欢的项目。(危险级:7)

          4、没有场馆说明和地图提示。
          订票者不知道场馆间的大致距离,导致不敢定时间很近的非同一场馆的两场比赛;因为不知道场馆位置也可能放弃定一些不是非看不可的比赛;不少场馆有很多种叫法,订票者可能不认识手册上的场馆官方名称; (危险级:5)
          还有一个出错后后果会很严重的地方:某些场地不在北京,但却没有给出明显的标注,有可能订票者单看场馆名字不知道场馆是不在北京。(危险级:7)

          5、订票单的设计让人不敢恭维,这是一个为了挤篇幅而搞出来的不合格设计。
          图像 “http://farm1.static.flickr.com/197/490299720_641c050c77.jpg?v=0” 因其本身有错无法显示。
          A:这张单子只有中国人填(老外不能通过这个渠道订票),”姓”"名”有必要分开吗?就算分开又必要那么长吗?(危险级:3)
          B:”国籍(护照)/通行证签发地”很莫名其妙,”通行证签发地”是什么玩意?这里估计应该是”证件签发地”(危险级:7)
          C:通讯地址一般会带上省、市、区,先填通讯地址再填省、市、区似乎是故意让用户多填一次这个内容。为什么不能是”省、市、区”、”通讯地址”、”邮编”呢?(危险级:6)
          D:”移动电话”"白天电话”"晚上电话”的叫法很好,比让订票者去选时间段更好更直接些。
          E:”如果你不愿意转入自动降级程序,请在方框内划X”。
          在那个方框内划X? 前面的?下面的?
          其实根本没有这么复杂,直接写个提示”如果你不愿意转入自动降级程序,请保持替代选择为空”即可。(危险级:5)
          F、G:不知道让订票者自己算一个票的总数有什么意义,特别是算钱的总数意义何在?
          如果订票者算错了怎么处理?(危险级:7)
          H:申明和签名隔开的太远和,搞不清区域关系了。设计这个表的人估计为了”挤在一张纸上”费了很大的力气,搞的现在页面混乱的很…(危险级:4)
          J:我都已经填写完了,你还提示”在你填写之前”… (危险级:7)
          K:”替代门票的总价款必须等于或小于第一选择的总价款”。
          这个单子的提示问题很多: 有的提示在填写项目的后面、有的在左上、有的在右上;
          最不合理的就是这个”在右下角写上面内容的填写提示”。 我都已经填完了,你再提示有什么意义(危险级:7)
          L:前面的”有效证件”有了勾选,这里为什么干脆也和上面一样用勾选?(危险级:1)

          6、营业人员不停的反复的让预订者”去网站订”,很烦。(危险级:3)

          转载请注明出自UCDChina.com,谢谢。

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          Games With Frontiers 游戏有国界

          Posted: 12 May 2007 09:41 PM CDT

          客栈小吧 | Review

          黄金周早已过去,客栈不能老一副酒池肉林的感觉。万事总有始有终,狂欢得有所节制。店长偶尔也喜欢一本正经的写点专题,整天挖着没完没了的らき☆すたMAD自己也感到心力交瘁,更何况90%的旅客对日本同人那几把刀已经产生抗体了(也有出生就完全免疫的个体存在)。

          gman_concept.jpg

          G-MAN:厌烦同人?那说明你不够宅啊!铁橇眼镜男!

          尽情发散思维一下,本文要讲述的"游戏有国界"表面上和饭丝恶搞没什么联系,但其隐藏在娱乐糖衣内的本质和同人创作并无明显区别。

          (more…)

          Turbo C 2.0 英文版使用说明(转载)

          Posted: 13 May 2007 12:23 PM CDT

          来自

          http://www.onlinedown.net/soft/5515.htm

          Turbo C 2.0 英文版使用说明

          1.用WINZIP解压在C:\TURBOC2中(运行WINZIP,选上use folder name连同目录一起解压,不用新建C:\TURBOC2)

          2.若在纯DOS环境下使用 键入C:\TURBOC2\TC回车 即可


          Danc's Miraculously Flexible Game Prototyping Tiles

          Posted: 12 May 2007 09:28 PM CDT

          RPGs love PlanetCute

          So do platformers...

          One of the commenters on the SpaceCute posts wondered what would happen if you visited one of those delightful spa-like planetoids that decorate our little galaxy of cuteness. Well, now you know. Here is a new set of graphics I'm dubbing "PlanetCute"

          These are Lowest Common Denominator graphics. I put the challenge to myself: "What is a graphical style that is attractive, but are useful to both the widest range of developers and game genres?" Here's what I came up with for an answer.

          Useful to the widest range of developers
          Very few indie developers want to spend time figuring out how to use a set of graphics for their prototype. Often a developer would rather build their own format specific to their design and hire some to make graphics to spec or horrendously mangle free graphics to fit their needs. For completely original graphics, MS Paint in all its heavenly glory, is a extremely popular choice.

          Some of the fault lies with the existing graphics, be they free sets scrounged from the internet or leftovers from a previous project. 3D graphics are notoriously difficult to convert between formats, are optimized for use on a specific platform and often present a confusing technological challenges to student developers. What coordinate system are they in? How are they grouped? How are they animated? Perhaps Collada will make it all seamless one day, but we aren't there yet.

          Even 2D graphics are tricky. I've seen a simple system like auto-tile confuse new developers. There is typically a whole class of rules associated with any set of 2D graphics. What pieces go together? What is the render order? A set of a hundred graphics presents a puzzle that surprisingly few are willing to decipher.

          The PlanetCute set attempts to wiggle past many of those problems.
          • Building blocks, not tilesets: Instead of having complex tilesets, each block stacks nicely with pretty much any other block. If you can understand Legos, you can understand how to put together these graphics. These tiles should be useful to children, not just uber-elite game gods.
          • Standardized format: All the graphics are uniform sized PNGs. The graphics will also work in almost any graphics engine out there that can do 2D sprites. Once you get your offsets right once, you never have to change them again.
          • Source files included: If you do need to make changes, I've included the source files. If you really need to change a color, go for it. If you need a big gem, just scale up the original. Everything is a vector so you'll alway end up with clean results.
          Useful to the widest range of genres
          These terrestrial tiles that be used to prototype a shockingly wide spread of popular 2D genres. Some that come to mind include:
          • Console RPG
          • Platformer
          • 2D brawler
          • Pacman
          • Sokoban (Please don't make this game again)
          • Match-3
          • Populous
          • Syndicate
          • Pong
          • Arkanoid
          • Marble Madness
          I imagined that a basic engine that can deal with stacking blocks and a bit of collision detection could be easily adapted to new game types as desired.

          This set is also quite amendable to original games. What could you make with destructible terrain, crowd AI and ancient treasures hidden several layers deep in the earth? I don't know, but I suspect it would be a heck of a lot more interesting than yet another Match-3 game. :-) And this set can handle all those technologies with delightfully low-fi aplomb.

          Why does the world need nice graphics for prototyping?
          The whole goal is to get you to focus on building up your game mechanics, not on polishing your graphics engine.

          Many developers are driven to improve their graphics. There is a common moment that is seared into most developers brains. Do your remember that time you were working on a new idea for days, perhaps weeks. Finally you showed it to your friend. Your code was tight. The idea amazing. Yet your friend took one look at the command line interface and the rectangular graphics and his eyes glazed over. He was bored before you even complete your first sentence. That moment can be devastating.

          For the follow up, you spent half your time making your prototype pretty. Unfortunately, to be overly blunt, you suck at drawing. You spent untold hours on something that didn't quite meet your vision. As a result, you didn't get a chance to polish and balance the game mechanics. You know...the part that makes a game fun. There is only so much time in your day and you wasted a good chunk of it on getting past that first 15 second impression.

          The next time you make a prototype, use these graphics. If you can reduce the time you spend on futzing with graphics from 40% to 5%, you can put more time into those fun game mechanics you've been dreaming about. The magic is that your graphics will now look good enough to get you through the first 15 seconds of your demo. Your friend will perk up and stay engaged long enough to give you feedback all the wonderful work that you've put into your prototype.

          Let me know if there is anything major missing. These were surprisingly fun to draw.

          take care,
          Danc

          Download 'em here
          Vectors: Ideal for Silverlight or WPF experimentation
          Bitmap: Good for that vast world of pixel engines

          Farming and some RMTing in Korea illegal on Monday

          Posted: 12 May 2007 08:21 PM CDT

          上帝爱两头,放弃中间

          Posted: 10 May 2007 07:18 PM CDT

                 想进所有的天堂的人,必然要面对所有的地狱。

                 游戏产业已经发展到市场细分阶段——这是套话,谁都会说。可到底怎么细分,就不是人人都能说得清楚的了。

              全球的的消费者一天比一天理性,中产阶级已经不再对应中端产品,他们会在自己认为不重要的产品上选择最廉价的,省下钱来在自己在意的方面选择高端产品甚至是奢侈品。女人吃糠咽菜,为了有钱购买高档服饰和化妆品;男人租房子住,但要买好车和打高尔夫。游戏作为一种产品,同样面临着中端空虚,两头拥挤的消费群体。那种四平八稳的所谓主流网游渐渐不受青睐了,玩家需要的是特色,要么高,要么低,拒绝中庸。

              网游中的低端产品,包括三个方面的低端,一个是金钱,一个是配置,一个是上手。金钱低到尽头就是不花钱,于是乎,就有了很多“蝗虫”式的玩家,他们专玩封测、内测、公测游戏,偶尔玩玩“免费”游戏,也是死扛着不花钱,实在扛不住就换一个玩。他们不产生产值,不在讨论之例。至于配置方面,二三线城市的小网吧、上个世纪的机器配置、双开到N开,能跑动,又流畅,就是好游戏。上手方面,就是杜甫建立的标准——“老妪能解”,没摸过机器的人也会玩,没有左手的人也能玩,节奏不太快,难度不太大。能做到配置和上手两方面低端的网游,基本上都能活得挺自在。总结起来有四项基本原则:能玩、简单、便宜、可靠

              再来说高端产品。钟情于高端产品的玩家,自然钱不是问题,如果确信自己的产品足够高端,要价不妨更狠一些。当然,玩家对于高端产品的要求也很高。最基本的是技术,游戏在稳定流畅之余,技术上要有点特色,特色不用太高科技,能唬人就行,譬如像三开门的冰箱比两开门的冰箱那么大的技术优势即可。再上一层是功能,游戏要好玩有特色,这是硬道理。再上一层是服务,老子花了钱了,就是上帝,你们运营公司得好好伺候着!最高层,当然就是情感需求了,玩家人人瞧不起人人,玩魔兽的瞧不起玩泡菜的,玩TV的瞧不起玩PC的,玩NDS的瞧不起用PSP看片子听歌的……真正的高端网游,要能让它的玩家产生发自内心的自豪感,老子玩的就是游戏中的奢侈品,就是NB!要让玩家感觉到爱与被爱,尊重与需要,让玩家觉得值!这样,他们才会心甘情愿的多多掏钱,才会产生牢固的忠诚,才会自动自发的拉朋友来玩……运营商也可坐地起价了。也是四项基本原则:技术、内容、服务、品牌。

              放眼国内游戏市场,低端产品的数量不少,但能像沃尔玛那样把低端进行到底,低成一种强势文化的不多。而高端产品数量则不多,少数几个也没做到最好,至少没做成奢侈品那个档次,当然也没敢下死劲收钱。大量的游戏,还在中游晃悠呢!很多人就是搞不明白,咱游戏不差啊,咱力度不小啊,为啥状况就不如预期的好呢?很简单,您高不成低不就呗!

          第一章:暴雪历史之人物篇(暴风骤雨十三年——玩家心目中的暴雪公司)

          Posted: 11 May 2007 06:43 AM CDT

              暴雪WWI全球邀请赛是暴雪娱乐为《魔兽争霸》、《暗黑破坏神》、《星际争霸》系列游戏及暴雪其它热门游戏的玩家举办的一场游戏盛典。今年的暴雪全球邀请赛将于5月19日-5月20日在韩国首尔举行。作为魔兽的爱好者,我也参与了这次新浪有奖问答活动,虽然没有获奖却感触良多,从今天起我将分期为大家整理一篇较长的暴雪历史介绍,就算为自己长达13年的暴雪情结做个简单总结吧,希望大家多提宝贵意见。由于时间有限,将以连载的方式和所有玩家共同分享,转载请注明作者张书乐、出处http://blog.sina.com.cn/zhangshuyue

           

              加盟暴雪一直是很多人持久的痴梦,我依然依稀记得,在一次游戏网络媒体的趣味调查中,竟有超过半数的朋友选择了“我愿意来暴雪看大门而放弃目前的工作”。的确,暴雪正是凭借其踏实沉稳的精神以及极为出色的游戏品质吸引了无数顶级游戏开发人员的加盟。
              严苛的入门标准,极低的跳槽率,超高的回报率和崇高的荣誉让暴雪这块金字招牌在游戏行业中熠熠生辉。正如迈克"莫怀米坦言,暴雪面临的最大挑战,是找到实现公司游戏开发理念和确保公司文化不受损害所必需的天才。换言之,目前为暴雪效力的开发者都是业界的顶尖人才,他们每个都有着非同寻常的故事。
           一切的回忆都从那个噩梦般的夜晚说起……
           
          1、夜来风雨声,卡落知多少
           
              每家全新创办的公司总会遭遇种种艰辛的坎坷,资金无疑是最为关键的因素,甚至可以称之为维系运营与否的生命线。“一荣俱荣,一损俱损”的商场不二法则令最初的小企业走得举步维艰。走投无路、孤注一掷的《最终幻想》成就了史克威尔的辉煌,而在那个风雨交加的夜晚,胡乱散在桌面上的信用卡也成为当时暴雪最后的一线生机。
           
              初期的暴雪除了15个充满激情的热血青年之外,几乎一无所有。艾伦和迈克单靠一两张信用卡已经完全无法应对高昂的“魔兽争霸”前期开发经费,甚至连员工们的薪水也出现前所未有的危机。为了支撑公司的正常运转,他们不得不申请了多达十余张信用卡,并利用某些方法进行提现,最终方才度过了那段最艰难的时光。
           
              两个年轻人以惊人的毅力相互鼓励,并在1994年底得到了第一批战略融资。1996年3月,暴雪双人组出手资本运作,公司并购了加州另一家主攻家庭游戏主机系统,专门提供高质量游戏制作的开发商,技术研发实力进一步得以加强。


              回首往事,艾伦感慨万千,“那段时间里,我们的压力确实相当大,既要调动雇员的最大积极性发挥其才智,又要承受只出不入的高风险。我和迈克经常紧张得晚上睡不着觉,我们都在想,万一公司失败了,我们就从此歇手,再也不干游戏这一行了。”或许是海外对于信用卡的使用并不像国内这般严苛,或许是两人的诚心感动了上帝,总之,暴雪奇迹般地死里逃生。
           
          2、几度无奈的改名
           
              正如开篇中所说的那样,“暴雪”这一名词出自艾伦的信手一指,公司的几度改名都迫于无奈。

           


              1991年,当时还是UCLA大学学生的艾伦与同学迈克共同创建了一家名为“硅与神经键”的公司。这家创业公司起初替人开发一些简单的棋类游戏,没想到产品很成功,结果被移植到日本任天堂的主机之上。然而,他们却遇到一个尴尬的问题:由于公司名称过于生涩,始终令人无法记忆深刻。
           
              两人在1993年将其正式更名为Chaos工作室,可命运却再度与他们开了一个不大不小的玩笑,一家位于纽约的公司已经注册了这个名称,并且提出索取10万美元的转让费。对于当时的公司规模而言,这笔金额无异于是个天文数字。难怪迈克事后承认,倘若不是要价太高,暴雪今天可能就是一家名为“Ogre Studios”的公司了。
           
              最后,他们不得不放弃了这个苦思冥想出的名字并在字典中赌上一把,最终才令暴雪娱乐公司应运而生。
          3、十年磨一剑的忍耐精神
              谈起暴雪,很多人是既爱又恨,最主要的原因便是永无止境的跳票。对于广大玩家而言,没有什么比拿着一叠钱冲到软件店准备抢套首发版,却被告知游戏发售延期更为郁闷的事情。而暴雪则可以称之为跳票之王,却依然有着数以千万计的簇拥者,其背后所支撑的便是游戏超高的品质。
           
              从暴雪诞生至今的13年间,推出了3大系列共计7款作品,这样的研发速度在其他游戏公司中可能是难以忍受的。虽然暴雪已经拥有了多达150名全球最杰出的游戏开发精英,可两位创始人所信奉的“十年磨一剑”之忍耐精神却始终被完美传承。
           
              暴雪的创业者只满足于开发游戏的快乐,其它的行事则异常低调。1998年,艾伦辞去了CEO一职,改任公司的董事会主席,CEO的位置由迈克接任。CEO辞职的消息没有在玩家当中产生任何反响,更没有降低玩家对公司的良好印象。
           
              创新的思维,超前的眼光,严格的品控以及敢于放弃的精神,这些都是“暴雪出品,必属精品”这句响亮口号背后所隐藏的真谛。
          4、古怪特殊的选材条例
           
              在游戏界打拼的可并非都是游戏高手,只要掌握出色的编程技术你依然能够在顶尖游戏公司内找到一席之地,而在暴雪则绝不会出现这种情况,其古怪而特殊的选材方法令我们都不得不折服。
           
              两位对于游戏痴迷的创业者共同定出了一条看似毫无道理的规则,“应聘者必须真正热爱并精通游戏,即便你是技术精英,只要对游戏一无所知便不被录用”。值得注意的是,这一硬性条例不仅仅适用于开发人员,即便某些与游戏不直接相关的职位也可能是深谙游戏的高手。
           
              曾经有一个经典的故事便与此有关:有人去应聘暴雪,人事主管问他最喜欢玩什么游戏,倘若你回答星际争霸,则会立刻找个星际达人与你就虫族与神族对战的战术进行深入探讨,假设回答是“街头霸王”,或许HR主管便会亲自出马,让你谈谈大神和草雉京打斗绝招的按键顺序,并与你一对一“搓招”,这正是暴雪面试最容也最难的环节,你永远无法依靠前一个晚上的突击而试图蒙混过关。
             
              在游戏业,暴雪员工跳槽的比率是最低的,虽然最近几年也出现了一些员工独立创业的现象。但与众不同的是,暴雪不像其它企业那样,将独立创业者视为仇敌,而是尊重他们的创业雄心,并与他们保持友好来往。90年代以来,美国许多身怀绝技的人才均以供职于暴雪为荣。

          二、为暴雪出书的Richard.A.Knaak
          1、魔兽三部曲小说诞生的由来
           
              理查德·A·纳克(Richard A.Knaak)对于国内玩家而言也许是个陌生的名字,然而,倘若说起《龙枪》这部著名的游戏小说,相信很多热爱奇幻故事的朋友便会立刻会心一笑。事实上,正是欣赏《龙枪》那种奇幻的笔触,他从事写作已近20年。总共写了24部小说、10多部短篇。暴雪才主动找到了一位知名作家,为其经典游戏《暗黑破坏神》以及《魔兽世界》撰写小说三部曲。
           
              暴雪的高开放性和创新的精神也依然被传承至此,据理查德介绍,除了对于小说历史框架和截稿时间的规定外,“他们只希望我能为整个系列创作出尽可能开阔宏大的作品,余下的由我自主决定”。因此,充满趣味的恶势力、全新的地点、杜撰的新人物以及点睛之笔的主角马欧弗容恩[Malfurion]和伊利丹[Illidan]纠葛缠绵的爱情都纷纷从笔下诞生,魔兽的经典游戏情节也变得不再只是苍白的模糊记忆,而转变为一段段史诗般壮丽的奇幻诗篇。
           
              由于魔兽的超高影响力,国内最知名的游戏媒体也破天荒为一款游戏的小说争夺独家登载权,拜新浪所赐,我们也能在第一时间欣赏到更为清晰立体的魔兽世界。
           
          2、理查德与暗黑3

              随着魔兽三部曲的热卖,暗黑小说也紧锣密鼓排上了日程,去年9月,官方小说《原罪战争》三部曲之一《Diablo: The Sin War, Book One: Birthright》正式出版,其描写了早在《暗黑1》之前的时代,Diablo如何诞生的传奇故事。

              这部小说最为引人关注的一点便是令《暗黑3》的等待变得不再遥远。当他被问及暴雪是否有推出《暗黑3》的计划时,理查德意味深长地告诉记者:“我不会为一部没有下文的游戏撰写小说……我所描绘的是一个充满死亡气息的世界不假,但我不会为了没有未来的作品工作。”或许其中的某些情节便与这款神秘的暗黑3息息相关。
           
              对于暗黑3,暴雪全体上下全部讳莫如深,当理查德发出以上声音后他们出乎意料的沉默似乎也能说明此事并非空穴来风。在玩家中流传最广的版本便是那个地狱势力反攻天堂的全3D形态MMORPG,可究竟真相如何却依然是个谜。
           
          三、暴雪人的敬业精神
          1、五年之剑与十年之盾
           
              对于暴雪员工而言,游戏开发并不是工作,而是一种生活方式。为了提升员工的忠诚度,两件珍贵的馈赠成为所有人努力的方向。
           
              首先是一把中世纪的长剑,当你在暴雪任职期满五年之际便会得到它,上面将标有受赠人的姓名以及入职日期,这份特殊的礼物已经成为员工们的骄傲,尽管“五年之剑”外表毫不奢华,可所有得到它的人都会对其珍爱有加。
           
              有调查表明,暴雪的人才流失率始终保持在非常低的水平,虽然曾经发生了一次几大高层离职的重大事件,可其完全没有影响到暴雪的声誉,“十年之盾”也已经拥有了它的主人。
           
              如果将剑比作荣誉的象征,那么盾则是忠诚的代名词,正是由于对暴雪难以割舍的情感,铸就了这个游戏行业中的经典神话。
           
          2、敬业的游戏狂人
           
              暴雪开发者对于游戏的敬业心早已为人所共知,其中最为经典的事例便是1997年秋天的临产风波。

             
              当时一名暴雪员工杰夫·斯特雷恩正在为《星际争霸》的研发做最后冲刺,以赶上圣诞节档期,与此同时,他的妻子安妮·斯特雷恩向其汇报即将临盆的喜讯。“我到资讯系统部登记拿了个笔记本电脑,然后就飙车回家。”在孩子出生前五六个小时,他依然坚持在医院里编写程序。安妮清醒后立刻怒火中烧,“你竟然在我们女儿出生的时候还在做那个鬼游戏?”,可杰夫说出了一句最为经典的佳话:“这不是‘鬼游戏’,安妮,这可是《星际争霸》!”

              在暴雪工作所需要的就是这种近乎忘我的工作激情,当然也可能会因此对他们的家人造成一定的伤害。倘若没有这样的付出,所有精品也只能是一纸空谈。
           
          暴风骤雨十三年———玩家心目中的暴雪公司
          第一章:暴雪历史之人物篇http://blog.sina.com.cn/u/53923f000100094g

          序言:暴雪梦工厂(暴风骤雨十三年———玩家心目中的暴雪公司)

          Posted: 11 May 2007 06:36 AM CDT

            暴雪WWI全球邀请赛是暴雪娱乐为《魔兽争霸》、《暗黑破坏神》、《星际争霸》系列游戏及暴雪其它热门游戏的玩家举办的一场游戏盛典。今年的暴雪全球邀请赛将于5月19日-5月20日在韩国首尔举行。作为魔兽的爱好者,我也参与了这次新浪有奖问答活动,虽然没有获奖却感触良多,从今天起我将分期为大家整理一篇较长的暴雪历史介绍,就算为自己长达13年的暴雪情结做个简单总结吧,希望大家多提宝贵意见。由于时间有限,将以连载的方式和所有玩家共同分享,转载请注明作者张书乐、出处http://blog.sina.com.cn/zhangshuyue
           
          (任何玩游戏的人都无法回避这个标志
          【序言】
              1991年,加州大学洛杉矶分校的一间计算机教室中,两位同窗好友艾伦"阿德汗(Allen Adham)和迈克"莫怀米(Mike Morhaime)正在筹划他们自主创业的细节,这所名为“硅与神经键”(Silicon & Synapse) 的公司虽成绩卓著却知者甚少,2年后“Chaos工作室”这一改名也因高额的注册转让费而最终作古,两人在词典中如同生父为孩子取名般苦苦寻找数日,最终,艾伦对着一个词信手一指――Blizzard。暴雪,这一神奇的公司便从此开始谱写其非同寻常的生命轨迹。
           
              那年,我还很年轻,在那个1G硬盘486配置的电脑都售价高至五位数的年代,暴雪这一名词还无法在我幼小的心灵中留下任何印记。然而,随着青春年少不经意的逝去,当回首遥望橱窗内那一排整齐的游戏和魔兽、暗黑以及星际的各类周边时,我也不禁哑然失笑,原来自己成长的印痕都被保留在了那一个个经典的游戏巨作之中。
           
              这是一家十余年间仅出品了三个系列却囊括所有顶级殊荣的公司,这是一家被誉为“跳票之王”却让人们甘心期盼的公司,这又是一家可以令无数收藏爱好者斥资上万元重金购买仅仅7.99美金发售价模型的公司,这就是暴雪,这也只有暴雪。

              闲来无事,翻开尘封的游戏光盘,再次把玩做工精致的魔兽手办,我的思绪不禁再度走入了那个当初仅有15人组成的团体,再次怀着崇敬的心情聆听到那一段段游戏业界流传至今的种种往事,重新感受了来自暴雪的无限魅力。
           
          暴风骤雨十三年———玩家心目中的暴雪公司
          第一章:暴雪历史之人物篇http://blog.sina.com.cn/u/53923f000100094g
           

          《偷袭珍珠港》(Attack On Pearl Harbor)[Bin]

          Posted: 12 May 2007 05:49 PM CDT

          《偷袭珍珠港》(Attack On Pearl Harbor)[Bin]
          转自sharevirus
          开发:Legendo Entertainment
          发行:CDV Software Entertainment
          容量:1CD
          语种:英文
          平台:PC
          类型:Action
          网址:http://www.pearlharbor-game.com/

          简介:在这款游戏中,玩家将可以选择前日本帝国舰载航空兵或者美国陆军飞行队为成功偷袭(或保护)珍珠港展开殊死的空中厮杀。
            《偷袭珍珠港》的游戏系统还将包含四大战役以及一个“快速游戏(Quick Play)”模式。游戏中出现的四个战役包括“中途岛海战”、“马尼拉”、“缅甸”和“硫磺岛之战”。在这些历时数月的战役中,玩家可以随意选择并完成自己喜爱的战斗任务。
          游戏特点
          1.开发团队为玩家准备了上手度极高的控制系统。任何玩家只需要简单的学习就可以驾驶各种二战知名战斗机在太平洋上驰骋。
          2.支持宽屏输出以及华丽的图象特效,将使玩家流连于精彩刺激二战日美空战。
          3.玩家在游戏中可以选择前日本帝国舰载航空兵或者美国陆军飞行队,品味截然不同的战斗乐趣。
          4.驾驶各种作战飞机从航空母舰上起飞,将成为《偷袭珍珠港》中绝大多数任务的序曲。玩家将游戏中身临其境般体验二战太平洋海空大战的精彩和残酷。










          This posting includes an audio/video/photo media file: Download Now

          还有两个月就能看到了!

          Posted: 12 May 2007 02:06 AM CDT

           了解的朋友肯定会很期待,2007-07-04的美国独立日这天。《变形金刚》电影版就要上映了,听说国内是7月11日上映。希望能赶上首映,哈哈!
           
           
           

          "game" via 柠檬杀手 in Google Reader

          unread,
          May 14, 2007, 1:57:51 PM5/14/07
          to cngame...@googlegroups.com

          F13.net interview from GDC

          Posted: 14 May 2007 12:32 PM CDT

          Back at GDC I sat down for my now-traditional ramble-all-over-the-place interview with f13. And now they have posted the first part of the transcript. There’s some stuff about Areae, some stuff about old days at SOE and at EA/Origin, and a lot of stuff about Andean Bird and game design stuff.

          F13: So what have you been occupying your time with in the past six months that you’re willing to tell us about, then?

          Raph: Actually, it’s been a lot of fun. The company was actually founded back in July last year, and part of that time was spent fundraising. We were fully-funded as of AGC last year, so since then, actually, it’s been team-building. We’re up to about a half-dozen people already, and we don’t expect to grow that big. One of the virtues of the way we’re doing it is that it doesn’t require an army, which is actually REALLY refreshing!

          WCG北京第三日

          Posted: 12 May 2007 09:46 PM CDT

           今天决赛,北京分赛区的最后一天。
          所有项目的冠亚季军都会产生。除了获得出现资格,还有奖金可以拿。
          SC和FIFA出现4人,其他项目出现3人参加总决赛。
          就在刚才,WAR3项目的排名已经产生:
          戴士,阿峰,汪海涛。恭喜了
          SC前四强出现名单:
          王若度DPR,腾哲XIAOZI,邱建峰JIFENG ,杜鹏AGO
          CS项目前三名:WNV。GM, WNV。CN,  BJ
          北京赛区圆满结束
          明天,上海,我回来了
           

          Feature: 'Clint Hocking On The Virtues Of Exploration'

          Posted: 14 May 2007 06:09 AM CDT

          In this latest exclusive Gamasutra interview, Ubisoft creative director Clint Hocking (Splinter Cell series) talks about his influences, as well as how to create great games through "different flavors" of player exploration. In this excerpt, Hocking opens up about his own need to explore his virtual surroundings in video games, reflecting on his somewhat unique experiences with Bethesda's role-playing epic The Elder Scrolls IV: Oblivion: "Well, I talked a lot about exploration games needing to ...

          Moore, Guillemot, Gordon Speak Out At MI6

          Posted: 14 May 2007 05:34 AM CDT

          At the MI6 conference, Microsoft's Peter Moore, Ubisoft's Yves Guillemot and EA's Bing Gordon sparred on a heavyweight closing panel, and Gamasutra has highlights from the Michael Pachter-moderated showdown. The panel, 'Gaming 2010', was billed as "A blue ribbon panel of experts project where the gaming future is headed in the next 3-5 years', and the full line-up included William "Bing" Gordon, EVP & CCO, Electronic Arts; Yves Guillemot, President & CEO, Ubisoft; Peter Moore, ...

          Square Enix Confirms New Titles For North America

          Posted: 14 May 2007 05:31 AM CDT

          Following on from the company's public expo event in Japan over the weekend, in which a number of new games were announced, officials from Square Enix have confirmed four new titles in the Dragon Quest and Final Fantasy series for North America. An almost week long series of announcements prior to the Japanese expo has seen the company announce new games such as Xbox 360 and PlayStation 3 intellectual property The Last Remnant, which is ...

          LA Times: Japanese Dev Shift From PS3 To Wii?

          Posted: 14 May 2007 05:12 AM CDT

          A new mainstream press story on Sony's PlayStation 3, this time from the Los Angeles Times, has quoted a Japanese representative from the IGDA who suggests that many studios may be shifting their focus to the Wii and away from Sony's console. The article quotes Kyoshi Shin of the International Game Developers Association (IGDA) in Japan as saying, "When people talk about the PS3 on chat forums they say it's like going to a very ...

          GoD: 'Q& A: Tom Sperry, CEO of Exit Games USA'

          Posted: 14 May 2007 12:43 AM CDT

          In this latest exclusive feature for Gamasutra sister mobile game news site GamesOnDeck, Exit Games CEO Tom Sperry discusses the company's recently launched 4.0 version of the multiplayer game platform Neutron, as well as Neutron's competition, and the mobile games industry. In this excerpt, Sperry addresses the topic of ad supported games, and what it means for the mobile video game market: "Ad-supported gaming is not new for the games industry - just the mobile ...

          Wildlife Tycoon Developer Donates To African Habitats

          Posted: 14 May 2007 02:40 AM CDT

          Indie developer Pocketwatch Games has announced that it's donating a percentage of its 2006 income from IGF fondation Wildlife Tycoon: Venture Africa to The WILD Foundation, a Boulder, CO based non-profit dedicated to protecting animal habitats in Africa. According to a statement from the firm, as well as donating 4% of its income from last year, Pocketwatch Games will also motivate others to support The WILD Foundation by providing a link to the WILD website ...

          译自Jeffrey Fleming之《We See farther – A History of Electronic Arts》
          译文经原作者授权,未经许可,谢绝转载。
          第一篇:卑微的开端
          上一篇:[十二] EA.com

          《模拟人生》

          电子游戏要吸引男性青年从来都不是件难事,但是要撬开年轻女性的市场则是出了名的难。对一家像电子艺界这样基于对市场的理解而创建的公司来说,这两个市场间的差异是永远恼人的一道障碍。

          “当你下决心要制作小甜甜布莱尼(Britney Spears)的模拟游戏时,你却迷失了,”Gibeau说。“你把太多的压力放在身上,去捉摸我怎样才能做一个女孩子玩的游戏,结果你还是搞砸了。”

          然而,Will Wright的游戏《模拟人生》的开发却是给EA上了几堂重要的课,教会了它如何去迎合尚未开拓的女性玩家群。

          Gibeau回忆道,“

          Clint Hocking Speaks Out On The Virtues Of Exploration

          Posted: 14 May 2007 11:00 AM CDT

          Ubisoft creative director Clint Hocking (Splinter Cell series) talks to Gamasutra on his influences, what we can learn from Oblivion, and how to create great games through "different flavors" of player exploration.

          Inq. of the Week: Third in a Trilogy

          Posted: 14 May 2007 09:20 AM CDT

          791712the-lord-of-the-rings-return-of-the-king-posters.jpgLast week, we asked what should happen in Spiderman 4. Most of you picked for Carnage (or Maximum Carnage) to happen to the big screen, possibly because the third movie didn’t satisfy your symbiote satisfaction. Coming in second, a possible plotline for those of you who seem to hate Spiderman, was for everybody to die.

          Bartoneus originally suggested this week’s Inquisition, but I felt like the field had to be balanced a bit better. I have attempted to compensate for some answers’ obvious superiority:

          What was the best third movie in a series?
          • Batman Forever
          • X-Men 3: The Last Stand
          • Matrix Revolutions
          • Star Trek 3: The Search for Spock
          • Return of the Jedi: Specialer Edition where Hayden Christenson is the ghost at the end, and there are twice as many Ewoks
          • Return of the King while being punched in the stomach repeatedly
          View Results

          Civ 4: Beyond the Sword Release Date

          Posted: 14 May 2007 09:57 AM CDT

          Civilization 4 publisher 2K games recently announced that the second expansion for Civilization IV called Beyond the Sword, will be released around the 3rd week of july (July 23) in the U.S. The rest of the civilized world will have...

          Continue.



          Sega Sammy's Full Year Profits Down Significantly

          Posted: 14 May 2007 04:29 AM CDT

          Officials from Sega Sammy Holdings have announced the merged company's financial details for the twelve month period ended March 31st. During this time, profits were seen to drop by 34 percent, largely as a result of a fall in demand for Sammy's coin-operated pachinko games. Full year net sales put at ¥528.23 billion ($4.39bn), down 4.5 percent on the previous year. Operating income was down 35.8 percent to ¥76.53 billion ($635.8m) and net income down ...

          Release This: MLB 07 Strikes U.S. PS3s; Japan Cheered By Ouendan 2

          Posted: 14 May 2007 05:24 AM CDT

          Gamasutra's regular round-up of worldwide video game releases, "Release This!", takes a look at every game title we know to be shipping to stores this week, in an exclusively compiled list. What initially seems like another slow week holds a number of significant releases for all regions. MLB 07: The Show and Shrek 3 are set to find their audiences in the United States, while Europe gets a taste of Raw Danger! and Japan cheers ...

          Desert Island Games: Creative Assembly's Dan Toose

          Posted: 14 May 2007 05:27 AM CDT

          For this week's Desert Island Games, a column that looks at the top five games of some of our favorite industry personalities, we speak to Dan Toose, designer of Medieval II: Total War with Brisbane, Australia based studio Creative Assembly. The strategy title was released in November of 2006 to positive reviews, with an expansion, Kingdoms, due for release later in the year. Toose joined the company on the back of a career as a ...

          看到Erick Wujcik的一个问答

          Posted: 14 May 2007 04:44 AM CDT

          问的人如是说,
          The question is,in china,if he is a very very good english speaker,he is able to easily earn money in other ways instead of be a game designer,isn't he?
          意思是——
          有个问题,在中国,如果英语那么牛X的话,比起游戏策划来说,有更容易得多的方式赚钱,难道不是?
          Erick Wujcik(育碧上海工作室老大)如下回答:
          First, the world...
          Game Designers all over the world can usually make much, much more money outside of the gaming industry.
          For example, when Sierra closed their Ohio Studio (PyroTechnix), back in 1999, all the employees with families immediately found local jobs (there were no other local game companies), and all of them ended up with much betted salaries and working conditions.
          As I tell anyone interested in the game industry, if you are looking for money, get a job in business or bankind, not gaming.
          Second, what about in China?
          You are quite correct, if someone is a very good English speaker it is easier to make money in ways other than being a game designer.
          However, in the long term, a qualified Chinese game designer would have the opportunity to compete for jobs in the international market.
          For example, a Lead Game Designer, at a major company in California, can make at least USD60,000/year (see http://www.gamasutra.com/features/20040211/olsen_01.shtml ).
          翻译如下:
          首先,就全世界而言……
          不管在哪,游戏设计者如果不在这一行业,一般都能赚更多更多的钱。
          举个例子,当Sierra关闭他们的俄亥俄工作室时(1999年),所有已有家室的人都立刻在本地找了工作(那里没其他的游戏公司)。他们所有人都得到了更好的薪水和更优的工作环境。
          就像我对任何一个对游戏行业感兴趣的人说的一样,如果你是为钱而来,去商业或者银行领域找工作吧,而不是游戏。
          第二点,关于中国的情况。 
          你说的很对,如果一个人英语很好,那么如果他不做游戏策划的话,赚钱很容易。
          但是,看远一点,一个训练有素的中国游戏设计师可以在国际市场上寻找工作机会。
          比方说主设计师,在加州主要的游戏公司里,一年的收入至少六万美金(http://www.gamasutra.com/features/20040211/olsen_01.shtml)。
           
           
          嗯,趁早换行或者努力出国是正经...
          • 在中国,大部分脱离游戏行业的人,都很难再找到什么其他工作,这是和国外典型不同的地方。

            一年收入六万美金在国外的消费来说也不算高。
            ---- 网易博友88 (Email) 评论于 2007-05-14 18:25:32

          没有设计创意思路时怎么办? [源于国际艺术界]

          Posted: 14 May 2007 03:54 AM CDT

          这里教您190种小方法

          1、把它颠倒过来 
          2、把它摆平 
          3、把缩小 
          4、把颜色变换一下 
          5、把它变为圆形 
          6、使它更大 
          7、把它变为正方形 
          8、使它更小 
          9、使它更长 
          10、使它闪动 
          11、使它更短 
          12、使它发出火花 
          13、使它可以看到 
          14、点燃它 
          15、使它逾起一般情况 
          16、使它发萤光 
          17、把它放进文字里 
          18、使它沉重 
          19、把它插进音乐里 
          20、使它成为引火物 
          21、结合文字和音乐 
          22、使它成为引火物 
          23、结合文字、音乐和图画 
          24、参加竞赛 
          25、结合音乐和图画删除文字 
          26、参加打赌 
          27、不要图画 
          28、使它成为年轻型的 
          29、不要文字 
          30、使它成为壮年型的 
          31、沉默无声 
          32、把它分割开 
          33、使它重复 
          34、保守地说 
          35、使它变成立体 
          36、夸张地说 
          37、使它变成平面 
          38、当替代品卖 
          39、变换它的形态 
          40、发现新用途 
          41、只变更一部分 
          42、减掉它 
          43、使它成为一组 
          44、撕开它 
          45、为捐献或义卖而销售 
          46、使它化合 
          47、鼓励它 
          48、用显而易见的 
          49、机动化 
          50、把要素重新配置 
          51、电气代 
          52、降低调子 
          53、使它活动 
          54、提高调子 
          55、使它相反 
          56、割开它 
          57、它像是某种东西的代替品 
          58、混合在一起 
          59、使它罗曼蒂克 
          60、改用另一种形式表现 
          61、增添怀旧的诉求 
          62、使它的速度加快 
          63、使它看起来流行 
          64、使它缓慢下来 
          65、使它看起来像未来派 
          66、使它飞行 
          67、使它成为某种物品的部分代替 
          68、使它浮起 
          69、使它更强壮 
          70、使它滚转 
          71、使它更耐久 
          72、把它切成片状 
          73、运用象征 
          74、使它成为粉状 
          75、它是写实派 
          76、以性欲作诉求 
          77、运用新艺术形式 
          78、使它凝缩 
          79、变为摄影技巧 
          80、使它弯曲 
          81、变换为图解方式 
          82、使它成对 
          83、使它变更形式 
          84、使它倾斜 
          85、用图画说明你的故事 
          86、使它悬浮半空中 
          87、使用新广告媒体 
          88、使它垂直站立 
          89、创造新广告媒体 
          90、把它由里向外翻转 
          91、使它更强烈 
          92、把它向旁边转 
          93、使它更冷 
          94、摇动它 
          95、增加香味 
          96、把它遮蔽起来 
          97、变换气味 
          98、使它不对称 
          99、把它除臭 
          100、使它不对称 
          61、增添怀旧的诉求 
          62、使它的速度加快 
          63、使它看起来流行 
          64、使它缓慢下来 
          65、使它看起来像未来派 
          66、使它飞行 
          67、使它成为某种物品的部分代替 
          68、使它浮起 
          69、使它更强壮 
          70、使它滚转 
          71、使它更强壮 
          72、把它切成片状 
          73、运用象征 
          74、使它成为粉状 
          75、它是写实派 
          76、以性欲作诉求 
          77、运用新艺术形式 
          78、使它凝缩 
          79、变为摄影技巧 
          80、使它弯曲 
          81、变换为图解方式 
          82、使它成对 
          83、使它变更形式 
          84、使它倾斜 
          85、用图画说明你的故事 
          86、使它悬浮半空中 
          87、使用新广告媒体 
          90、把它由里外翻转 
          91、使它更强烈 
          92、把它向旁边转 
          93、使它更冷 
          94、摇动它 
          95、增加香味 
          96、把它遮蔽起来 
          97、变换气味 
          98、使它对称 
          99、把它除臭 
          100、使它不对称 
          101、将它向儿童诉求 
          102、反它隔开 
          103、将它向男士诉求 
          104、使它与其他相敌对 
          105、将它向妇女诉求 
          106、使它锐利 
          107、价钱更低 
          108、变更它的外形 
          109、抬高价格 
          110、要它绕一周 
          111、变更成份 
          112、把它框起来 
          113、增加新成份 
          114、把它卷成一圈 
          115、拧搓它 
          116、把它填满 
          117、使它透明 
          118、把它弄成空的 
          119、使它不透明 
          120、把它打开 
          121、用不同背景 
          122、把拼错 
          123、用不同环境 
          124、给它起我上绰号 
          125、使它富有魅力 
          126、把它封印起来 
          127、使用视觉效果 
          128、把它移转过来 
          129、使用另外的物料 
          130、把它捆包起来 
          131、增加人的趣味 
          132、把它集中起来 
          133、变更密度 
          134、把它推开 
          135、置于不同的货柜 
          136、使它成为交替的 
          137、变换包装 
          138、使它凝固起来 
          139、使密度增加 
          140、使它溶化 
          141、小型化 
          142、使成凝胶状 
          143、增加至最大限 
          144、使它软化 
          145、把它除掉 
          146、使它硬化 
          147、使它轻便 
          148、使蒸发变为汽化 
          149、使它可以折叠 
          150、加上抑扬顿挫 
          151、趋向偏激 
          152、使它更狭窄 
          153、如夏天炎热 
          154、使它更宽广 
          155、如冬天寒冷 
          156、使它更滑稽 
          157、使拟人化 
          158、使它成为被讽刺的 
          159、使它更暗 
          160、用简短的文案 
          161、使它发光 
          162、用冗长的文案 
          163、使它灼 
          164、发现第二种用途 
          165、使它更有营养 
          166、使它合成在一起 
          167、把它倒进瓶中 
          168、把它当作用具来卖 
          169、把它倒进罐中 
          170、使它清净 
          171、把它放进盒中 
          172、把它倒进壶中 
          173、把它倒进缸中 
          174、把它弄直 
          175、把它褶曲 
          176、把它缠起来 
          177、提升声誉 
          178、免费提供 
          179、以成本价出售 
          180、提供特价 
          181、增加慰藉的诉求 
          182、提供维护服务 
          183、运用不同的织法 
          184、使它变成香郁宜人 
          185、使它变成酸的 
          186、使它濡湿 
          187、使它脱水 
          188、使它干燥 
          189、把它冻起来 
          190、把它抛出去 

          Blogpocalypse

          Posted: 14 May 2007 01:20 AM CDT

          I was tapped by Tales of the Rampant Coyote: Why Games Will Save The World to do this meme about posting as if it were your last post.

          Well, to keep it brief: if the blogs all go away, all we’re really doing is losing a means of staying in touch. I am lousy at staying in touch anyway. And many of the people I wish I stayed in touch with don’t read the blog anyhow. Go figure.

          So my advice, in a world where the blogs are going away, is perhaps the opposite of what you might expect. It might be that you think that I’d sum up my blog with one last game theory bit, one last plea for the future metaverse of online worlds to hold to high ethics, or even one last poem or something.

          Nope. I’m going to tell you that it’s about time. Go outside. Call your mother (you did call her on Mother’s Day, right? You can call her again. She doesn’t hear enough from you anyway). Take off your shoes and rustle your toes in some grass. If you have a pond handy, skip some rocks. Gather friends around you and share a laugh. Have an intense conversation over wine, beer, milk, or the beverage of your choice — the kind of all-consuming conversation about deep and momentarily deeply important topics that you used to have when you were young. Whatever your age, there was a time when you had those, and you were younger than you are now, and those conversations meant more.

          Honestly, all blogs are is another way to do that. So if the blogpocalypse hits, well, there’s always still the old-fashioned ways.

          羊肉※矛盾※心情烦躁

          Posted: 13 May 2007 08:38 PM CDT

          昨天去了阿西亚在北京的分店。好久没吃到家乡的黄焖羊肉了,知道阿西亚在北京开了分店后就一直想去看看。羊肉用的是兰州那边的羊,但可能因为冷冻的原因没有兰州那边的羊肉嫩;啤酒喝的是黄河;美中不足是服务员都不兰州人,始终感觉确那么点味道。酿皮还不错,就是不够辣。能在北京吃到这样的羊肉我已经很满足了。可惜,也许是因为水土的原因,味道总觉得差那么一点点,感觉也差那么一点点。
          食物的味道也许会因为周围环境的不同而不同,大概吧,我觉得。
          突然有种想家的感觉。

          很矛盾。很讨厌一个人无所事事孤独的感觉,周末总是想要出去聚会;但我又非常讨厌一群人聒噪的感觉。这种矛盾往往造成我满心期待去参加各种活动,确头疼不止的失望而归。孤独感让我对各种形形色色的聚会活动乐此不疲,但喜欢安静的我确每每被这种活动搅的头昏脑胀。这个循环简直让我头大不已。发现自己的周末确实过的有够无聊。当宅不宅的时候,是不是也会遇到我现在的状况呢?
          kill time or time kill,that si a problem.

          心情烦躁到几点,一直在压抑心头的无名狂躁。这种情况从早上开始就伴随着我,看到所有的人都感觉不顺眼,当然,也包括自己。好在我还能控制自己的情绪,起码控制着不对任何人发泄出我这种莫明其妙的烦躁。

          早上居然迟到了,ORZ,我走路上班的居然也有迟到的一天,对同事的不满达到了极点,丫挺的就不能麻利点吗。

          CJ QQ上告诉我说她要结婚了,仔细一问原来是明年才结,松了一口气。这进展也太快了吧,现在流行闪电结婚吗?明年会有多少兄弟姐妹步入婚姻围城呢?目前已知的已经有4个了,而且这个数字似乎还在不断增加。
          哥们们千万别在同一个月结婚啊~
          T-T
          欠下的债迟早要还的,送的红包迟早是要回收的 ^_^

          blog更新了大量朋友的blog联接,继续增加中

          布尔排序(C语言)

          Posted: 14 May 2007 11:43 AM CDT

            以下程序已经在Turbo C2.0下调试通过.如果您有任何问题,请给我留言,谢谢!
             void ShellSort(int R[], int n)
           {
            int i,j,gap;
            int tmp;
            gap = n/2;
            while(gap>0)
            {for(i=gap; i<n; i++)
             {tmp = R[i];
              j=i-gap;
              while(j>=0 && tmp<R[j])
                {R[j+gap]=R[j];
                 j=j-gap;
                }
                R[j+gap]=tmp;
                j=j-g...

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          Gamecock To Publish Next-Gen Croteam Title

          Posted: 15 May 2007 06:46 AM CDT

          Representatives from newly founded "independent, artist-driven" publisher Gamecock have announced that Serious Sam developer Croteam has been added to the company's stable for its yet unannounced next-gen game. No details have been announced on the forthcoming game from the Croatian developer, other than the fact that it is currently in development and will make use of Croteam's proprietary engine known as Serious Engine 3. Gamecock has said that the game will ship in North America ...

          Spiderman 3 Continues To Top Weekly GameFly Requests

          Posted: 15 May 2007 06:15 AM CDT

          This week's top rental charts from U.S. game rental company GameFly, representing the most requested games for the week ending May 11, highlight both to-be-released and already released games in a unique demand-specific chart. Activision's multiplatform adaptation of the recently released Spiderman 3 feature film continued to be the most requested title by GameFly subscribers, with versions of the game accounting for three spots in this week's top ten all-platform chart, including the top position. ...

          Product: Softimage Launches Alienbrain 8

          Posted: 15 May 2007 05:49 AM CDT

          Avid Technology subsidiary Softimage has announced the worldwide release of its asset management system Alienbrain 8, with new multi-site collaboration, a central license server, and automated multi-project administration to 3D artists. Designed to meet the needs of art teams working on next-generation game development and industrial design projects, Alienbrain 8 offers accelerated and scalable solutions that meet the needs of growing global collaborative networks. The software comes in three separate configurations: Essentials for Programmers, Essentials ...

          Feature: 'An Analysis of the Game Product Lifecycle'

          Posted: 15 May 2007 05:49 AM CDT

          It this latest exclusive Gamasutra feature, Lost Garden blogger and industry veteran Daniel Cook analyzes just how "understanding the genre lifecycle trends can help you strategically position your game design for an improved shot at success", with many concrete examples. In this excerpt, Cook examines how product categories map to specific titles, noting the connection between game mechanics and product categories, as well as that established brands are often not enough to guarantee customer satisfaction: ...

          Tomb Raider: Anniversary Coming To Wii

          Posted: 15 May 2007 05:33 AM CDT

          Publisher Eidos Interactive has announced that a "special version" of Tomb Raider: Anniversary, the forthcoming PSP, PS2, and PC remake of the original Tomb Raider, is currently in production for the Nintendo Wii with requisite motion-sensing upgrades. As earlier reported, the re-imagining of the original Core-developed Tomb Raider, is being developed by Crystal Dynamics using an advanced version of the engine used for Tomb Raider: Legend, which, according to Eidos officials, allows "all of the ...

          Resumption

          Posted: 15 May 2007 07:17 AM CDT

          With my wife returning to work, it seems as if the transitional period is over and normal life (if such a thing exists) is gradually returning. Presumably, I will now settle back into a regular schedule, and blogging will return to its usual patterns.

          Some short snippets to start the week...

          • We brought our European PS2 and GameCube over with us, but I'm having no end of problems rigging them up. I bought an adapter online that claimed to convert PAL to NTSC (which is the correct switch in formats) but its box warns "can only be used with a 50 Hertz NTSC TV set." Now this confuses me, since NTSC is a 60 Hertz format! It seems that the converter I purchased does nothing of consequence. Can anyone help me find the correct device to allow a UK PS2 to be used on a US TV set?
          • The 'Currently Playing' list on the blog has been out of date for a while, on account of the move. In fact, it should just contain Tetris and Mario Kart on the DS, as this is essentially all I've played in months. The only other thing I've played recently is The Marriage, which I was completely obsessed with for a few weeks after GDC.
          • I keep considering a post about why I decided to include religion as a topic on my blog, but it seems too self-indulgent so I have always backed away. Briefly, however, the absence of intelligent discussion on this subject left me wanting to have my say. Also, I sensed religion being pointed to as a scapegoat once again in certain geopolitical conflicts that are all too familiar. I felt religion could use both a spirited defence, and a more reconciliatory attitude.
          • I'm reading Hume at the moment. To characterise him as an atheist is to grossly simplify his position, and probably a grave disservice, although he clearly delights in his irreligious views. His commentary is sometimes self-defeating, but often remarkable, especially since he was writing in the 18th century.
          • I've drafted the lead post for The Ethics Campaign, now just two days away, but it doesn't address the issue of defining ethics in any way. I guess I'll see how the discussion proceeds from this opening gambit, and if we need a clear definition we can turn to that next. Am I nervous about kicking off this new game? Perhaps. Certainly, I'm acutely aware of its imminency.

          Now if you will excuse me, there is work to be done...

          Spinword: discount for Raph readers

          Posted: 15 May 2007 10:46 AM CDT

          So my friends over at Slam Games (the same folks who are doing research into game notation) just launched their new site Joyboost, and specifically, their game Spinword, which I have watched evolve from prototype to finished product.

          And in celebration, they gave me a discount code to share with all of you who read the blog!


          When you go to purchase the game, use the discount code RAPHREADERS. It’s only good until May 22nd.

          蜂蜜酸奶大蒜南瓜稀饭玉米凤爪夫妻肺片

          Posted: 15 May 2007 10:13 AM CDT

          早上起来,感到肚子疼,大约在左边最后一根肋骨下面的地方,估计是胃,于是不吃早饭,喝蜂蜜喝酸奶,不吃中饭,吃大蒜喝南瓜喝稀饭喝玉米。
           
          后来Leny非说那里不是胃,于是我就不疼了,晚上回家,豪快的吃凤爪吃夫妻肺片,吃米饭。

          Q& A: John Romero On Slipgate's Big MMO Plans

          Posted: 15 May 2007 05:07 AM CDT

          It's a well-known fact that FPS legend John Romero (Doom, Quake) has founded a new company, Slipgate Ironworks, and that the firm is at work in the Bay Area on an MMO. While details have been slight until now, Romero appeared on a panel at last week's OGDC conference in Seattle to offer his opinion on the challenges for designing these worlds, and afterwards answered a few exclusive questions from Gamasutra. "We've been working with ...

          Record Loss Predicted For Sony In Fourth Quarter

          Posted: 15 May 2007 04:16 AM CDT

          Analysts quoted in a new Bloomberg article have suggested that Sony could report its largest quarterly loss in four years this week, following lower than expected demand for the PlayStation 3, with a figure of ¥75.8 billion ($629.3m) being predicted. The ¥75.8 billion figure has been calculated from a median estimate of eleven analysts surveyed by Bloomberg, an increase from a loss of ¥66.5 billion ($552.1m) in 2006. The same analysts predict that sales will ...

          Hollywood Effects House Enters Game Development

          Posted: 15 May 2007 03:57 AM CDT

          Officials from special effects production house Digital Domain have announced that the company is to begin developing its own video games, according to a report by the Los Angeles Times quoting Hollywood director and co-chairman Michael Bay. Bay, best known for blockbusters such as Armageddon and the forthcoming Transformers, helped to spearhead a purchase of Digital Domain in May 2006 by investment firm Wyndcrest Holdings. Initially associated with Titanic director James Cameron and his long ...

          Spider-Man 3 Still On Top In Busy UK Chart

          Posted: 15 May 2007 03:03 AM CDT

          With the movie also at the top of the UK box office chart, Activision's Spider-Man 3 has unsurprisingly remained at the top of the UK games charts, with sales up 26 percent on its opening week. The PlayStation 2 version of the game has claimed the greatest number of sales this week, though, up 73 percent compared to the Xbox 360 - which is down by 18 percent. The PlayStation 2 version now accounts for ...

          The China Angle: Causes, Effects, And Consequences

          Posted: 15 May 2007 05:58 AM CDT

          In Gamasutra's latest China Angle column, Pacific Epoch's Shang Koo reports rumors of IDG putting $15 million into a new game company to operate the sequel to hit dance MMO Audition, and operator Shanda offering $26,000 bounties for gold farming plug-in creators. Causes And Effects: How New Game Companies Are Formed Wang Feng, a former vice president at Chinese software and online game developer Kingsoft, has received US$15 million from IDG Technology Venture Investment (IDGVC) ...

          Hollywood & Games Adds EA, LucasArts Panel

          Posted: 15 May 2007 04:43 AM CDT

          The organizers of the 2007 Hollywood and Games Summit have announced a new spotlight panel featuring LucasFilm VP/LucasArts president Jim Ward and Electronic Arts LA boss Neil Young discussing the sharing of production processes between games and film. The panel for the Los Angeles-based June event, to be called 'Shades of Gray: Sharing Management and Production Processes Between Films and Games', will be moderated by Newsweek editor N'Gai Croal, and is described as follows by ...

          GCG: 'The Acid Test: QA as a Bridge to a Game Career'

          Posted: 15 May 2007 06:09 AM CDT

          In the latest feature for Gamasutra sister educational site Game Career Guide, Alistair Wallis investigates quality assurance as its own career path, and whether it can still be used as a stepping stone into other career options in game industry. In this excerpt, Toys For Bob producer Alex Ness, Evolution Studios' Vicky Rowley and others discuss whether or not people can make QA their own career path, with QA engineer Zachary Slater saying it only ...

          邪恶裸练的奇迹世界女性玩家

          Posted: 14 May 2007 05:18 AM CDT

           


          作为MM,是少不了一段痛苦的裸练过程的,如果实在想不开,就和其他MM一起泡泡澡,交流一下裸的经验





          裸练的时候会经常倒下,惩罚就是衣服坏掉,但是裸练没有衣服,所以就没有惩罚





          不过作为裸练的MM,可以在复活后耍赖,装一下虚弱,等待绅士男的救死扶伤。






          MM角色中小法师最可怜,据说还曾经被某妹控的洛克菲斯特帅哥绑架过。





          当然等到MM长大了,又会遇到一个问题,没有MP而不得不跪地毯,蹲地板之类的





          有些MM特别狡猾,行动和别的MM不一样,有个小经验,PVP时看见MM蹲地板千万不要马上冲过去杀。比如这小哥,请看下图




          看见了吧,MM正在酝酿某金钟罩魔法技能,打她只能自己晕过去咯





          这几位都是想趁人之危的,结果弄得自己晕了,知道那个站着的黑哥怎么回事不?对!他带了头盔!所以没晕。



          射手MM长大了就变成了主力杀手,看看这位多厉害,清国清城,帝国军的末日





          当然不能太自大太夸张了,遇到这种严重等级压制的队伍,最好还是快掉遛掉的好

          “快乐男声” 惊现魔兽世界之音

          Posted: 14 May 2007 05:16 AM CDT

           

          在湖南卫视“快乐男声”西安赛区上,传来了熔火之心的最终Boss 拉格纳罗斯的低吼“你为什么要打扰我……”让现场所有人感到了巨大的火元素领主近在面前的压迫感。

          记者们纷纷上前采访,询问这位选手的模仿为何能如此震撼人心。想不到,原来他就是魔兽世界的配音演员龚格尔,拉格纳罗斯就是他的配音。刚才他稍微使用了一下“拉格纳罗斯之怒”,10码内的所有记者就被全部击中,无法抵抗。

          很多记者对他进行了采访,快结束时有人不忘装备,问了句:“你到底啥时候给我出冲击束带啊??”众人汗之…….

          龚格尔已进入了“快乐男声”10强。让我们在此祝愿他取得好成绩,让魔兽世界之音震撼更多的人。

          龚格尔简介:毕业于北京电影学院公共事业管理专业,从事影视配乐及配音等工作。作品有:“魔兽世界”配音“拉格纳罗斯”“奈法利安”“无疤者奥斯里安”等,广播剧《亮剑》的撰稿人、制作人,胡戈《春运帝国》《007大战黑衣人》《鸟笼山剿匪记》等。

          魔兽世界中文语音包下载>>>http://images1.wowchina.com/download/client/index.shtml

          The Circle of Life: An Analysis of the Game Product Lifecycle

          Posted: 15 May 2007 11:00 AM CDT

          In his debut feature for Gamasutra, Lost Garden blogger and industry veteran Daniel Cook analyzes just how "...understanding the genre lifecycle trends can help you strategically position your game design for an improved shot at success", with many concrete examples.

          YouTube of the Week: Mario + Drama Edition

          Posted: 15 May 2007 09:13 AM CDT

          Poor Mario has many problems. Who knew being big was so addictive? Found via Boingboing.

          The Acid Test: QA as a Bridge to a Game Career

          Posted: 15 May 2007 07:00 AM CDT

          Alistair Wallis digs into Quality Assurance as its own career path and how it branches into other career options in game industry.

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          Burning Crusade Drives Vivendi Games Q1 Sales Up 117%

          Posted: 16 May 2007 06:07 AM CDT

          Officials from French media and telecoms group Vivendi, parent of Vivendi Games, have released details of the company's first quarter sales, showing profits up 22.8% to $1.04 million, and sales up 117.2% in its games division driven by World Of Warcraft expansion The Burning Crusade. Overall company sales across all divisions saw an increase of 5.3 percent to 5 billion Euros ($6.7 billion), and profits at 771 million ($1.04 million), an increase of 22.8 percent, ...

          Midnight Club: Los Angeles Announced For Xbox 360, PS3

          Posted: 16 May 2007 05:33 AM CDT

          Rockstar Games has announced that the latest in its top selling racing franchise Midnight Club will be coming to the PlayStation 3 and Xbox 360 in early 2008 as Midnight Club: Los Angeles. Midnight Club's last release came in 2006, with the budget priced Midnight Club 3: DUB Edition Remix, containing new vehicles, cities, music and maps, as well as online play on the PS2 and Xbox, and was critically very well received. For the ...

          Podcast: The Left Brain/Right Brain Making Of God of War

          Posted: 16 May 2007 05:24 AM CDT

          Gamasutra is proud to present the latest free Game Developers Conference recording, part of our regular weekly GDC Radio podcasts, which include both the Tom Kim-presented Gamasutra Podcast show, alongside the best lectures, tutorials, and roundtables from this and previous years' Game Developers Conferences. With God of War: Chains of Olympus coming to the PSP, and the extremely well received God of War II continuing to be a top seller, we take a look back ...

          Feature: 'Event Wrap Up : Vancouver International Game Summit'

          Posted: 16 May 2007 06:56 AM CDT

          For today's Gamasutra feature, we present an in-depth report of the inaugural Vancouver International Game Summit, revealing insight from developers such as Stubbs The Zombie creator creator Alex Seropian and Propaganda Games' Josh Holmes (Turok). In this excerpt, Holmes says the industry is in need of new development models and new risks to grow its audience, warning that people could lose interest "if the industry doesn't break down the control barrier and look for better ...

          Nvidia, Capcom Release DX10 Lost Planet PC Demo

          Posted: 16 May 2007 08:00 AM CDT

          Representatives from Capcom and Nvidia have announced the release of a PC demo version of Capcom's hit Xbox 360 game Lost Planet, the first demo for Windows Vista's DirectX 10. First announced in April, Nvidia told Gamasutra the company was exclusively "working with Capcom to bring this title to the PC and include DX 10 graphics," with Nivida providing the development team with DX 10 graphics cards "ongoing technical assistance." The final game, expected for ...

          工作杂谈——为什么推《彩虹岛》下篇

          Posted: 15 May 2007 10:32 AM CDT

           我说了回家就继续写,就要继续写。
           
          前面讲过了不支持《劲舞世界》的理由,现在说《奇迹世界》。
           
          4月18号已经公测了的奇迹世界,到现在已经差不多一个月了。虽然官方对外公布的是30万在线,但是这个水分,大家心里清楚我就不多说了。
           
          从游戏来讲,说奇迹世界是个超级大泡菜绝对没错,我真的不觉得现在再做这类游戏能有什么好效果。人家传奇现在还在不降反升,奇迹世界要维持不下跌就不错了。
           
          奇迹世界的卖点除了是超级泡菜,还有一点是奇迹。没错,原厂出品,很多地方比如职业、系统都沿袭了奇迹的设定,但是真的奇迹老玩家吃这套与否还真是很难说,老玩家们当年的感情在现在物欲横流的游戏中会被唤醒么?老子视目以待。
           
          话说回来,一个游戏都测试那么久了(比彩虹岛还久),现在才来做,是不是晚了点儿?
          我们做这个有什么优势可言,和9C奇迹世界项目组很熟可以拉到很多活动?还是这个游戏非常优秀,用户黏着力超级强悍,可以拉住比游戏在线人数更多的网站用户?
           
           
          MD,我和彩虹岛更熟呢,我还明确说了绝对可以得到活动支持,就因为彩虹岛论坛帖子少,就觉得这游戏没前途?
           
          好,为什么我觉得该做彩虹岛。
           
          其实要扯到前面提过的一个观点,现在做游戏运营,更重要的关键在于做平台,平台的成熟与否很大程度上可以减轻因为游戏本身的问题造成的玩家流失。
          在这方面彩虹的用户维系比奇迹世界更好,因为产品本身是休闲游戏,玩家在游戏中的挫折感会比MMO中削弱很多,再加上游戏永久免费,压力也减弱了许多。
           
          再者,作为盛大今年强推的产品,彩虹岛本身也被赋予了很高的期望,彩虹岛现在的实际在线人数比奇迹世界那可是高了不只一倍,更大的推广手笔慢慢就会看到。
           
          至于我问朋友,为什么你们论坛的每日发帖那么少?
          他答:都在游戏里,谁灌水啊!
          说起来,他自己51的时候也带着家里人一起通宵玩彩虹岛来着,很少有这样喜欢自家产品的员工呢………………
           
           
          扯淡完毕- -
          饿死劳资了
          今天有点愤愤,所以说的有点没逻辑,大家忍忍好了- -

          工作杂谈之一_为什么推《彩虹岛》

          Posted: 15 May 2007 05:21 AM CDT

          今天这标题SB了,不过看在还在等人的情况下,也抒发一下今天下午开会的一点乱七八糟的想法。
           
          前段时间,主管提出要选一个新游戏来作为新的推广产品,希望能吸引更广泛的用户关注,于是我和另两个同事就开了个小会商讨了一下,最后每人定了一个产品作为自己推荐的建议新游戏,除了我说的《彩虹岛》其他两款分别定的《劲舞世界》和《奇迹世界》。
           
          首先简单一点分析,我为什么不赞同做《劲舞世界》和《奇迹世界》呢?
          先讲《劲舞世界》。他们之所以提这个游戏的原因,很大一点在于该游戏在搜索引擎中在排名靠前(《奇迹世界》也是同样的原因……)。
          当然在提到劲舞世界的时候,难免会觉得这个游戏会重塑《劲舞团》的辉煌,的确许多人都这样想,所以也确实出现了大量类似的游戏,比如19号要测试的舞街区、6月1号的劲舞世界、乃至更早9Y自己出的超级舞者,这些都还是平时比较常见诸网络的几款,实际上已经在测试已经被代理已经向中国运营商伸出橄榄枝的网络劲舞类游戏何止五款?
           
          好,这个时候,有人会说,尚禾有后台,有大钱,游戏品质也属中上,再加上有前久游的某牛人,定然是会重新创造一个劲舞出来,您看,人家甚至连名字也抢了劲舞的关键字,再缀上XX世界这个绝对NB的起名法则,那是不红也难哪!
           
          但是,但是我们忽略了一点,久游把自己的核心用户群是抓得相当地紧的,且不论同类游戏绝对会出现的审美疲劳的情况(人家玩了一年多劲舞再来玩这个舞蹈游戏,是画面上的提升玩法的一些变化就能彻底吸引得叛逃的么?),单单是用户服务这一块,久游就在用户中占据了最稳固的东西——relation。
           
          许多人指责劲舞团是一夜情游戏,其实劲舞团就是个交友平台,就是个男男女女的交流场所,久游把这个平台做得好,其价值远远大于其游戏本身。
           
          但是这个平台,这些人,在久游手中,尚禾有产品,但是他能做出这样NB的平台么?我看玄。
           
          剩余的回家写了- -
          orz
           
           
           

          如果我做劲舞2

          Posted: 14 May 2007 03:50 AM CDT

           
             5月14日一上班便看到友人发来的连接,前金山高级副总裁王峰先生获得了IDG的投资,要做劲舞团2了
           
            虽然王峰先生在14日接受新浪科技记者采访时拒评新公司获IDG投资消息,但是我依然在南五环外凡心大动,思绪翩翩。如何将中国最大的“交友”网游劲舞团的2代发扬光大?如何转移这个交友的氛围到其2代作品上?如何将玩家转变成更有力的消费者?
           
            好吧我承认作为媒体人的我是个标题党,如果我做劲舞2是标题党的产物。我以一个非运营人员提出一些非专业的意见,权当是这午后的消遣,也是对物业在此气温下依然不开空调而导致我想入非非的直接控诉。
           
          一、开设劲舞团交友网

            早在去年,我们就做过一个白色情人节交友专题。具体执行的编辑当时大呼,有10个人参加这个活动就行了。结果参与者几日之内便超过80人,其中劲舞团的玩家超过80%。编辑部当时的统一结论是:劲舞的玩家交友欲NO.1
            
            在此前提下,一个针对au的交友网站是有利可图的。初期使之成为笼络玩家在非游戏时间的消遣地及用来吸引非游戏玩家的入口。后期可转型为官网及异业合作的辅助平台,还可是线上活动举办地、广告投放处等等等等。
            
          二、开展全国范围的舞蹈比赛

            沾前人劲舞团的光,利用舞林大会的影响继续深入的办下去。事实证明,玩家对游戏公司的认知并没有我们想象的高,在上海,久游的名气随着舞林大会等大型活动威望甚高。可大部分玩家对传奇和传奇3的运营公司并不感冒,前日还看新闻,有玩家一直以为传奇3依然是盛大运营,大骂之后被人纠正十分惭愧。
           
            另外通过进行07年Miss ChinaJoy青春风采大赛的工作我发现,很多开始认为不可能、不好办的工作具体执行起来也不是那么难。以劲舞的用户群来讲,这样一个针对性的全民海选、包装培训、线上线下活动是会取得效果的。
           
          三、品牌服装合作

            同服装设计公司合作,新的服装在游戏内均可以购买。并且在店面内购买指定服装可在游戏中同步获得。还可同鞋子、饰品,甚至审美这样的美发厅合作。只要是能在游戏人物身上表现的都可以。联合线上线下、同相关传统公司合作,除非是你首先把自己否了,或者是表达才能和影响力不够。否则是不会有传统公司在2007年依然排斥同游戏公司合作的。
           
          四、领导者的魅力
           
            媒体人通常会用一个团队来衡量一家公司,传奇是个烂游戏,盛大是个好公司是因为有陈天桥。魔兽世界是个好游戏,九城也是个好公司,但日前朱骏老板正在同邻居就遮光权一事打官司。扯远了~~~
            领导除了是吸引投资的关键条件,也是吸引媒体人,特别是我等好事之人注意的一类人。举手投足闲谈之间就是一个新闻,一则小故事,一个小传闻。最后成就了一个大老板。我相信07年,这个同蓝海类似名字的蓝港在线一定会为我们不断带来惊喜。
           
            暂时想到四点,我不反对你批评我的肤浅。毕竟这是一个非专业的游戏人一时兴起的一点想法而已。

          原谅我无聊的尝试,要知道这就叫全权管理

          Posted: 16 May 2007 10:34 AM CDT

          虽然不写博了,但好像看见新浪增加了一项功能,"最近访问",如果圈子也有这项功能我也不用调查了。

          昨天狠劲加精了近四十页的文章,太累了,如果有谁还对管理圈子感兴趣,就如怀恋众黄昏说的:

          “圈主和游戏论坛版主的性质差不多。。
          虽然普通会员能够建立圈子,但是号召力不足,难免沦为几个人的圈子。只有将优秀的力量团结在一起,不断发掘寻找新生力量才是发展的道路。”,,所以如果有谁喜欢管理圈子,愿意为之付出,也喜欢游戏,喜欢游戏制作,请加入我们的队伍。

           

          增加三名管理员:

          如果您是游戏玩家,请至少理解游戏文化。。。

          如果您是游戏评论、游戏观察,请至少让我们相信你对某些游戏的理解深度。。

          如果您是游戏业内人士,请至少确认自己有足够的时间(每天可以抽出上网时间的一二十分钟)。。

           

          为了增加管理员,进行这项调查:每天都有谁进月之彼方圈呢?你只需在回复时写下博客名或用户名,又或者博客地址即可。

           

          如果想成为管理员,请注明“加入管理”,并确认自己是否符合上面的条件,我们当然可以强塞给某人一个管理员,而且事实证明强塞对了的一定是个负责的管理,返而是些毛遂自荐的朋友没有用心去管理(我以前管理过一些其它的圈子和博客),但不管怎么说民主需要考虑他人的想法。

           

          PS:我已经不在新浪更新是事实,所以希望有人可以管理这个博客还有彼方圈,没人做过这样的尝试,怎知不可以呢!

          今天被漂亮的辅导员请去吃饭了,我就知道没有多少时间往电脑旁站了,同志们玩得开心!现在这个博客恢复原样了....

          新建的公会圈子:竖琴手法系同盟

          Posted: 12 May 2007 08:37 PM CDT

          竖琴手法系同盟
          法系战术。。。。不多说。
           
          回瞧一:你说:“某人说过 ×年不写博...”,我原文是说那个博客停止更新,这个博客嘛,也没多少时间写,但是有个人照顾,至少有点感觉,‘我还是网上,我没有离开。’

          测试下你适合进入游戏行业吗?

          Posted: 04 May 2007 08:15 AM CDT

          通常,人们认为level designer是做关卡设计工作的。这主要是因为level designer是从FPS和RTS游戏开发中诞生的职务。在以上这两种游戏中,关卡的编辑是游戏平衡的一个核心内容。而在RPG或类似类型的游戏中,关卡设计的工作就没有那么重要的,游戏的平衡就 ...

          WordPress 2.2 in the wild 杨贵妃般的WordPress 2.2出浴

          Posted: 16 May 2007 09:58 AM CDT

          全球客栈 | Global

          wp-2-0-button.gif

          善歌舞,邃曉音律,且智算警穎,迎意輒悟。——楊貴妃 on Wikipedia

          唐朝对美女的评判标准是以丰满为美,现代审美观念早已转变,无论是选美还是软件工程学,均属轻快为俏。

          WordPress 2.2 "Getz",虽然压缩后只有不到1MB(950+KB),但相比2.1.3的831KB压缩包还是有近15%的增长,这肉到底长在哪里?又是否长得有如羞花之美?

          答案是肯定的。

          最让人激动的是WordPress Widget成为默认功能(原来是插件),尽管对于大部分有一定PHP基础的WordPress用户来说自定义主题和使用插件是小菜一碟,WordPress的开发团队仍能着眼普通Blog用户,把简单易用的Sidebar功能整合到WP里,对用户和插件开发者都是个好消息。

          新的Google Blogger导入脚本,这对于国内用户绝对是喜讯!在长城无微不至的关怀下,还是自己架个小站比较有保证呐,现在你不用担心文章转移的问题了,内置的导入功能兼容新旧Blogger帐号,并且能一口气导入全部文章和留言。

          阻止可能影响Blog运行的插件启动,还记得启动插件时最常见的header already sent问题么?2.2不能解决你的问题(被打)。但是!在2.2里如果插件引起致命错误(Fatal Error不是Warning)则它不会被启动,所谓的插件沙盒将插件放入到虚拟环境中运行一次,如果出错则返回用户友好的"发现致命错误"信息(不会影响Blog运行);同时如果你修改一个运行中的插件,如保存后导致Fatal Error也会被自动禁止运行。至于到底多有效还有待考察。

          至于别的有趣升级包括:

          • 标准Atom1.0规范的启用,呼,总算可以dump了0.3;

          • Tinymce的版本总算跟上官方的更新速度,目前为2.1.0系列;

          • Prototype升级至1.5版,另外出乎店长的预料,JQuery居然咸鱼翻身,从WordPress开发团队Blog的语气来看,似乎要从Prototype向JQuery转移;

          • 别以为小小的wp-config.php没什么新奇,现在你可以在里面填入数据库编码了!喜欢的话你甚至可以编入站点url和真实url。

          本次更新处理了240+个大小bug和请求,大概有近10个更新条目都和提升现存挂钩速度有关,看来WP的运行速度应该非慢反快,详情请到官方的trac浏览。

          WordPress 2.1版被下载了140万次,感谢你的支持,请继续为WP2.2作出你的一点贡献

          最后补充,关于早前被黑的解释,估计是我们zenphoto的漏洞导致,目前已经升级为最新版。入侵者的目的也很明显,就是要利用htaccess配合php转向我们的链接,只针对Google(用户直接访问会返回错误信息),以达到偷取我们pagerank的目的(其实也就6)……入侵者很明显掌握多个著名PHP系统的漏洞,包括Joomla和Zenphoto等等,一旦遇上旧版本就利用漏洞批量上传,网上的同类例子并不难找到,在Google留下的遗迹也不少。

          Event Wrap Up : Vancouver International Game Summit

          Posted: 16 May 2007 11:00 AM CDT

          Gamasutra was at the recent, inaugural Vancouver International Game Summit, and reveals insight from developers such as Stubbs The Zombie creator creator Alex Seropian and Propaganda Games' Josh Holmes (Turok) in this in-depth report.

          暴血公司196·名为大汉,实为大贼

          Posted: 15 May 2007 07:04 PM CDT

          老板:你看这个。

          小强:哦,这个我知道,就是在比尔·盖茨面前举牌子抗议的那个。

          老板:你看人家,多执着,为了开源软件事业,把名字都改成“开源”了,我也要改,为了宣传我们的游戏,我要改名“大汉”。

          小强:您姓啥?

          老板:“尚”啊!

          小强:嘿嘿~~尚大汉,好名字啊~好名字,让大家都来“上”你?你比电车痴汉还强三分。

          老板:这个……要不我放弃私心,为整个游戏产业呐喊,改为“尚网游”,你看如何?

          小强:不错……

          老板:一看你的语气就没诚意!

          小强:你净想歪门邪道,让我怎么有诚意啊?

          老板:这怎么是歪门邪道呢?这可是不花一分钱就能出名的好创意啊!下次有外国元首访华的时候,我要举牌拦车!

          小强:嗯!碰瓷这种工作很适合你。

          老板:胡说!什么碰瓷!我是做宣传,不为钱,当然他们硬要给钱我也不拦着。

          小强:别做梦了,一准把你关进去!

          老板:嗯,风险有点大,不然等台湾地区领导人来了,我喊口号:“玩《大汉》,盼统一”。再雇一群小学生,来个诗朗诵?

          小强:我看也悬……

          老板:也是,政治上的事情不好搞,比尔·盖茨又被人搞过了,郁闷……不然咱们搞搞娱乐圈?譬如,那个叫什么冰冰的女明星,我最喜欢了,下次她开记者会,我就举牌跳上台,上写“大家都来上大汉!”,嗯!然后要敞开衣襟,露出我的胸肌,显示咱们游戏的阳刚之气……

          小强:花痴啊~~

          良好的模块设计

          Posted: 16 May 2007 10:25 AM CDT

          这周程序写的比较兴奋,通宵过一次,另一天是四点下班的。做了两件事,一是研究怎样最好的做扩平台,二是做资源管理的模块

          第二个目标昨天达成了。觉得整个过程还是攒了些经验,值得写写。那就是“怎样才算设计良好的模块”。这个话题比较大,几次想总结经验都不敢下笔。

          这个题目前辈已经论述的太多,而自己的感悟一但落到文字就少了许多东西,难免被方家取笑。

          最正确的道理永远是简单的,却因为其简单,往往被人忽略。程序员还是要靠不停的写新的代码,以求有一天醍醐灌顶:原来自己一直懂的简单道理,其实才刚刚理解。

          首先说说正交性:

          我们都知道保持正交性,可以在非常复杂的设计中降低出错的几率。纯粹的正交设计中,模块内的任何动作都对外部无副作用。

          道理简单,但是真正做到很难。所以我们用额外的约束来接近这一点。

          我们的模块目标文件可以是标准的 dll 或 so (方便开发期调试),也可以是自定义格式。在自定义格式中,是没有导入导出表的,模块对外的接口只有入口点一个。而如果在开发期用系统的动态模块,则需要在编译时加上 --nostdlib (对应 cl 的 /nodefaultlib)。这样可以拿掉 libc 的隐式链接,并检查有无对外依赖关系。表面上看起来苛刻,但这是一个杜绝副作用的有效途径。这样,自然任何第三方库都不能直接使用了。这也是我不停的再造轮子的源头之一。这条原则我们严格执行了两年,回头看来,其实真正在造轮子上花的精力并不多,况且造好后就不会重复工作了。偶尔有不适用的轮子也可以轻易换掉,这得益于正交性的严格保证。

          接下来更重要的是接口的简洁:

          从《Unix 编程艺术》上读到一段话:(书中)引用了《C 程序设计语言》上的一句名言,“……限制不仅提倡了经济性,而且某种程度上提倡了设计的优雅”。为了达到这种简洁性,尽量不要去想一种语言或操作系统最多能做多少事情,而是尽量去想这种语言或操作系统最少能做的事情——不是带着假想行动,而是从零开始。

          这段话我在不同的时期读过几次,相当的喜欢。为什么 Windows 的 API 看起来丑陋无比?因为它什么情况都能处理,几乎所有的 API 组都为将来留下了诸多扩展的可能性。有的 API 从出生到死亡,lpReserved 伴其一生都没被使用过。学生时代的我,很喜欢 Windows 的这种处世哲学:看吧,只要你会用,你手头的计算机的一切潜能我都能为你挖掘出来。即使现在不行,接口摆在这里,你可以通过接口看到未来的可能性。可惜的是,直到今天,我都不能在 windows 下 fork 一个进程。而 CreateProcess 每次用到都想吐血。

          今年开始,我用 C 语言重构项目中 C++ 代码。好在在上一版里,C++ 代码中已经没有用任何高级特性了,故而这件事情做起来还算轻松。一边做一边思考哪些地方可以修改设计,去掉或合并多余的接口。

          如今我爱 C 语言,就是爱它的限制。不能方便的 OO ,那么就限制我不去用它或少去用它。没有类定义和名字空间,减少 C 函数接口的数量就成了反复需要考虑的问题。重新用回 C 语言后,我不再 typedef 结构名。union 就是 union ,struct 就是 struct ,何必换个名字减少键击。精简的设计将减少更多的代码字节数。

          至于对 OO 或是特定 OO 语言的批评,不能在 blog 里多写,不然一定变成找骂贴。当然已有一个不怕挨骂的前辈 Eric S.Raymond 已经在 TAOUP 4.5 中写了许多了。我想,不赞同这个观点的人即使耐心看完了依然会不赞同,因为这些道理靠文字是没有说服力的。

          很惭愧自己在 02 年到 04 年的三年招聘中出了太多关于 C++ 和 OO 的笔试面试题,(02 年在私人名片上,我毫不遮掩的印上了自己对 C++ 的狂热),而我现在背叛了这些。不过对这些了解的再多也不为多,每次面临新的设计时,就可以找到足够的理由不用 C++ 不用 OO 。对,就算是用 OO ,我也可以保证对象设计的整洁清晰;但我更清楚的知道,其实我可以不用它。

          做到以上两点,其它的一些就自然做到了:比如永远不要 copy-paste 代码,不要重复实现类型的东西。不要为尚不存在的需求做设计,你要相信你现在设计足够清晰,日后改起来也不吃力……


          接下来谈谈这几天的一个设计吧,说不上好,也没有什么特别之处。不过完成它还是费了些工夫,代码总行数不多。留下来的就 1000 来行,写了三四天,低于我的日均生产力 。速度比较慢是因为大量时间花在了不停的修订和裁减接口上了。

          模块的需求不多,游戏的客户端在运行时需要加载大量的数据资源。总的字节数按 G 计算,所以面临两大问题:一是总体加载时间过长(由于大部分文件加载过程还需要再次解析,不能直接从硬盘做内存映射),二是 32 位系统的地址空间不够用。结论是,必须动态管理。

          给用户暴露的接口理论上只需要一个:load ,这就够了。实际实现的时候,我追加了两个接口 lock 和 collect 。lock 的作用是,保证数据块的所有数据皆存在于内存,并保证其生命期至少维持到下一次的 collect 调用。而 load 本身只保证逻辑层需要的数据被加载进内存,而不保证渲染层需要的数据。(游戏中渲染层需要的数据才是尺寸上的大头)

          另外我需要一个可替换和配置的处理加载方式的模块。它可以采用单线程阻塞调用,或是多线程预读模式。还可以允许用户不通过文件系统直接生成一些资源的内存对象,甚至以后有可能增加网络加载模式。另外,数据的来源可以是本地文件系统,也可以是数据库或自定义数据包。

          我为游戏的资源设计了一种数据管理格式,可以描述出资源之间天然的依赖关系以及数据类型。这些方便预读模块自动做出合理的判定。在本地文件系统下,这套机制需要用额外的文本文件来模拟数据文件之间的关系。

          每种文件根据格式的不同,有不同的解析方式。虽然最基本的文件可以通过直接把文件内容全部加载来完成。但是还有许多文件不能这样做。简单如贴图文件,需要做图象解码,复杂如场景需要在加载的同时生成复杂的内存对象。各种数据的解析器也应当是可配置的选择。

          大体上就是要想办法粘合以上三个模块,提供出简洁的接口交给不同的用户。有开发更高层次逻辑的程序员,也有编写不同加载策略的程序员,或是添加新的数据类型的程序员。

          面对不同的二次开发人员,接口应该相互独立,隐藏所有可以隐藏的细节。对于外部可配置的模块的开发,不用要开发者遵循太多的规则就可以避免潜在的副作用。

          这里面比较麻烦的是数据解析模块的扩展接口,它要使后期开发人员可以无视线程模型,即不需要在代码使用任何锁相关的 api 也可以保证线程安全。最终的方案是让开发人员提供一个 parser 的 callback 函数。管理器对其回传三个参数:数据流指针,上下文数据,和内存池指针。回调函数的返回值就是生成好的数据块内存指针。

          暂时我们的需求中,加载方案模块在运行期只有唯一的一个(这一个可以通过初始化阶段配置),所以我们可以取到从其中取到对数据流指针和内存池指针进行操作的方法。由加载方案提供者来保证其线程安全性。

          上下文指针的存在是因为我们的资源数据读取被划分成两到三个阶段:数据头的读取和数据内容的读取。上下文指针指向的内容是由解析器自己定义的,并由它自己维护。内存池只能从中分配而不能释放,因为解析器也原本不承担生存期管理的责任。

          整个方案的细节描述到此为止。

          将其自行对比一开始的一套更为 dirty 的设计,以上要简洁许多。最明显的是最开始的头文件的长度是现在的两倍,而且写代码的时候还曾经暗暗埋怨了一下 C 语言为什么没提供一个简单的 class 机制。直到最后反复考量,删除了一些不必要的方法后,心情好了许多。


          ps. 最近一段时间颇有感触的一点:当年认为准确的构造和销毁对象是一种美德。在对象层次过深的时候,这的确是保持正确设计的一种必须。今天看起来,其实大部分对象一旦存在于进程,他们的生存期都是一直维系到进程结束。那我们为什么要准确的,优美的,按照合理的次序,销毁它们?这本该是 os 的进程管理器做的事情啊。在应用层面看待资源的回收,和在 os 层面来看,复杂度完全不在一个数量级。不难理解, os 总是可以做的更好。

          一旦我们在代码中正确的位置使用只分配永远不考虑释放的内存/资源管理策略。大量的代码将被简化。数据结构也可能简单许多。不必考虑次序,甚至不必做引用指针(许多引用的存在都是为了可以最终启动相应的销毁过程)。

          单件或许并不邪恶,只是我们一直在邪恶的用它罢了。

          Sony Optimistic After Mixed Full Year Results

          Posted: 16 May 2007 05:01 AM CDT

          As predicted, Sony Corp's fourth quarter financial results have seen the company's losses widen thanks to the cost of launching the PlayStation 3 hardware and despite improved sales in other areas - although forecasts for the new year are buoyant. For the year ending March 31st operating profits dropped by 68.3 percent to ¥71.8 billion ($595.3m). Net profit however was up by 2.2 percent to ¥126.3 billion ($1.05bn), and sales saw an increase of 10.5 ...

          Halo 3 Release Date Announced

          Posted: 16 May 2007 04:03 AM CDT

          Concurrent with the launch of the Halo 3 public beta, Microsoft has announced a September 25th release date for the full retail version of the game - likely to be one of the Xbox 360's most important exclusive so far - as well as a new Halo themed Zune media player. Halo 3 will be released in North America on Tuesday September 25th, with a European release on Wednesday September 26th (new games are generally ...

          Q& A: Carbonated Talks UNO!, Windows Live

          Posted: 16 May 2007 04:37 AM CDT

          Microsoft first-party studio Carbonated Games was officially founded just over a year ago, though the team had been working together for some time before that as part of the MSN Games Group, where they had developed puzzle game Hexic and its Xbox 360 version, Hexic HD. More recently, the company developed the highly successful Xbox Live Arcade title UNO!, as well as its Windows and MSN Messenger counterparts. Additionally, the company is working on an ...

          Nintendo Confirms More Brain Training For West

          Posted: 16 May 2007 02:56 AM CDT

          Officials from Nintendo of Europe have confirmed that the sequel to Dr Kawashima's Brain Training (aka Brain Age) will be released in the West for the DS, following sightings of listings for the games in various US online stores, dated for later this summer. The follow-up will be known as More Brain Training from Dr Kawashima: How Old Is Your Brain? in Europe, a more literal translation of the original Japanese title, compared to the ...

          Critical Reception: Activision's/Toys for Bob's Tony Hawk's Downhill Jam

          Posted: 16 May 2007 05:01 AM CDT

          This week's edition of the regular Critical Reception column examines online reaction to the PlayStation 2 port of Tony Hawk's Downhill Jam, an interesting case in which a well-received Wii launch title is "not quite as fun" on the PS2. Originally released for the Nintendo Wii in November of last year, Tony Hawk's Downhill Jam received equal parts praise and criticism. Though many were upset by its simplified gameplay and extreme deviation from the standard ...

          "game" via 柠檬杀手 in Google Reader

          unread,
          May 17, 2007, 1:50:43 PM5/17/07
          to cngame...@googlegroups.com

          首页更新歌曲:祈祷~You Raise Me Up~

          Posted: 17 May 2007 10:05 AM GMT-06:00

          Secret Garden的著名曲,被各种语言翻唱过上百次,之前最后一次听到是Il Divo版本。

          这个是新番《罗密欧与朱丽叶》的OP版本,韩国实力派歌姬朴正炫演唱。听到的时候真是非常震撼,歌词也非常有意思,没想到此曲还能如此演绎。这里推荐给各位。

           

          润んだ瞳の奥に

          変わらぬ君の姿

          何処まで世界は続くの

          迹绝えた日々の言叶

          冻える岚の夜も

          まだ见ぬ君へ続く

          教えて海渡る风

          祈りは时を越える

            《新铁路大亨》(TRAINS & TRUCKS TYCOON)硬盘版

            Posted: 16 May 2007 07:28 PM GMT-06:00

            《新铁路大亨》(TRAINS & TRUCKS TYCOON)硬盘版
            转自STF
            游戏名称:TRAINS & TRUCKS TYCOON
            中文名称:新铁路大亨
            游戏类型:经营模拟类
            游戏出版商:UBI SOFT
            制作公司:UBI SOFT
            ·Intel Pentium III 600MHz
            ·128MB RAM
            ·Geforce 2
            ·16 bit Sound Card
            ·12x CD-ROM or DVD-ROM drive
            ·Windows 95/98/Me/2000/XP
            ·DirectX 8.1 or higher
            汽笛声声,黄金滚滚!--《新铁路大亨》全速上市!
              由育碧软件全力引进汉化的经营模拟佳作《新铁路大亨》目前已经完成了所有的制作,将于2003年1月8日在全国范围内上市。该次上市的版本将为完全简体中文版,单CD,建议零售价为49.00元。
              从名字上玩家就不难发现该款游戏是让玩家经营一家铁路公司,通过不断地扩大自己的铁路运输网,以达到制霸运输业的目标。但是,作为一款全新的游戏,《新铁路大亨》又与以往的交通运输类经营模拟游戏有所不同!
              这是首款全部使用3D技术制作的运输经营模拟游戏,在游戏中玩家要精心规划路线,逢山开路,遇水架桥。既要造出尽量平直的铁路以提高车速,还要考虑各种地形限制以免造价过高。为了防止撞车,沿途还要铺设许多双轨地段,并辅以信号灯系统。看着列车满载货物,穿行于群峦迭嶂之中,原本的蛮荒之地也渐渐繁华起来,很有一些成就感呢。
              同时,除了铁路方面,制作者还特地加入了公路运输的概念。也就是说玩家的运输事业将包含铁路和气运两个部分。千万不要以为汽运只是一个陪衬,相反也是游戏中非常重要的一部分。如何控制好汽运,协调铁路和汽运,使两者完美的联合起来将是一件非常具有挑战性的工作。
            游戏中全3D世界,自由转动视角,细微体现每个细节!有超过150种不同的建筑和地貌!同时还有25种产业和将近70种不同的运输单位供选择!而整个游戏的时间跨度为纵横1820年至2020年,能让玩家体验各种不同时代的风情!
              正所谓:聆听车轮的咆哮,掌握运输的动脉,体验交通巨子最为真实的快感!








            ÜÜܲ ÜÜÜÜÜþ
            þßß²ÜÜÜ ° ÜÜܲßÛÛÛÛ² ° Ü ° ²²ÛÛÛ ° ÛÛÛ۲߰ ÛÛÛÛ²²
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            ÛÛÛÛÛÛÜ Ü²ÛÛÛÛÛ± ßß²ÛÛÜ ÛÛÛÛÛ þß²ÛÛÛÛÛ²ÜÜÛÛßß ²²ÛÛÛ° ßÜÛÛÛÛÛ °
            ° ²ÛÛÛÛ ß²ÜÛß ÛÛÛÛÛ° ° ß²ÛÛÛÛÛÛ° °ÛÛÛÛÛ ßßßÛÛÛ²ßß²ÛÛÛÛÛ°
            ° °° °ÛÛÛÛ° ß °ÛÛÛÛÛþßÛÛÛÛÛ Üß ÛÛÛÛÛ± Ü ÛÛÛÛÛ° °°²ÛÛÛÛß ÛÛÛ ° ±ÛÛÛÛÛ± ±° °
            ÛÛÛÛ² Ü þ²ÛÛÛÛ۲߲ÛÛÛÛ ° ÛÛÛÛÛ²ßþܲÛÛÛÛ± °ÛÛÛÛ² ÛÛÛÛ °ÛÛÛÛÛ²ßþ
            þß²ÛÛÛÛÛ² ß²ÛÛÛ ÛÛÛÛ° ÛÛÛ²ß ß²ÛÛÛ²Ü ²ÛÛÛÛ Ü²ÛÛ² ÛÛÛ²ß
            ß²ÛÛ² ° °Û² °ÛÛÛÛ²Üܲßß° Ü²Ü ß² ßß²ÛÛÛÛÛ² ßßßßþ ÛÛ² °
            ° °° ²Û° ° ² ܲÛÛÛÛÛß ° ß ° ßß²ÛÛÜ °° ° Û² °
            ² FerrexÜßßßÛßß ° ß þÜ ß MYTH ²
            ° °þßßßßßßßßßßßÛßßßßßßßßßßßßßßßßßßßßßßßßßßßÛßßßßßßßßßÜ ° °
            þß Ü Ü ß ° ßþÜ Ü ßþ ÜÜ þß ß
            ß °° °° ° þÜ Üþß° MYTH IS PROUDß²ß TO PRESENT :°° ° °°°° ° ° °
            ° ²ÜÜÜÜÜÜÜÜܲÜÜÜÜÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ Ü² °

            Trains and Trucks Tycoon *STORE FINAL* (c) Ubisoft

            ° °± ß ß߲߲ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß² ß ß ±° °
            ° °
            ° SUPPLIED BY : MYTH TEAM RELEASE SIZE : 60 * 2.88MB °
            ° PROTECTION : Safedisc2 RELEASE DATE : 02/2002 ° Ü
            ° ²ß
            °± ÜÜ ÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÜÜ Ü²Ü ÜÜÜÜÜÜÜܲ ²ÜÜÜÜÜ Ü²Ü ÜÜÜÜ ÜÜܲ ±°
            ßßþÜ ßßþÜ Üþß ß ßþ Û Ü
            Ü²Ü ß ßß ß Ü ß²ß
            °°° °ß °° Û °°° ° ° °[ RELEASE NOTES ] ° ° °° Üþ°°°° ° ° °°° °
            ° ²ÜÜÜÜÜÜÜÜܲÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ Ü² °
            ALWAYS READ THIS NFO PROPERLY!
            You might have seen Divine releasing this game before, but it turned out
            to be just another beta. As they ripped OUTCAST's beta release you can
            see major diffences. For example, divine renamed 2 game dll's to
            executables. As you compared the dates with the final, you can see the
            differences, among the much larger game content which is present in our
            rip.

            Divine release:
            ~~~~~~~~~~~~~~~
            06-12-2001 17:22 1.287.680 TTT_DX.exe
            06-12-2001 17:23 1.287.168 TTT_GL.exe
            STORE FINAL:
            19-02-2002 18:07 2.291.785 TTT_DX.dll
            19-02-2002 18:07 2.292.297 TTT_GL.dll

            Some in-game differences include:
            You're able to change resolution with store final.
            The game menu looks different.
            This clearly proves that divine's rip was just a beta.

            Game Notes:
            ~~~~~~~~~~~
            In Trains & Trucks you establish and control a haulage company in a
            realistic 3D enviroment and make your profits from the transportation of
            people and goods. Experiance this huge and detailed economic simulation
            with it's many campaigns, scenarios and random maps.
            Game Features:
            ~~~~~~~~~~~~~~
            * 3D Construction in a real 3D world: Trains & Trucks Tycoons modern
            3D-Engine allows you to view your Trains, Trucks and Tracks from any
            perspective.
            * The complex economic simulation features a Standerd Mode with easy access
            for Begginers and a Proffesional Mode, that challanges even the most
            proffesional real life economist. Apart from that you can build your
            favourite Trains and Tracks without any economic constraints in the
            "Sandbox Mode". Let your imagination run wild!
            * Original scenarios and cities!
            Ripped:
            ~~~~~~~
            Nothing
            þ ²þ
            Üþ ßß þÜ Üß ßþ Ü Üþ ß
            °° °Üþ °°° ° ßÜ þ[ INSTALL NOTES ] °° ß²ß ° Ü þß °° ° Ü °°
            ° ²ÜÜÜÜÛÛÜÜܲÜÜÜÜÜÜÜÜÜÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÜÜ Ü² °
            1. Unzip.
            2. Unace either manually or use our installer.
            3. Run Setup.bat to decompress gamefiles.
            4. Start the game with Trains and Trucks Tycoon Menu.exe to select
            either opengl or directx mode.
            5. Read this NFO properly!
            þ ²þ
            Üþ ßß þÜ Üß ßþ Üþ ß
            °° °Üþ °°° ° ßÜ þ [ NEWS + APPLICATION iNFO ] ° Ü þß °° ° Ü °°
            ° ²ÜÜÜÜÛÛÜÜܲÜÜÜÜÜÜÜÜÜÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÜÜ Ü² °

            You think you can contribute to the scene too? You have one or more
            talents in:

            - supplying NEW unreleased games (maybe you work at a game/util
            magazine, courier delivery firm, newspaper, game press/marketing
            company, distributor, publisher, duplicator, tv/radio show, shop,
            warehouse, store etc.) You do not need a fast internet connection
            for the above!

            - supplying unreleased NEW store/shop games & have a fast UPLOAD
            300k+ internet connection and time to spare on weekday mornings.
            Of course we shall reimburse you for the costs of the games you
            buy.

            - you are a coder with lots of experience in Debugging/ASM & C/C++.
            You also can code your OWN tools to automatically remove
            commercial iso protections like the latest versions of any of the
            following: SafeDisc or Securom or TAGES or VOB or Laserlok or
            Copylok. Using tools created by others does NOT count and we
            check! You will also need advanced knowledge of PE File Formats.

            - you are a Unix guru with good Ansi-C software developing knowledge
            and understanding how to prevent network security vulnerabilities.
            That means you must be able to code to ansi-c guru level. And you
            must also have a good coder perspective of hostbase and network
            based intrusion detection systems. You should be able to code tools
            to generically prevent stack and heap buffer overflows on unix in
            Ansi-C. And Be able to code tools to look after a group of systems
            and code sniffing avoidance tools. And you can configure a system
            in ways to prevent packet sniffers and "man in the middle" attacks.
            No window's lamers ;p
            - supplying linux/BSD eggdrop/bnc shells to the group (for free).
            They should have 2mbit MINIMUM link. We shall require flexible
            control over the shell. Root access on the box with dynamic
            ident such as midentd for bncs, but just normal shell accounts
            are fine for eggdrop shells. All boxes must have legitimate
            IP's, they should not be running NAT or a firewalling system
            that will constantly interfere with the link. Ideal shells will
            have multiple vhosts, reasonably good uptime (20+ days), and a
            low system load. Public shells such as JEAH.NET or similar with
            25+ load averages and 3 day uptimes are not acceptable. The more
            reverse ips you have the better. We are only interested in LEGIT,
            NON-HACKED/CARDED shells. These shells will be used only for the
            purposes listed above and will NOT be used for any kind of
            'dump site' or for spreading any kind of releases. We are NOT
            interested in modem, cable, or DSL shells. The shells should be
            up 24/7 with minimum downtime for upgrades, etc and should not be
            overloaded with processes.
            - If you know the difference between reindexing and unpacking
            large files. Or if you can identify ANY major file formats by
            looking at the hex byte code of the header. Or if you can tell
            and show the difference between MPQ & HAPI.
            And can code your own tools to rip apart the above technologies
            (to show you fully understand them) then apply at once.
            - making trainers for newly released games (menu driven, must work
            in Win9x and Win2K/WinXP).

            If you can meet one or more of those requirements and want to join
            the finest active group in the scene today, e-mail us.
            Use the contact information given below.
            And always remember: we do this just for FUN. We are against any
            profit or commercialisation of piracy. In fact, we BUY all our
            own games with our own money, as we love game originals.
            And if you like this game, BUY it. We did!
            þ ²þ
            Üþ ßß þÜ Üß ßþ Üþ ß
            °° °Üþ °°° ° ßÜ þ [ RELEASE COMMENT ] ° Ü þß °° ° Ü °°
            ° ²ÜÜÜÜÛÛÜÜܲÜÜÜÜÜÜÜÜÜÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÜÜ Ü² °
            " Enjoy! "
            Ü Üþ°ßß þÜ ° Ü °
            þÜ ° Üþß ß²ß ° ß [ CONTACT ] Üþ ß ß²ß Üþ ßß°þÜ þ °
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            首页更新歌曲:祈祷~You Raise Me Up~

            Posted: 17 May 2007 10:05 AM GMT-06:00

            Secret Garden的著名曲,被各种语言翻唱过上百次,之前最后一次听到是Il Divo版本。

            这个是新番《罗密欧与朱丽叶》的OP版本,韩国实力派歌姬朴正炫演唱。听到的时候真是非常震撼,歌词也非常有意思,没想到此曲还能如此演绎。这里推荐给各位。

             

            润んだ瞳の奥に

            変わらぬ君の姿

            何処まで世界は続くの

            迹绝えた日々の言叶

            冻える岚の夜も

            まだ见ぬ君へ続く

            教えて海渡る风

            祈りは时を越える

              Q& A: Svensson On The Future Of Capcom

              Posted: 17 May 2007 04:34 AM GMT-06:00

              Capcom has been significantly busy in expanding its Western presence of late, revealing much of its 2007 line-up at an April press event, including new Phoenix Wright and Mega Man titles for DS, a return of Super Puzzle Fighter II for Xbox Live, and a Harvey Birdman title for PS2 and PSP. Notable among the announcements was a new concentration on digital downloads, increased attention to Western-developed titles, and additional care being given to the ...

              VoIP Firm Skype Prepares Game Channel

              Posted: 17 May 2007 04:03 AM GMT-06:00

              Representatives from Internet telephony company Skype have announced that the firm is to introduce a new Game Channel on its service aimed at casual gamers, to be developed by external Norwegian company Easybits, and already offering a free SDK and technical support. Skype director Paul Amery announced a new game developer program for the channel during his keynote speech at the Communications Developer Conference yesterday. The program is aimed at attracting third party casual game ...

              ESA Announces Gallagher As New President

              Posted: 17 May 2007 03:36 AM GMT-06:00

              Officials from the Entertainment Software Association (ESA) have announced that Michael D. Gallagher will serve as the next president of the U.S. based trade group, starting later this month. The announcement follows the departure of Doug Lowenstein, the longstanding head of the ESA, to run the Private Equity Council, and much subsequent speculation over his successor. Microsoft's Robbie Bach, the ESA board of directors chair, has released a statement commenting of the appointment: "Mike's outstanding ...

              Double Victory For Final Fantasy In Japanese Charts

              Posted: 17 May 2007 02:39 AM GMT-06:00

              Sales have dropped by an expectedly large amount in the wake of the Golden Week series of holidays in Japan, but Square Enix has been behind both the top two selling games of the week in the Japanese game charts. Although other sales numbers are drastically down on the previous week, the remake of PS one classic Final Fantasy Tactics on PSP has recorded impressive first week sales of 154,891 units. By comparison, the next ...

              The Euro Vision: Behind Worms' XBLA Success

              Posted: 17 May 2007 04:28 AM GMT-06:00

              I've often thought the games business has striking parallels with gambling. Somehow then it seemed appropriate that Northern Exposure, a one-day event organized by Game Horizon and Game Republic, two of England's regional game agencies, was held at a racetrack. Maybe it was a throwback to the days when the big US game shows were held at Vegas. Sadly however, York racecourse wasn't also open for its usual horsetrading, so we couldn't nip off to ...

              Feature: 'Designing Usable and Accessible Games'

              Posted: 17 May 2007 05:28 AM GMT-06:00

              In today's exclusive Gamasutra feature, University of Nevada assistant Professor Eelke Folmer offers an in-depth look at video game design by discussing usability-improving solutions for making otherwise inaccessible titles less frustrating for players with disabilities. In this excerpt, Folmer comments that some of these usability and accessibility solutions can be found within titles already available to the mass market, including the popular first-person shooter, Half-Life 2: "Fortunately, some game developers recognize these problems during development ...

              Sony Reveals PS3 Slate, PSN Stats, PSP 'Refresh'

              Posted: 17 May 2007 03:27 AM GMT-06:00

              Sony has been talking in depth at its San Diego Gamers Day this week, and Lazard Capital Markets' Colin Sebastian has put some of the key announcements in perspective as part of his NPD game sales preview for April. Sebastian noted in his commentary: "This week, we attended Sony's Gamers Day in San Diego, where the company provided details on several titles in development for the PS3 and PSP as well as an update on ...

              Playing Catch Up: Gabriel Knight's Jane Jensen

              Posted: 17 May 2007 05:18 AM GMT-06:00

              Today's Playing Catch-Up, a weekly column that dares to speak to notable video game industry figures about their celebrated pasts and promising futures, speaks to Jane Jensen, creator and designer of Sierra's Gabriel Knight series of adventure games, and co-founder of casual games publisher Oberon. Logic Puzzles Jensen describes books as her "first love" while growing up, noting that she "always wanted to be a writer". However, the search for a "lucrative career option" that ...

              刚看了在以前公司的官方主页,论坛..心里真不是滋味...

              Posted: 17 May 2007 12:18 AM GMT-06:00

                  刚,一个朋友,发来我以前公司的官方主页地址,只是问一下,我以前是不是那公司的,我也顺手翻看了一下......
                 
                  一段段亲手打造的熟悉文字......技能.怪物.介绍.好多......
                  回想起好多事情......
               
                  最近又听到说,公司目前情况挺紧张,服务端出了问题,然后又在网站上看到,招数值策划......
                  心里说不出的滋味,只知道是难受,不知道自己在难受什么......
               
                  有时候,还真有点想回去,希望自己可以做点什么......
                  可是,现实的很多问题,让我没办法那么做......
               
                  以前的上司,曾对我说过,做一款游戏,就好像生孩子一样,10月怀胎,最后满怀着希望,看着新生命降临到这个世界上......
                  每一个开发人对自己全心投入过的项目都是有感情的,那都是载着理想,载着梦想的孩子......
               
                  以前在杭州时的点点滴滴经历,似乎都清晰的在眼前播放着......
                  总有些,自己做错了什么的感觉.又或者,自己在不断找寻可以证明这点的依据......
               
                  如果不是在网吧,我怀疑自己是不是会......
               
                  其实我也知道.人不能总活在过去.过去的事情,就让他过去吧.无论如何那都是自己的经历,好也罢差也罢......
                  现在又有个新的机会摆在眼前了.希望,这是个可以出生的健康而富有天赋的孩子......但愿吧......

              什么样的游戏才好玩?

              Posted: 17 May 2007 07:03 AM GMT-06:00

                  这咋一看就是一个没有答案的游戏。就像“每个人心中都有一座BB山一样”,或者说讨论这样的问题对于解决实际问题(尤其是像我这样一个喜欢从具体问题入手,而不喜欢空谈什么理论的人来说)没有什么帮助。变成一个讨论“给猫挂上铃铛”的问题。

                  不过当然我是不会干这样的事的。好玩的游戏太多了,无从谈起,也没有意义。所以我想说点稍微具体一点的东西,也就是我自认为正确的两条原则:

                  一、与人玩游戏,才好玩。引申出来的意思是,跟电脑玩没什么意思。

                  要反驳我这个观点实在是太容易了。那么多让人废寝忘食的单机游戏,难道都不好玩吗?我当然不是这个意思。应该加一个假设前提:如果要做游戏,就要做跟其它人玩的游戏。说成大白话就是网络游戏。

                  如果这样说可能觉得没什么意义,BOSS说做什么就做什么呗,PC、手机、MMORPG,还不是BOSS说了算。当然话是可以这样说,不过我显然不是这个意思。就算在革命年代不还是有自己的理想嘛。而我所谓的网络游戏,也不是形式上搞成可以联网就成了,而内容还是一个单机&局域网游戏。比如WOW,如果做成局域网游戏,可玩性也不会比网络版的差多少,把装备爆率调高点(这个观点我只是举个例子,想说明WOW单机性很强),而其它的很多游戏,看起来是网络游戏,其实从1级到30级,全是一个人在打,就跟单机没两样。《天下2》做成局域网,也能打。而如果把梦幻西游做成局域网,就没有任何意思了,因为梦幻是一个跟人玩才有意思的游戏。

                  有人可能会说“你不就在说‘冒险型’和‘社区型’网游嘛”。这个观点我不置可否,两种游戏都有铁杆玩家,只是我想说,如果要做游戏,就请做跟人玩的游戏,人也是游戏环境的重要组成部分,别忽视了“人”的因素,把网络游戏变成单机。与人斗,其乐无穷。毛爷爷说的。

                  二、棋逢对手,才有意思。这是对前一个观点的补充。

                  想想,难道不是这样吗?有人可能会说“网游就是比谁投的钱多,谁强谁是大哥,拿极品装备,这才有意思”。真是这样吗?诚然,当被人欺负了,有很NB的大哥出面,一刀解决一个,自然是很爽快。不过这与我的预先假设不过。这不是一个非仇即恨的世界,玩游戏不是为了恩怨情仇(虽然也必不可少),更多的是为了身心愉快。打架,我们会打三岁小孩吗?踢球,我们会跟10岁的小朋友踢吗?下象棋,我们会跟国际大师下吗?后者可能是国际大师不跟我下。因为很简单,不是棋逢对手。结局在未开始就已经注定,所以没了兴致。

                  休闲游戏里那么多房间,还分高中级等级,都是为了使玩家能找到棋逢的对手。游戏里PK也是如此,满级的玩家除非为了一些恩怨,不会找20级的玩家PK,或者更广泛一点说“棋逢对手”,就是等级差不多的玩家,目标差不多的玩家,会更愿意在一起。游戏设置也会这样去引导。在PK平衡上,大家也是互有输赢,胜负未知,这才会有意思。但很遗憾,很多时候找不到棋逢对手,比如魔兽世界里面,两个人比试,发现装备差很多,就没多少兴致了。找到水平差不多的,互有输赢,这才有意思。

                  这个观点不知道表达清楚没。我始终是说“如果要做游戏……”,固然其它类型游戏也有经典的,但这并不是我想做的。创造一个能让水平差不多的玩家找到自己的对手,就留住了两个玩家。常用的手法,比如比武什么的就是。更深层次的,比如不要把任务比得太细,让玩家多聚集在一起等等。

                  呼呼,说了半天,还是像在乱弹。这是前几天和朋友聊天时说起的。起因是从象棋开始的,因为那家伙是一个象棋迷。我们说“棋逢对手”才有意思,他说“不是这样的,我交钱请特级大师来和我下棋,输了我也觉得有意思……”于是就开始有点跑题了。昨天又和同事说起。其实不只是对手,还有“同伴”,就是一起做同一件事情的人。梦幻里组队有的时候,在人少的区就十分困难,而WOW里下副本,大家几乎都是在公会里约好时间,谁也不迟到。嗯……越说越远了。

                第三章:暴雪历史之文化篇(暴风骤雨十三年——玩家心目中的暴雪公司)

                Posted: 16 May 2007 07:31 PM GMT-06:00

                    暴雪WWI全球邀请赛是暴雪娱乐为《魔兽争霸》、《暗黑破坏神》、《星际争霸》系列游戏及暴雪其它热门游戏的玩家举办的一场游戏盛典。今年的暴雪全球邀请赛将于5月19日-5月20日在韩国首尔举行。作为魔兽的爱好者,我也参与了这次新浪有奖问答活动,虽然没有获奖却感触良多,从今天起我将分期为大家整理一篇较长的暴雪历史介绍,就算为自己长达13年的暴雪情结做个简单总结吧,希望大家多提宝贵意见。由于时间有限,将以连载的方式和所有玩家共同分享,转载请注明作者张书乐、出处http://blog.sina.com.cn/zhangshuyue
                 
                    “暴雪公司很感谢这些年以来得到了如此多电子竞技爱好者的支持,我们也会投入更多的人力物力以推动世界电子竞技的发展。”
                     ――暴雪公司驻韩国总代表韩郑允先生,2006年第三届WWI暴雪全球邀请赛

                    然清晰记得2005年的那次STARS WAR魔兽全明星赛上兽王Grubby泛红的眼眶,依然将他当时写在588号强手棋背后的签名真心收藏,如今,新一届的WWI大幕又即将开启,每每看着暴雪的经典大作被一次次搬上世界级竞技大赛的舞台,就像一场永不落幕的演出般华丽而精彩,经久而不衰。

                    平心而论,世界级大作在中国铩羽而归的事例早已不胜枚举,很多业内人士甚至早早就喊出了WOW无法成功的断言,然而暴雪却偏偏走得顺风顺水,让不喜欧美文化的中国玩家开心自觉的掏钱买单,这种奇特现象的背后又说明了什么?

                    如今,暴雪已经低调走入了中国,并仍然传承着一如既往的独有文化,通过WOW我们认识了暴雪,那么通过暴雪,我们又学到了哪些呢?
                 
                 1、 全球性的营销策略
                    暴雪的成功无可争议,我们所需要学习的除了执着的敬业精神之外,还应对全球化的营销策略大加褒扬。
                    正如上文所说,战网的推出无疑具有里程碑式的重要意义,怎样将全球的玩家共同享受游戏的乐趣一直是个永恒的主题,世界级的竞技大赛则是另一个学习高手战略战术最好的舞台,WCG、WWI、IEST、WVSG、PGL等一系列全球高水平竞技赛事为我们留下了珍贵精彩的视频。事实证明,这种潜移默化的文化传播是最迅速也最有效的。
                    有一件值得一提的小事,中国也曾经举办过类似的赛事,如STARS WAR等,并同时加入了某些其他厂商的游戏竞技全国对抗赛,虽然两者的激烈程度不可同日而语,可这种宣传手段却是十分必要而积极的,不知大家如何看待这种说法?

                2、 为何欧美网游在国内WOW一支独秀
                    全球最具人气的《无尽的任务》惨淡收场,《魔剑》最终败走麦城,《EQ2》也无疾而终,文化差异的影响使得长久以来欧美网游都将中国视为禁区,可为何偏偏WOW却能兵不血刃,成功占领大好河山呢?
                   究其原因大致可以分为三大要素:天时、地利和人和。WOW推出时机恰逢无其他大作问世的间隔期,依稀记得其登陆中国首发式上那条漫长的人龙。其二,WOW推出的主要区域基本集中在大中型城市,由于经济收入、文化修养等因素,游戏人群的综合素质普遍较高。第三,游戏代理运营商九城在产品上市前后进行了超大规模的宣传,配合暴雪的金字招牌,取得如此成就也就不足为奇了。
                    当然,有关这一现象的讨论在各大论坛都有详细的描述分析,倘若细细说来,将又是一篇数千字的长文,在此暂且搁笔。
                3、 精益求精的暴雪周边
                    放眼世界,喜欢暴雪周边的玩家朋友不计其数,我自己只是一个初级入门的菜鸟。暴雪的周边都有一个最大的特点,精工细作。这一点体现在模型手办中尤为明显。所有最简单的可动模型都是由几十甚至上百个模具拼接制作而成,相信对白模略有了解的朋友便能明白其中的意义。
                    几乎所有的暴雪模型都是限量和毁模的,这也正是其珍贵之处。事实上,真正要做到毁模的厂商并不多见,因为一旦产品热卖,简单的复刻或者改变一种颜色又能再度榨干玩家们的腰包。这是很多公司屡试不爽的招数,然而对于暴雪则完全不会被接受。
                    当然,此处所谈的只是周边的冰山一角,所体现的也更多与文化相关,至于详细介绍游戏周边,则又将是一个新的话题。
                4、 通过WOW,我们该学习什么?
                    也许很多朋友都不知道,暴雪已经悄然来到了中国上海,并在浦东开出了它的分部。暴雪人似乎总是显得低调而沉稳,这家神秘的公司也很少对外界敞开。这种工作的态度或许恰恰是中国的厂商所需要认真学习的重要精神。
                    游戏究竟为何而作?如何才能做一款受玩家欢迎的产品?面对这样的疑问,暴雪愿意花2年时间不断推倒重来,又是什么力量促使他们如此执着呢?迈克和艾伦曾经在回首往事的访谈中提到,“促使他们坚持下去的动力是:制作伟大游戏作品的机会;对事业的执著追求;对公司未来的向期盼。我们非常幸运,幸运就在我们旁边”他们的成功真的只是幸运吗?
                    暴雪常说,让自己既是用户又是厂商。作为用户可以了解需求、评判产品;作为厂商则可以找到满足需求的途径,并实现它。他们将更多的精力关注在游戏玩家内心的深层感知,宁可跳票数次也绝不草草推出一款二线产品,这点也与国内部分急功近利的游戏厂商形成鲜明的对比。
                    暴雪的十三年是最本色的,它并非完美无瑕,可却是最为值得人们尊敬的,暴雪的历史还将让人充满期盼,而它留给玩家和游戏行业,特别是中国游戏厂商的启示才是最为珍贵的财富。
                 
                暴风骤雨十三年———玩家心目中的暴雪公司http://blog.sina.com.cn/u/53923f000100095t#sort_5
                 
                第一章:暴雪历史之人物http://blog.sina.com.cn/u/53923f000100094g
                第二章:暴雪历史之游戏http://blog.sina.com.cn/u/53923f000100095t
                第三章:暴雪历史之文化http://blog.sina.com.cn/u/53923f0001000972

                Student Thesis: Problems of Game Audio

                Posted: 17 May 2007 06:00 AM GMT-06:00

                The focus of Tapio Liukkonen's research was how to improve computer game audio through co-operation between the producing team and the sound designer.

                Designing Usable and Accessible Games with Interaction Design Patterns

                Posted: 17 May 2007 10:00 AM GMT-06:00

                Why are some games inaccessible to the mass market? This in-depth Gamasutra design piece references intelligent fixes that stop frustration and encourage smooth, fun play for titles ranging from God Of War II to Dungeon Siege.

                和網友打招呼 (moliuOLOGY)

                Posted: 17 May 2007 06:26 AM GMT-06:00

                和網友打招呼 (moliuOLOGY)

                整理的不錯~~
                原文如下

                有時大家都會習慣,每天早午晚到相熟的Blogger 處打個招呼、串串門子。
                不過說來說去都是「早晨」「午安」等,就算看的那位不悶,留了三兩次之後亦未必會繼續留言。在網上找來某些招呼語的各國語言版本,對各位應該有用。
                時限性的
                "Good morning" in more than 250 languages
                Spanish - Buenos días
                Portuguese - Bom dia
                Italian - Buon giorno
                French - Bonjour
                German - Guten Morgen
                "Good afternoon" in more than 160 languages
                Spanish - Buenas tardes
                Portuguese - Boa tarde
                Italian - Buon pomeriggio
                French - Bon après-midi
                German - Guten Tag
                "Good night" in more than 240 languages
                Spanish - Buenas noches
                Portuguese - Boa noite
                Italian - Buona notte
                French - Bonsoir
                German - Gute Nacht

                一般打招呼
                Greetings in more than 800 languages
                Spanish - Buenos días
                Portuguese - Olá
                Italian - Buon giorno
                French - Bonjour
                German - Guten Tag
                "How are you?" in over 425 languages
                Spanish - ¿Cómo está usted?
                Portuguese - Como está?
                Italian - Come sta?
                French - Comment allez-vous?
                German - Wie geht es Ihnen?

                回應用."Welcome" in over 325 languages
                Spanish - Bienvenido(M) / Bienvenida(F)
                Portuguese - Bem-vindo
                Italian - Benvenuto
                French - Bienvenue
                German - Willkommen
                "Thank you" in over 465 languages
                Spanish - Gracias
                Portuguese - Obrigado(M) / Obrigada(F)
                Italian - Grazie
                French - Merci
                German - Danke
                再見時用."Goodbye" in over 450 languages
                Spanish - Adiós
                Portuguese - Até a vista
                Italian - Arrivederci
                French - Au revoir
                German - Auf Wiedersehen

                Relative Ethics

                Posted: 17 May 2007 06:00 AM GMT-06:00

                Night_vision_by_maureen_shaughnes_2 What hope can there be of creating an inclusive system of global ethics? Are there methods of approaching human behaviour that can cross boundaries of culture and belief yet still remains meaningful? Can we rescue our notions of morality from the steel trap of a rigid absolute position on the one hand, and a formless void of meaninglessness on the other? I contend that not only is the problem of relative ethics soluble, its solution carries with it the promise of resolving a great many of the essential problems facing the world today.

                 

                Cultural Relativism

                One of the most striking transformations of thought in the twentieth century was the collapse of the absolute position, or the rise of relativism. Although Einstein was not personally in favour of a philosophically relativistic viewpoint, his own theories of special and general relativity transformed science by removing the certainty of time and space, and rendering all observations as dependent upon their frame of reference for their meaning. There are strong parallels with relativism applied in other arenas, such as moral relativism, which suggests that there are no absolute standards of morality – these values require a frame of reference (a culture) to be understood. In anthropology, the principle of cultural relativism – that an individual’s beliefs and actions should be interpreted in terms relevant to their own culture – has been axiomatic for almost a century. 

                In part because of the force of will behind empirical thinking, and in part out of the habit of absolute religious traditions (such as most of the Abrahamic faiths) relativism has been resisted, but this process is futile and self-defeating. Relativism does not and cannot remove absolute points of view – it can only say that their absoluteness is constrained to their frame of reference. To put it another way, the Catholic church need not fear relativism will undermine it’s authority, because it’s authority only extends to those who accept its absolute claims in the first place.

                Arguments between people with absolute and relative belief systems are pointless: the two ways of thinking are entirely disjunct, thus a person approaching the dispute from the one position cannot produce arguments that will be meaningful in the other party’s belief system. Fortunately, this need not matter. The relativist cannot deny the absolutist’s position (at least within their own frame of reference), and the absolutist can disagree with the relativist’s position, but cannot take away the freedom of choice which permits the relativist to hold that position. As we shall see, agreement on abstract topics such as this (which inherently involve some metaphysical elements) is not required for us to make progress in ethics. 

                To proceed, let us work from the zetetic position – that there is an external reality, and therefore there may be absolute statements that can be made, but since all we know of that external reality is via our senses, interpreted by our belief systems, and constrained to an interval representing a tiny speck of time next to the age of the universe, we are never in a position to assert with perfect confidence which statements (if any) might be absolute. Regardless, we all live on the same planet and have to live together. A prerequisite for success in this endeavour is the extension of freedom of belief to all parties – required by religious parties as a necessary consequence of free will, and insisted on by secular parties as a political necessity.

                The problem we face, therefore, is how we are to have common ethical ground in a world with a diversity of beliefs. If moral truths depend upon a frame of reference, how can we make any progress in ethics? And if we cannot, does this doom us all to the empty world of ethical nihilism, where nothing has meaning?

                I contend that recognising the relative elements of ethics need be no barrier to co-operating in ethical discussions. In fact, it is a necessary step towards making any serious progress in the field. But before we can pursue this, we must convince ourselves that we are all in the same boat, so to speak, and that no-one can escape taking their frame of reference into account in the context of ethics.


                A Priori Ethics

                Religion Let us start with those who acquire an a priori system of ethics, principally associated with religion (indeed, in the manner I use the term, necessarily associated with religion). One of the singular advantages to identifying one or more religions is that it provides a foundation from which to derive one’s ethics. However, what it does not and cannot do is provide a definitive, absolute system of ethics – the individual still has a vital role in organising those ethics coherently. 

                We do not need to demonstrate the relationship between a relativistic perspective and the dharmic faiths (Buddhism, Jainism, Hinduism, Sikhism), as these religions introduce relativism as an a priori element. For example, the Rig Veda, a major Hindu text, says “Truth is One, but the sages know it variously”, Sikhs are taught that all the major faiths are possible vehicles for spiritual enlightenment (a view held in common with Sufi Islam), while the Dalai Lama has observed that the idea of Buddhism being ‘the one true path’ is necessarily false for any Buddhist, and considers attempts to convert people both anti-Buddhist and abusive. Clearly, anyone coming from a dharmic religious background is already in a position to accept relative ethics. 

                It is perhaps harder to see how the Abrahamic faiths lead to such a position, but it is not difficult to demonstrate. Suppose, for the sake of argument, that one is a Christian. From this belief system, God has provided an a priori system of ethics, contained within the Bible. However, while the Christian believes in the perfection of God, the Bible is a human document, written by humans in their all-too-human and hence imperfect languages. If one accepts that language itself lacks the capacity to maintain absolute meanings, which follows from Wittgenstein (as we have seen before), we have already introduced a relative element to Christian ethics. Even if one somehow maintains that words can maintain a fixed meaning, or that God can intervene to maintain meaning in some lexicographical divine intervention, there remain unassailable problems. 

                To operate an absolute system of ethics requires absolute certainty of the relative weights and priorities of all elements in the ethical system, in all situations. (That this may not be a sensible approach to ethics is tangential at this point). But how can any Christian determine the relative weights of the elements of their ethical system? Does Jesus’ “new commandment” to love one another trump the Ten Commandments of Moses? What is the relative importance of Paul’s letters in respect of Jesus’ ministry? Should Leviticus be interpreted as the historical context of Jewish law from circa 1,500 BC, or as laws that modern Christians still have to incorporate, however implausibly, into their lives? Should “Thou Shalt Not Kill” be interpreted absolutely, and if so, how can any Christian support war?

                Every Christian faces choices of how to interpret the Bible (and in some cases, other sources, such as Papal dictates) from which they must build their own ethical framework. That this does not result in a single interpretive framework is apparent from the observation that there are some 34,000 separate and distinct Christian denominations or groups in the world. Clearly, if one believes in a divine plan behind Christianity, diversity of belief was inherent to that plan – any other interpretation leads to arrogance (and hence in Christian theological terms, to the sin of pride). 

                Naturally, the same process can be applied to Islam and Judaism to derive similar conclusions: diversity of belief is inescapable, and when this is accepted, relative ethics must also be accepted to at least a certain extent.

                 

                Derived Ethics 

                Hume If one does not acquire an a priori system of ethics from a religion or elsewhere, one must use reason to derive a system. That this does not result in a single coherent ethical framework is apparent from the lack of agreement among secular ethicists on anything beyond an in-principle acceptance that secular ethics are possible. The contention that notions of empathy (sympathy, in Hume’s account) in concert with reason or logic can result in viable systems of ethics is generally accepted by secular ethicists, but the only other point of agreement seems to be the questionable conclusion that the behaviours that will result from such derived systems will be preferable to a morality derived from religion. In the light of relativism, such a claim becomes self-referential – clearly if one is pursuing secular ethics, one is operating in a frame of reference which chooses to reject religion as a source of ethics, so the conclusion is inherent in the premise.

                Derived ethics suffer from problems of language as much as any religiously derived ethical system; language is simply not a sufficiently precise tool to specify such things uniquely, even when a common frame of reference exists. Furthermore, since many words are essentially metaphysical in their interpretation, individual beliefs (about words et al) dominate ethical interpretation. Consider, for instance, how an individual’s idea of when a human life begins affects their views on abortion. 

                Furthermore, reason – the method by which secular ethics are derived – cannot be trusted by any means beyond faith. It is ironic that Hume’s account of ethics is generally the stepping point for attempts at secular ethics, yet Hume’s observations on reason show that we are reliant on induction as a key tool for reasoning, and that induction cannot be guaranteed to function – resorting (in the conclusion to his Enquiry Concerning Human Understanding) to the insistence that even though reason cannot be provided a firm foundation, nor any answers to reasonable objections provided, nonetheless as a matter of pragmatism we are forced to act and reason and believe simply by nature of our existence.

                Fortunately, none of the problems facing the secular ethicist are problematic if relative ethics are also accepted. The individual’s cultural frame of reference becomes part of the process by which a person arrives at their ethical conclusions. This denies an absolute system of secular ethics, but it does not render secular ethics any less viable than religiously derived ethics. 

                Problems only result if the secular ethicist attempts to cling to some notion of absolute ethical values. Then they must explain why, if these principles are absolute, other people do not reason them thus also. If the explanations that follow rest, essentially, on asserting the superior perceptiveness of the absolutist in question, it amounts to the claim that their nervous system is better tuned to the universe than other peoples’. At this point, they might just as well claim to have been appointed by God.


                Pluralism 

                250pxtombofthediver_banquet Strict moral relativism is challenging because it denies the absolute ground of certain ideas that many people consider to be inviolable. For example, many people living in the world today consider sex with children to be an abomination. Yet this was neither uncommon nor forbidden in ancient Greece, where pederasty was a cultural norm, and there is some evidence that in ancient Egypt children might have assisted in the bedroom. These ideas are highly offensive to many modern perspectives, but they cannot be denied as universally immoral when viewed from a strict relativistic perspective.

                It is important, therefore, to recognise that accepting relative ethics is not the same as giving carte blanche to all possible ethical systems. An individual may accept that other systems of ethics are practiced, without personally accepting all of the ethical beliefs that are thus implied. For instance, we may accept that to an Aztec or Tlaxcala being chosen as a human sacrifice was an honour, but that does not mean that we have to allow human sacrifice in our own societies. 

                The position of relative ethics, therefore, can be distinct from strict moral relativism. It can instead be a position of moral pluralism – acknowledging and tolerating alternative ethical systems and practices, but also accepting limits to allowable differences. The definition of such limits may be culturally dependent, but that does not affect their relevance – after all, we all belong to one or more cultures, and there is no sound reason for us to exclude this cultural background from our ethical decision process.

                In other words, we acknowledge that moral relativism renders the range of possible ethical systems both literally infinite and potentially grotesque, but we live in a world of cultures which uses only a tiny region of the infinite space of possible ethics, and constraining our attention to the pragmatic application of our ethics to this world is not only sensible, it is inescapable. We may pretend to understand the ethical consequences of a hypothetical culture that is not our own, but such flights of fancy take place solely in our imagination, and are not coherently relevant to our situation. 

                 

                The Challenge of Global Ethics

                Appiah_265x343 One of the most hopeful responses to the problems posed by moral relativism has been to hold out an ideal by which to overcome the apparent gulf created by our differences. The Ghanaian philosopher Kwame Anthony Appiah in his book Cosmopolitanism: Ethics in a World of Strangers, adopts (with some ambivalence) the term ‘cosmopolitanism’, which dates back to the Greek philosophers, to describe an approach seeking to balance our desire to uncover ethical common ground with the problems of cultural relativism. 

                The central concept to Appiah’s cosmopolitan ethic is that we have sufficient universal commonalities to allow us to communicate – we are all human – and thus we have hope that we can reach mutual understanding, even if ultimate consensus is unattainable. He accepts, however that “there's a sense in which cosmopolitanism is the name not of the solution but of the challenge.” 

                To make such a cosmopolitan ethical system possible, Appiah asserts the primacy of practice – that it does not matter why we believe a particular ethical tenet applies, it is sufficient that we agree that it does. Therefore, it doesn’t matter if one considers murder unethical because it violates God’s law, or because it is unreasonable or illogical behaviour – if it is the case that we all agree that murder is not permitted, the distinctions in our metaphysical justifications are entirely irrelevant.

                This, then, is the challenge of global ethics – to find ways to communicate about our ethical systems and their underlying psychological and, indeed, spiritual needs; to negotiate between our diverse cultural frames of reference in order to find common ground; and consequently to construct a universal framework within which all contributing viewpoints are accepted as valid, even though such plurality may not allow for a perfect consensus. That it will be difficult for all concerned is inevitable, but the rewards are so incalculably vast that we would, in some significant yet highly contingent manner, be behaving unethically if we did not make the attempt.

                The opening image is Night Vision by Maureen Shaughnessy, and is used with permission, and my most grateful thanks. I found it here, but you can see much more of Maureen's photos and art in her flickr sets page. She also writes a blog, Raven's Nest.

                递归

                Posted: 17 May 2007 06:57 PM GMT-06:00

                转载自

                http://www.vcgood.com/forum_posts.asp?TID=1592&PN=1

                递归

                  递归是设计和描述算法的一种有力的工具,由于它在复杂算法的描述中被经常采用,为此在进一步介绍其他算法设计方法之前先讨论它。


                发几条东西,怕回家忘记了

                Posted: 17 May 2007 03:36 AM GMT-06:00

                 

                中国股市网络游戏概念股开盘大涨

                http://www.sina.com.cn 2007年05月17日 13:13  IT写作社区

                  DoNews 5月17日快讯(记者 王乐)5月17日,中国股市中的游戏概念股均有不同程度的上涨,截至记者发稿时止,持有久游网股份的中科英华上涨7.05%,综艺股份上涨4.57%,海虹控股上涨4.78%。(完)

                财华社称3年内分拆游戏公司独立上市

                http://www.sina.com.cn 2007年05月17日 09:55  21世纪经济报道

                 

                 

                 

                 

                ----------------------

                 

                我这几天还真蛋疼orz

                回家再说

                "game" via 柠檬杀手 in Google Reader

                unread,
                May 18, 2007, 3:38:53 PM5/18/07
                to cngame...@googlegroups.com

                SOE Fan Faire Registration Opens

                Posted: 18 May 2007 08:34 AM CDT

                Sony Online Entertainment has announced that registration in now open for its annual Fan Faire social gathering event, being held at the Rio Hotel in Las Vegas from August 2-4. The event, now in its fifth year, offers a venue for players of Sony Online Entertainment's MMO titles to meet in person, as well as to meet the games' developers and try out as yet unreleased titles on SOE's pipeline. Company officials project that this ...

                Scarface Sells 2 Million, Wii Version Coming

                Posted: 18 May 2007 08:22 AM CDT

                Officials from Vivendi Games' Sierra Entertainment label have announced that Scarface: The World Is Yours, released for the PC, PlayStation 2, and Xbox in October 2006, has sold a collective worldwide 2 million copies. The game, developed by Sierra's internal studio Radical Entertainment, has continued to be a top performer for the company, and stands as the third title from the developer to reach the 2 million milestone. Scarface: The World Is Yours is based ...

                Sierra Announces Next-Gen Crash Bandicoot

                Posted: 18 May 2007 08:22 AM CDT

                Officials from Vivendi Games' subsidiary Sierra Entertainment have announced plans to release Crash of the Titans, the latest title in the company's long running Crash Bandicoot franchise, this fall for multiple platforms, including the Xbox 360 and Wii. The game, which is being developed by Sierra's internal development studio Radical Entertainment, is also being created for the PlayStation 2, PSP, Nintendo DS, Game Boy Advance, and mobile phones. The action game will once again pit ...

                Blogged Out: 'Exploring Truths'

                Posted: 18 May 2007 08:10 AM CDT

                Welcome to 'Blogged Out', the news report that looks at the world of developer blogging and the conversations being had with the community at large. This week: exploring worlds, old and new. Reading The Signs Chiming in with what seems like half the internet, I have to link to this interview with an ex-Sigil employee over on F13. It's a nail-biting read, and bear in mind these are the opinions and recollections of a single ...

                Product: New Blender Version Adds Subsurface Scattering

                Posted: 18 May 2007 07:00 AM CDT

                Officials have announced the release of the latest version of Blender, a free, open-source tool for 3D modeling and animation, adding a collection of bug fixes and new features, including subsurface scattering support. The release, version 2.44, was originally intended simply to address bugs within the program, however the developers took the opportunity to make Blender now fully 64 bit compatible. The update also includes an update to the software's mesh primitives, as well as ...

                帮朋友忙:可味多动漫游戏主题餐厅正式开业!

                Posted: 18 May 2007 07:24 AM CDT

                 呵呵,帮着朋友宣传一下,欢迎大家有空去坐坐!今后聚会我可能就选这里了,环境和设施都不错。刚刚开始大家还要多支持!
                 
                 
                守着这么多美味不能吃,我好心急!哈哈,拍完了狂吃一通。
                 
                 
                相关网站出自咱的大手,还要多支持呀!www.kevedo.com
                 
                 
                 
                 
                 
                 

                Comic Snap Reviews 5-18-07

                Posted: 17 May 2007 10:17 AM CDT

                gdbatman.jpg

                You know the drill: some spoilers ahead.

                (more…)

                Eugeneology: An Interview with Eugene Jarvis

                Posted: 18 May 2007 11:00 AM CDT

                Robotron and Defender creator Eugene Jarvis needs little introduction, as one of video gaming's arcade pioneers - and in this in-depth interview, he discusses his work at Raw Thrills, controversy over Target: Terror, and the XBLA legacy of his twitch game trailblazing.

                Capcom Profits Down In Mixed Full Year Results

                Posted: 18 May 2007 05:10 AM CDT

                Officials from Japanese publisher and developer Capcom have released details of the company's full year financial results, in which revenues rose by 6.1 percent and operating profit was up 45.9 percent, but net profits fell by 15.7 percent overall. Net sales increased from ¥70.2 billion ($580.7m) a year ago to ¥74.5 billion ($616.2m) in the financial year ended March 31st. Operating income rose more sharply from ¥6.6 billion ($54.6m) to ¥9.6 billion ($79.4m), but net ...

                Modded Xbox 360s Blocked From Xbox Live

                Posted: 18 May 2007 04:44 AM CDT

                Microsoft's official GamerScoreBlog has confirmed that the company has begun a new policy of banning modified Xbox 360 consoles from Xbox Live, with many customers reporting an error message when trying to connect their modified machine to Xbox Live. Although the Xbox 360 hardware is technically region free, most publishers still region lock their software - with many console owners, particularly in Europe, electing to modify their machines to play games from any country. Some ...

                PS3 Hardware Sales Slip Below 10,000 In Japan

                Posted: 18 May 2007 03:59 AM CDT

                Market research firm Media Create has revealed data for weekly hardware sales in Japan, for the week ending June 13th, following details of the software top thirty yesterday. As with software, hardware sales are considerably down across the board in the wake of the busy Golden Week period of holidays. As a result, sales for the PlayStation 3 have dipped below 10,000 units, to just 8,839 for the week. Although it saw sales drop by ...

                Saling The World: Osu! Tatakae! Odin Sphere

                Posted: 18 May 2007 04:55 AM CDT

                Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from May 17th, 2007, report a large slip in sales for former chart leaders Spider-Man 3 and Command & Conquer 3 in the U.S. and Europe, while Odin Sphere and Osu! Tatakae! Ouendan 2 clean up in Japan. Data ...

                Tooling Around: NaturalMotion's Reil On Morpheme

                Posted: 18 May 2007 05:00 AM CDT

                For the next part in Gamasutra's 'Tooling Around' feature, which profiles and interviews middleware and tools developers about their products, today's interview is with Torsten Reil, CEO of NaturalMotion, developer of animation engine morpheme. Launched in February, morpheme is currently available for Xbox 360, PlayStation 3 and PC, with Reil revealing that a Wii version is being developed and will be released "soon". The product is composed of two core components: the morpheme:runtime engine, which ...

                F13 interview part 2

                Posted: 18 May 2007 09:33 AM CDT

                There’s a part 3 coming eventually as well.

                F13.net - Usefully Cynical Commentary » GDC07 - Raphing It Up #2

                f13.net: Well, you’ve gone for a lot of user customizability as opposed to full-on genesis, full user creation.

                Raph: Well, yeah, I’ve always… even if you go back through old GDC sessions. There was the one with the big inflammatory statement where I told the movie guy “Get over yourself, the rest of the world is coming!” But part of that was saying that the rest of the world is coming, but they’ll be working with Legos instead of with atoms. So, you can extrapolate from there. Nothing there is something new that I’m saying, I’ve been saying similar things for a while.

                Part one is back here.

                [NetShowBT][游侠&FSX论坛联合][Microsoft Flight Simulator X Chinese][微软模拟飞行10简体中文版][CN][2DVD] (大小:7.05G 人气:204 下载:63 完成:- 种子:-)

                Posted: 18 May 2007 09:28 AM CDT

                发布简介:P【游戏封面】游戏名称:微软模拟飞行10英文名称:Microsoft Flight Simulator X Chinese游戏制作:ACES Studio&&&&&&&&&&am p;&&&&&&&&& &&&&&&am p;&&&&&&&&&&&&&&&amp ;&&&&&&&&&&& 游戏发行:Microsoft Games&&&&&&&&&&&&&& &&&&&&&&&&&&&&& 游戏语种:中文游戏平台:PC游戏类型:Simulation&& ...
                下载地址:http://gamebt.ali213.net/download-spot-1-186.html

                《宠物医生》(Petz Vet)[Bin]

                Posted: 12 May 2007 10:49 PM CDT

                《宠物医生》(Petz Vet)[Bin]Petz Vet-AVENGED [宠物医生]
                【封面】
                下载链接来自TLF
                开发:Legacy Interactive
                发行:UBISoft
                容量:2CD
                语种:英文
                平台:PC
                类型:Simulation
                网址:http://www.ubi.com/US/Games/Info.aspx?pId=5455
                【游戏简介】
                宠物医生让玩家可以体验一名兽医的日常生活,包括诊断和治疗35种不同的病历。宠物医生永远是一份有趣的工作,你可以很快学会如何照料一只断腿的小狗,生胃病的小兔,得哮喘病的小猫,还有一只天知道生什么病的小鸟。你知道一条狗吞下阿司匹林会发生什么吗?你要是当上了这所动物医院的医生后,就会知道了。除了要给宠物们治病,你还得完成一些常规的照料,比如给它们洗澡、刷毛。
                【游戏截图】





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                ┌───══════════════════════════════════════════════════════════════════════───┐
                ║─────────────=(*)- AVENGED PRESENTS... ─(*)=─────────────║
                └───══════════════════════════════════════════════════════════════════════───┘
                ┌───══════════════════════════════════════════════════════════════════════───┐
                └─────────═(*)- Petz.Vet-AVENGED -(*)═─────────┘
                │ │
                ║ NAME....: Petz Vet SIZE.......: 2CD ║
                ║ COMPANY.: Ubisoft PROTECTION.: None ║
                ║ DATE....: 11 May 2007 GAME TYPE..: Simulation ║
                ║ ║
                ║ URL.....: http://www.ubi.com/US/Games/Info.aspx?pId=5455
                ║ ║
                ║ ║
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                └─────────────────────────═(*)- RELEASE NOTES -(*)═──────────────────────────┘
                │ │
                ║ ║
                ║ Petz Vet introduces players to life as a veterinarian, diagnosing and ║
                ║ treating 35 different medical cases. Being a vet is always an ║
                ║ interesting occupation, as you quickly learn while taking care of a ║
                ║ dog with a broken leg, a bunny with a stomach ache, a cat with asthma, ║
                ║ a sunburned frog, a bird with - who knows? Do you know what happens ║
                ║ when a dog accidentally swallows aspirin? You'll learn, when you ║
                ║ assume the role of veterinarian in this busy animal hospital. In ║
                ║ addition to taking care of the animals' medical needs, you can also ║
                ║ perform some basic caretaking functions, such as washing and grooming ║
                ║ your pet. ║
                ║ ║
                │ │
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                └────────────────────────────────────────────────────────────────────────────┘
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                ┌───══════════════════════════════════════════════════════════════════════───┐
                └──────────────────────═(*)- INSTALL INSTRUCTIONS -(*)═──────────────────────┘
                │ │
                ║ ║
                ║ 1. Unpack ║
                ║ 2. Burn or mount with the latest Daemon Tool 4 ║
                ║ 3. Install and Have fun :D ║
                ║ ║
                ║ ║
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                └────────────────────────═(*)- GROUP INFORMATION -(*)═───────────────────────┘
                │ │
                ║ Alright Mr. Nukers before you go and bash this game, its really ║
                ║ not as gay as the cover seems! And for those who think it's kiddie, ║
                ║ not rly, its ages 10+ cause it requires more thinking than some of u ║
                ║ can do. So for those who actually wanna give it a try, it's actually ║
                ║ pretty cool. ║
                ║ ║
                ┌───═════════════════════════════════════════════════════════════════════────┐
                └────────────────────────═(*)- GROUP GREETINGZ -(*)═─────────────────────────┘
                ║ ║
                ║ ║
                ║ PROCYON - UNLEASHED - CLONECD - iTWINS ║
                ║ ║
                ║ ║
                │ │
                ┌───══════════════════════════════════════════════════════════════════════───┐
                └────────────────────────────────────────────────────────────────────────────┘
                ────────────────────────────────────────────────────────────
                -=)·*·(=- -*- AVENGED 2007 -*- -=)·*·(=-

                This posting includes an audio/video/photo media file: Download Now

                《黑海盗》(Black Buccaneer)硬盘版

                Posted: 16 May 2007 07:48 PM CDT

                《黑海盗》(Black Buccaneer)硬盘版
                转自STF
                游戏类型:动作冒险
                第二个是游戏动画的补丁!基本上都接近完整了吧!

                配置要求:
                Windows 2000/XP Home/Pro
                Processor: Intel Pentium III 1 GHz
                256 MB Ram
                Graphic Card 64MB
                DirectX compatible sound card

                【游戏简介】
                加勒比海的海盗传奇,长久以来是各大电影及游戏产业所截取的重要场景,由强尼戴普所主演的《加勒比海盗》电影造成了电影业的轰动。前不久由《文明》研发小组所开发的《席德梅尔的海盗》,其自由的游戏风格让玩家享受着海盗的生活。那么同题材的海盗游戏《黑海盗传奇》,要给玩家们什么样的新感受呢?
                  整个奇异冒险在狂风雨后展开,被打翻到未知神秘小岛上的Francis,因船只破损,只好上岸躲避风雨,在山洞里,Francis发现一个奇怪的护身符。它使Francis与Black buccaneer的神奇力量产生神秘的关系。这个护身符被海盗的巫毒神秘力量所诅咒,有特殊的约束力。体内流着冒险血液的你,面对这些奇异的事件,为了寻宝不顾一切。拔出你的弯刀,将子弹上膛,追寻著海盗的呼唤!在充满巫毒魔力的世界展开一场最刺激的动作冒险!
                  神秘的加勒比海上有许多不为人知的神秘岛屿,游戏中的细致场景,搭配即时运算系统,将日夜交替与动态光影真实呈现,彷如置身在异世界之中。在Black Buccaneer游戏里有丰富的物件与神秘关卡,玩家不会受置于死板的单一解法,完成任务,而是依循非线性的游戏风格,以自己的方法解开神秘事件。在冒险旅途中,有许多的死亡陷阱等着玩家,考验冒险者的智慧与勇气。
                  进入黑暗洞穴的Francis所发现的神秘护身符,让Francis与黑暗的Black Buccaneer做了联结,使得Francis能变身为黑海盗(Black Buccaneer),并且拥有强大的神奇力量。Francis攻击敌人时会得到Loa的力量,当Loa的力量累积满了,即可变身。运用强大的攻击力时,会耗损Black Buccaneer的力量直到Francis再度变回普通人。玩家在力量消失前,还是可以随时先变身回原来的Francis。
                  当然拥有了神秘护身符的Francis也不单单只是普通人,他已拥有巫毒的力量,且在旅途中将会提升其强大的神力。如在接近僵尸时,可操控僵尸为其战斗,但是僵尸的力量是来自于Francis的生命力,也可以令敌人们排排站,再解除其操控。不过最强大的力量还是变成Black Buccaneer时,冒险旅程中有许多的神奇力量,Francis一路上将收集到许多的圣台,有些圣台能使玩家回覆生命值,或是玩家收集齐全祭礼所需的物件,也将拥有新的能力,并教导玩家如何操控其力量,也将为玩家开辟出新的冒险旅程。
                  怎么样,对海盗痴迷的玩家们,是不是动心了?魔力不仅仅在《加勒比海盗》中出现,还会在《黑海盗传奇》中上演。一起期待吧!
                【游戏截图】




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                ²³ Black Buccaneer MULti 5 ³±
                ²³ ³±
                ²³ CoMPaGNy 10tacle Studios ³±
                ²³ TyPe RPG ³±
                ²³ LaNGuaGe MULti 5(EN-IT-ES-FR-GRM) ³±
                ²³ ReLeaSe DaTe 16/05/2007 ³±

                ²³ RiPPeR Group JPN ³±
                ²³ Format rar ³±
                ²³ Protection Securom ³±

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                ²³ The story is set in the Caribbean of the sixteenth century. The young ³±
                ²³ sailor Francis Blade is caught in a strong storm on his way to the new ³±
                ²³ world which leaves him shipwrecked on the coast of an island. On the ³±
                ²³ beach he finds a mysterious skull-amulet which grants him magic powers ³±
                ²³ of the terrifying Black Buccaneer. With the help of these powers he ³±
                ²³ finally finds out about a legendary pirate treasure! This exciting ³±
                ²³ adventure leads the player through nine different worlds on 26 ³±
                ²³ challenging levels where there are tricky mysteries and deathly traps ³±
                ²³ Various different ways to solve the adventure and two playable ³±
                ²³ characters make this game great fun for a long time. The real-time 3D ³±
                ²³ graphics create a very special atmosphere thanks to light and ³±
                ²³ shadow effects and turn the idyllic palm beaches of the Caribbean into ³±
                ²³ the most horrific voodoo nightmare. ³±
                ²³ challenging levels where there are tricky mysteries and deathly traps ³±
                ²³ Various different ways to solve the adventure and two playable ³±
                ²³ characters make this game great fun for a long time. The real-time 3D ³±
                ²³ graphics create a very special atmosphere thanks to light and ³±
                ²³ shadow effects and turn the idyllic palm beaches of the Caribbean into ³±
                ²³ the most horrific voodoo nightmare ³±

                ɼËÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍËÈ»
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                ÈΠμ
                ²³ Installation ³±
                ²³ ³±
                ²³ -unrar ³±
                ²³ -setup.bat ³±
                ²³ -play game!!!! ³±
                ²³ ³±

                ɼËÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÍËÈ»
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                ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ» ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ
                ÉÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄͼ Ripped : Movies, Music, Ambient ÈÍÄÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÄÍ»
                ÈΠμ
                ²³ Thx Reloaded for crack ³±
                ɼËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍËÈ»
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                ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ

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                Are You Ethical?

                Posted: 18 May 2007 06:01 AM CDT

                What do we mean when we say ‘ethics’ or talk of things as being ‘ethical’ or ‘unethical’? And how is this different from ‘morals’ and ‘morality’? What is the game of ethics about?

                Let us begin with my standard premise that to ask what a word means, is to ask how it is used (from Wittgenstein). Both ‘ethics’ and ‘morals’ refer to the same basic concept but, alas, so vague are the boundaries of this region that the two terms are not guaranteed to be synonymous in any one individual, nor for any distinctions made to be shared by a third party. However, we can in broad strokes say that the general flavour of ‘ethics’ is the study of the relevant phenomena, while the flavour of ‘morals’ is rather the practice of it.

                A person’s ethics (or morality) consist in general of their values and customs, in particular those which are the most emotionally charged. Value terms of almost all kinds can be associated to ethics – good and evil, right and wrong, duty (or responsibility) , sensible or stupid, cruel or kind, entertaining or dull. Which value judgments are in play depends essentially on whatever criterion has been chosen as the focus of the ethics in question - the ethical criteria - while how those value judgments are interpreted  depends upon the individual’s frame of reference (their beliefs or culture).

                Ethical situations (that is, circumstances where the game of ethics can be played) entail an agent acting in a particular manner with certain outcomes. One can build a system of ethics from any element of this situation; centring upon the person in agent-focused approaches (such as virtue ethics, represented by Aristotle), upon the actions taken in rights-focused or rules-focussed approaches (such as deontology or duty ethics, represented by Kant) or upon the consequences of the actions in outcome-focused approaches (such as consequentialist ethics, which include utilitarianism, usually traced back to Hume). Since nothing else is involved in an ethical situation but people acting, actions taken, and outcomes that result, this should be a full description, although the number of ways these three elements can be interpreted (and entangled!) leads to infinite possible ethical systems.

                To accuse someone of being ‘unethical’ can mean in essence three different things. Firstly, it may mean that the person has no system of ethics at all, which is usually referred to as amorality. Alternatively, it may mean that we are accusing them of not following their own system of ethics, which is usually referred to as hypocrisy – but which requires us to know their ethical criteria at the very least before we can reasonably comment. Alternatively, ‘unethical’ may be in reference to a deviation from a particular shared (cultural) system of ethics, which is to say, the commonly perceived congruence of a community’s ethical system. This is usually referred to as immorality in respect of that system of ethics, but if the individual in question does not embrace the ethics in question, such allegations are simply an expression of dislike towards the person thus accused (unless they also happen to be illegal).

                To be ‘ethical’, therefore, is the contrary state of affairs and has three elements: to have a system of ethics (and thus avoid amorality), to practice and adhere to that system of ethics (and thus avoid immorality) and to make your ethical position sufficiently clear to other people (and thus avoid hypocrisy).

                The question that lays before you, then, is nothing more than this: are you ethical? 

                好游戏的N个标准(2)

                Posted: 17 May 2007 07:22 PM CDT

                       这位看官说了,好游戏的标准,可以参考好电影的标准嘛!不错!他山之石,可以攻玉。那么好电影的标准有哪些呢?

                       一个是票房榜,美国有,每周都在更新,挺可信的,中国也有,看看就行……这其实就是前面说的“叫座”,赚钱才是硬道理。对应游戏,可没有这种东西,单机游戏嘛!厂商自己吹,卖5万套的说10万套还算厚道,不过稍微资深一些的业内人士,大家都心知肚明,玩家嘛,上当就在所难免了。网游嘛!更是不得了,一个在线人数,能翻出无数花样来,这一点详见拙作《暴血公司》的相关章节,不做赘述。

                       另一个就是国际大奖,这国际大奖嘛!含金量也有三六九等之分,有些是纯艺术的,有些是偏商业的,有些纯属业内意淫,花花轿子人抬人,想要分辨清楚,也不是我等普通观众能看透的。得了奖的电影,未必好,更未必叫座,票房几千一万的并不少见。这大奖也只能是个参考值。游戏也有很多奖项,国内的大抵是从02年左右开始的,第一年的时候,还算干净,多数不要钱,先不管客观不客观,真的是在评奖,炒票的现象也不多。少数几个要钱的,也是犹抱琵琶半遮面,扭扭捏捏的要点工本费。可惜呀!也就纯洁了那么一年而已,现在的各种奖项,有些已经是明码标价了……当然,不排除也有一些依然纯洁的,不过不多了。所以说,看评奖,更看不出什么来。

                       好电影的标准还有一个,就是让时间说话。

                       《埃及艳后》是好莱坞电影史上投资最大同时也赔得最惨的一部古装巨制,差点让20世纪福克斯公司倒闭关门。貌似不是个好电影,但是它获得了多项奥斯卡奖项,而且,在此后的70年中,它如陈酿一般,越来越受到更多人的关注和推崇。尤其在数码特效泛滥的今天,它的真实与宏大,已经让它成为空前绝后的经典。

                       中国的《大话西游》也是如此,刚刚上映之时,两岸三地的票房几乎无法收回成本,但仅仅两年之后,它一跃成为经典,它的经典台词,几乎做到了尽人皆知。

                       好游戏以这个标准评价,似乎也有点不靠谱,土星已死,又没有良好的模拟器,它上面就算有无数好游戏,也只能赔它殉葬了……PC上也是,很多老游戏,已经很难在主流的机型上运行了……但是,至少有一点可以参考,那就是,一款游戏刚推出的时候,有多少骂声都没关系,要看看过3、5年后,有多少怀念的声音。一个游戏的好,不仅仅在于它本身的好,它身后的那些游戏的不好,是可以把它推向“神作”的顶峰的。

                [NetShowBT][游侠独家][生化危机4V1.0游侠原创简体中文亚洲版][CN][DVD] (大小:2.58G 人气:361 下载:306 完成:- 种子:-)

                Posted: 18 May 2007 04:20 AM CDT

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