Saturday, March 29, 2008
Polski Fiat / Fiat 126p / FSM-Niki 650
Posted by Ferris GTI @ 2:57 PM 0 comments
Labels: Fiat
Sunday, March 23, 2008
Golf GTI's in Canberra: Easter get together
Sunday 23rd of March, midday. Telstra Tower car park, Black Mountain, Canberra. This was the meeting place for an Easter get-together and drive for Canberra members of GolfMkV.com's Australian Forum. It was also the first chance for many new forum members to meet in person, rather than online using their pseudonyms. Eight guys made it to the get together- one in a superbly-modified MkIV Golf GTI, with the rest in MkV Golf GTIs of various configurations and colours. We expected a ninth-member to show up, but an unfortunate screw-in-tyre incident prevented him from attending. Members who made the get together included: CiaranGTI / minigolf / GTI-racer / Kirium / thefullarchie (all the way from Brisbane :) / Bunty (couldn't come on the drive) and the MkIV GTI guy who's name escapes me for the moment! Oh, and of course me, Ferris :)
Posted by Ferris GTI @ 2:30 AM 4 comments
Labels: golf gti
Thursday, March 20, 2008
Model Cars: The Ferris Collection
Posted by Ferris GTI @ 7:10 PM 2 comments
Labels: austin healey sprite, charger, golf gti, MINI, model cars
Friday, March 7, 2008
I was a failed teenage game developer (part 3)
It had always been a distant dream of mine to be a game programmer. At the time, of course, it was possible for young coders to whip up popular games in their own garage and flog them off as shareware. This shut-in, computer-chained lifestyle seemed like the sort of one I wanted to lead.
My bedroom had cut-out magazine pictures of my gaming heroes.. a PC Gamer interview with iD Software back in the Doom days, a Commodore 64 magazine piece on Jeff Minter, a shoddily self-drawn System 3 logo.. I'd gaze up at them almost daily, pinned on my little bulletin board.
I tried somewhat half-heartedly to achieve that dream. After saving months worth of allowance money, I finally managed to gather enough dough to purchase Andre LaMothe's enormous book Tricks of the Game Programming Gurus. It was littered with code snippets showing how to do simple graphical tricks, play sound, and so on. It also weighed in at a rather imposing 600 or so pages, giving it definite blugeoning potential. I think it may actually feature as a murder weapon in Cluedo.
This sheer intimidation factor alone left me unimpressed, and I returned back to the comforts of my QBasic world.
Sound will be a high priority, I want, no, I need
headphones/mics for the game. This would make for
interesting conversations between the players..
"RED ONE, THE PERPERTRAITOR IS IN THE SOUTH
BLOCK, LEVEL 12E. OVER"
"COPY THAT, RED THREE. I'M THERE. GET BACKUP."
"ROGER RED ONE. WE'RE COMING. OVER..."
and stuff like that. You could have conversations during
the game!! And you could chose which person to talk to as
well. No music - that would spoil the atmosphere. Cool.
Just like the Hindenburg, so too did the plans for "SWAT" begin to slowly crash and burn, with the diary turning into an often-hysterical fest of teenage angst. It wasn't all lost dreams and skipped opportunites, mind you. Oh no. I did make some games. Five of them, in fact. And after looking back on them tonight, well, maybe it was for the best that I didn't end up in the business after all.
YOU DECIDE TO GO TO LAS VEGAS. YOU WALK TO THE AIRPORT
WITHOUT A HASSLE. THEN YOU ARE FLYING. WHILE ON THE PLANE,
THE STEWARDESS WALKS UP TO YOU AND TRIES TO CHAT YOU UP.
WILL YOU GO TO THE LUGAGGE COMPARTMENT WITH HER OR STAY?
(A) GO OR (B) STAY: A
YOU GO TO THE COMPARTMENT AT THE BACK AND START TO
PASH EACHOTHER. YOU START TO GET REALLY EXCITED BUT THEN
SHE TRANSFORMS INTO OPRAH WINFREY AND MAKES A
SPECIAL ON YOU ON HER SHOW. THE TOPIC WAS
`MEN WHO RAPE FLIGHT ATTENDANTS. YOU ARE LAUGHED AT FOR
THE REST OF YOUR LIFE! HA HA! WHAT A LOSER! HA HA HA!
GAME OVER.
Ha ha ha indeed! At the time I was pretty proud of my creations. But one fateful day, my coding rival BISHTRONICS gave me a disk containing a solitary file: GROD4.BAS. Not only was it an unofficial sequel to one of my babies, it featured something the other Grod games didn't.. graphics and sound!
Yes, even more amazing than Robocop.
Might I add at this point, that drawing graphics in Q-Basic is one of the most mind-numbing, suicide-inducing things one can ever hope to do. It's full of statements like:
DRAW "BL200 bd100 r50 u60 r300 l250 g50 e50 r250 u20 ....."
Suffice to say, Grod 5, like all the other games, pretty much sucked. Although it featured such gameplay additions as secret rooms (during "A,B,C" prompts, you needed to type a phrase that no-one in their right mind would type without looking at the code itself), and non-linear progression (you can go via the left door.... or the right door! Cripes!), it was still the same crusty old Grod underneath.
Spanning around 2500 lines of code split into three separate files, it was the Grod-style of "A,B or C" text adventure gaming pushed to its limits. A long introduction sequence, frequent graphical interludes.. I spent far, far too much time on this baby.
And yeah, it still pretty much sucked.
One day I shall auction off the code to Snake Stone 2 and make millions.
Epilogue
We begged to see what these games were, and when he finally showed us, our jaws dropped. He'd written an air hockey game with actual VGA graphics, animation and sound. I imagine we were feeling something akin to what the developers of Awesome Possum must have felt after seeing Sonic the Hedgehog 2.
Convined that he couldn't have made it himself, when we next were over at Todd's house for a party, both BISHTRONICS and BARGOSOFT decided to join forces to launch a corporate espionage attempt at finding out our new rival's secrets. Our attempts were stunningly successful. What did we find?
A copy of Andre LaMothe's Tricks of the Game Programming Gurus.
Why hello there, palms! Please meet my face. Repeatedly.
Posted by MrPigeon @ 1:47 AM 4 comments
Labels: games, geek, programming, qbasic
Wednesday, March 5, 2008
I was a failed teenage game developer (part 2)
(..continued from part one)
I pulled out a dictionary and started scouring the pages, looking for the perfect word. Something to rival Fairlight.. Future Crew.. Triton.. and so eventually I settled upon the rather dubious title of "HEATWAVE". It didn't take me long to realize that 'HEATWAVE' is actually a pretty terrible name for a demoscene group, so the search resumed for something cooler. For a brief period I decided upon "OPTICAL ILLUSIONS", but since that was too many letters for me to bother rendering in QBASIC code, I changed it to "ENTROPY".
Of course, what's a demoscene group without demos? With the name taken care of, I then proceeded to spend weeks producing awful, horrid demos, leading to what would be known as the Imphobia series. Actually, Imphobia is the name of some amiga 'scene magazine from years gone by, so I guess I was borrowing the title to lend it some sort of credibility. Viewing the demos now, of course, they almost seem like parodies of what a demo should really be.
Before the Imphobia series, however, were my humble beginnings as a wannabe demo writer. The first, GROOVY3.BAS, consisted of an seizure-inducing flashing background whilst the words 'PINK FLOYD' scrolled down the screen in alternating colours. In fact, just about everything I've ever written contains a section where the screen flashes random colours in a blinding manner. Perhaps it shall ultimately be my trademark as an artist once I've passed on.
With my skills sharpened, it was time to move onto a real demo. The first Imphobia consisted of silly, mostly-random PC speaker music that played whilst the screen filled with basic ANSI graphics. Actually that's a half-truth, those two things didn't happen at the same time, since I had no idea how to do threading in QBASIC (or even if its possible). So the music would play first, then the screen would fill with ASCII, then another piece of music would play, then something else would happen, and so on. The grand finale was the display of the Bargosoft and Heatwave logos, followed by some crappy spiel about how awesome public domain software is.
The next three demos in the Imphobia series weren't much better, just featuring more elaborate graphics. In one of them I even introduced some goofy political point about how religion and nazism leads to nuclear war or something. Who the hell knows what I was thinking; to be honest, the only thing I can remember of my highschool years is the tragedy when I accidentally taped over my VHS copy of Fraternity Vacation with the Oprah Winfrey show.
with the gfx, thinking I was "deep".
In the next (and final) part : Bargosoft Game Studios is founded, but BISHTRONICS deals it a crippling blow..
Posted by MrPigeon @ 12:19 AM 2 comments
Labels: demoscene, mod files, programming, qbasic
Sunday, March 2, 2008
Call of Duty 4: Fight the Lag
If, while playing Call of Duty 4 on Xbox Live, you see me join a game only to leave 5 seconds later, please don't think I'm some kind of game-hopping n00b. I have a good reason for visiting game after game like some kind of nomadic... er, nomad. That reason is lag, which all Aussie online-gamers will be intimately familiar with. Unfortunately Call of Duty 4 is not immune from this problem. When I get a good connection (as represented by green bars) the game is fantastic, with the best players inevitably placing well on the leaderboard. Once the connection drops to yellow- or even worse- red bars, all bets are off. Skill has little to do with anything, and blind firing with a submachine gun on full-auto is the order of the day. It's really very disappointing when you empty a full magazine into the enemy, only to see them stop, prop, and drill you through the forehead with a carefully-aimed shot. All this could have been avoided if COD4 players were provided with some kind of connection filter, allowing us to filter out all games below a certain connection level. I believe that HALO has this option, as do 99% of online PC games. As it stands, we Aussies have two options: 1. Hope that a friend is online and playing in an Aussie-dominated game (with a spare spot available to join), or 2. Spend 30 or 40 frustrating minutes searching for games, connecting to them, and then immediately leaving upon discovering that you have a woeful connection. I'm sure that all it would take to end this misery for Aussie gamers is for a small patch to be released providing the connection filter option. In the meantime all we can do is hope and wait...
Posted by Ferris GTI @ 11:42 PM 16 comments
Labels: call of duty 4, xbox 360
Saturday, March 1, 2008
I was a failed teenage game developer (part 1)
My passion for programming started at a young age, probably around ten or eleven years old. I remember that one of the first things I wrote was a text adventure game in BASIC (using the free GWBASIC that came with MS-DOS 3). It was loosely based around a freeware Commodore 64 game called Grod The Demented Pixie.
The game itself was quite terrible and only barely qualifies as being called a text adventure because:
- It contained text.
- I'm sure at the imaginative age of 10 it seemed like quite an 'adventure'.
it is really hard. If you press punch and kick at
the same time Billy does a really cool jump kick it
is awesome. It gets really hard at the farm level though
and I can't get past it because of all the punk girls
with the chains. Luke says that when you complete it
you get a picture of a naked woman which is pretty weird
and I hope my mum does not find out. Anyway it is a
good game and I give it 95.7 out of 100 and I hope that
they make Double Dragon 3 because that will be even
better.
In high-school, I befriended a guy named Tony. As far as high-school friendships go, ours was a fairly competitive one. Not out on the track, however. Ours was a friendship fueled by the fury of QBASIC pogramming. I had just finished reading about billion-dollar maverick Bill Gates' founding of Microsoft, and now had a burning passion to create my own software company offering quality, QBASIC-written wares to.. well, no-one really. But that's beside the point. And thus, BARGOSOFT was formed on one dreary winter's day in June of 1994. Tony, meanwhile, had created his own 'company', BISHTRONICS, founded on much the same principles.
It was healthy and fun competition. Each day we would arrive at school with boxes of 3.5" disks containing our latest creations, for the other to drool and be jealous over. I tended to be caught behind the 8-ball a lot of the time, and as such it was often I who was left blinking in amazement as BISHTRONICS showed off its new software. I still vividly remember the day that Tony showed me his newly-implemented menu system featuring a 'highlight' bar that could be scrolled up and down using the arrow keys. I'd never seen anything like it. All through lunch I was sitting in stunned silence, trying to figure out how it could be done.
Our competitiveness soon blossomed into all-out war. We started doing early morning raids upon the classroom computers, unleashing our homebuilt DOSShell replacements upon them, hoping to hear the positive swoons of the teacher when they next turned on the computer - knowing full well how much it would torment the other.
The terrible software I invented during that period came thick and fast. There was "Bargosoft Quik-Ad Micro", which proposed to do the following:
Ever wanted to display your own ads for software? This
program will create your ad with a touch of colour and style.
Just type in your message after you choose to write your ad.
Unfortunately I haven't figured out what to do after that so
you will have to write that section by yourself. Anyway,
have fun!"
So ultimately if you typed in your advertisement text, it would display it in the middle of the screen surrounded by flashing, rotating ASCII asterisks. Who needs expensive PR departments when you can harness the raw power of Bargosoft Quik-Ad Micro FOR FREE?
There was also "Bargosoft Music Manager", which prompted the user to enter in an octave, tempo, and notes that they wanted played through the PC speaker. The most amusing thing in retrospect about this and many of the other applications is that they all featured huge video-game like introduction sequences, featuring flashy logos and overbearing PC speaker music. Music Manager itself was quite a stand-out, because not only did it feature the aforementioned logo presentations, it also featured about a minute's worth of fake magazine quotes (from equally fake magazines) praising it before it even got to the main menu:
`A powerhouse achivement!' - Computer Utility Magazine
`The best QBASIC utility we have seen so far!' - PD Monthly
`Definetly Bargosoft\Heatwave's best effort yet' - PC Domain
`Another winner for Bargosoft!' - PC Upgrading
Then there was also the ill-conceived "Bargosoft Homework Manager". This thing would ask you what subject the homework was for, what the homework was about, the due date, and any other "relevant information" you might have to offer. What might the program do next, you might wonder? Well, it sure as hell doesn't do the homework for you. In fact, all it does is send the following to the printer:
--------------------------------------------------------
**THE BARGOSOFT\HEATWAVE HOMEWORK MANAGER VERSION 1.0**
--------------------------------------------------------
Subject: <...>
Assignment: <...>
Due Date: <...>
Relevant information: <...>
--------------------------------------------------------
Copyright 1994. Bargosoft\Heatwave.
How useful! Surely such a program would be the wildest dream of any overworked student looking for assistance in their studies.
The observant amongst you would've noticed the rather curious "BARGOSOFT\HEATWAVE" up above. What's that all about, you might wonder? Well, to find out, you're going to have to wait until tomorrow's update for part 2. In the meantime, inspire yourselves by witnessing the Bargosoft mission statement:
(PPS: Anybody willing to send me "a sample of their QBASIC skills" can still feel free to do so, and make me feel even more embarassed about myself)
In tomorrow's entry: Bargosoft becomes a force to be reckoned with in the imaginary "demoscene" of Stanthorpe.
Posted by MrPigeon @ 8:35 PM 4 comments
Labels: geek, nerd, programming, qbasic