wpf applications made better
Saturday, March 14, 2009
I like .NET, WPF, and C# a lot. But I really should be obsessing over them like a creepy ex-boyfriend—making wall-sized collages of all my favorite code-snippets pulled from .NET Reflector, having awkward conversations about them with my wife, calling them at 2AM. How can .NET be my new 6502 assembly?
Enter Composite Application Library (aka Prism). At the recommendation of one of frog's most respected .NET gurus, Brian Romanko, I've begun looking into this framework for a project idea I've been toying with for a few months. So far, it looks like it supports the type of modularity my project could benefit from. If you have personal experience with Prism and have strong opinions about it, I'd love to hear them. I'll keep you posted!
Labels: .net, atari, prism, programming, project, wpf
comfort zone
Tuesday, April 15, 2008
My computer room is a perpetual mess these days. It feels like everything I do to organize that room results in adding one more box full of stuff to the dwindling available floorspace. Well, as of last night... that is actually still the case, but...
I did take time to set up the Atari 2600 once again. Good times... It's connected to Karen's old "pre-Lee" 13-inch TV through a VCR (in case I need to submit a score to Twin Galaxies, ya' know!). All the cabling, including the Supercharger audio cable that I use for Atari development, is nicely tucked out of view. It's a good setup, quite conducive to casual 8-bit, bleepy mayhem.
There was ample testing involved, naturally. I kicked some butt (virtual butt, as I was playing alone) on Donkey Kong, Ms. Pac-Man, Yars' Revenge, and my game, Reflex. I also got pretty far on Thomas Jentzsch's incredible homebrew title Thrust+. I feel an Atari homebrew renaissance coming on...
Labels: 2600, atari, donkey kong, homebrew, ms. pac-man, reflex, supercharger, thrust, yar's revenge
an open letter to...
Saturday, February 02, 2008
...this guy.
Hey man, let's get Reflex published already. The latest revision is bug-free and ready to go (the version I posted on AtariAge so long ago is old and slightly buggy). I think the documentation is 90% written... maybe missing some acknowledgments, but I can tie that all up fairly quickly. The manual needs to be designed though. The last time we talked about it, I think we liked the idea of simply reusing the label art you had done. Do you still have the artwork files? I was thinking I could start an Illustrator document, drop in and lay out the content, then hand it off to you for artwork and polish. I know very little about print, so...
Anyway, what's spurring this on is continued interest in the game. Earlier this week, I was contacted by a hobbyist who builds carts and sells them on ebay, and offering royalties for doing so. I figure, the game is languishing, there's no reason not to publish it. All the hard work is done. So let's just do it! :)
GO TEAM!
8-bit handshaking
Sunday, March 11, 2007
I just shook Paul Slocum's hand, and literally just overheard people talking about how they partied hard at frog's sxswi kick-off event last night. So, pretty good morning so far despite the nanosecond of sleep I got last night.
* Check out the site for Paul's band, Treewave.