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   <title>The Pencil Farm Blog</title>
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   <id>tag:www.thepencilfarm.com,2011:/blog//1</id>
   <updated>2011-08-21T18:22:50Z</updated>
   <subtitle>Design, Games, Reviews and such</subtitle>
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>Development Notes: Commander Cookie</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2011/08/development_notes_commander_co_1.html" />
   <id>tag:www.thepencilfarm.com,2009:/blog//1.81</id>
   
   <published>2011-08-20T22:52:40Z</published>
   <updated>2011-08-21T18:22:50Z</updated>
   
   <summary>Commander Cookie (in Space!) was one of my first games written in ActionScript 3. I wanted to do something simple to help me get up to speed with the new language. I figured making a clone of a classic arcade game Asteroids would let me focus on the programming without getting caught up in gameplay issues.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Development" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="27" label="development" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="8" label="flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Cookie Asteroids](/media/1108/CC_cookies.jpg)  

This post is long overdue.
I usually prefer to write up development notes for my games as soon as possible after finishing them, but I never got around to putting this one up until now.

_[Commander Cookie (in Space!)](http://www.thepencilfarm.com/games/commander_cookie/)_ was one of my first games written in ActionScript 3. I wanted to do something simple to help me get up to speed with the new language. I figured making a clone of a classic arcade game ([Asteroids](http://www.atariage.com/software_page.html?SoftwareLabelID=1007)) would let me focus on the programming without getting caught up in gameplay issues.



      **Concept**  
The graphical concept for Commander Cookie was inspired by this fantastic stop-motion short _[Game Over](http://eatpes.com/game_over.html)_ by Pes.

The film recreates a lot of the classic arcade games, and I thought it would be really great if you could somehow create a playable version of that. A stop-motion game, instead of just a stop-motion film.


**Programming**  
As I said, part of the goal in making this game was to get comfortable programming in Actionscript 3. The transition wasn&apos;t too tough, though it took a while to get the hang of some of the trickier concepts like the display list and events. Colin Moock&apos;s book _[Essential Actionscript 3.0](http://oreilly.com/catalog/9780596526948)_ was a lot of help when I was first getting started.

Gary Rosenzweig&apos;s _[AS3 Game Programming University](http://flashgameu.com/about_the_book.html)_ was a lot of help too. Although it&apos;s a bit on the simple side in terms of programming concepts, it was really helpful to see games being built in AS3. He even has an Asteroids-style game as one of the examples in the book.

**Graphics**  
In order to create a stop-motion feel for the game I had to create all the graphics with photos of real-world objects. I settled on the concept of having all of the elements made of candy or junk food: the asteroids are cookies of different sizes, the player&apos;s ship is made from Good &amp; Plenty, the enemy ship from Mike &amp; Ikes, and the bullets are Nerds. I used gummy letters and some other numbers and letters from the craft store to create the scores and in-game text.

![Candy](/media/1108/CC_candy.jpg)

Next began the painstaking task of masking out all the assets in Photoshop (removing them from the background). This took quite a while since a lot of the elements would be animated, meaning a single object would be made up of multiple photos.

**Failures**  
I was immediately disappointed with the results when I started importing the photo assets into the game. Everything looked too smooth and computer-animated, instead of having that jerky stop-motion feel.  
I was able to add some artificial jerkiness to some of the elements (like the score at the bottom and the &apos;Level Clear&apos; message), but overall I still think everything moves too smoothly.

Another big problem was that I decided to rotate the elements programmatically, instead of taking separate photos of the objects rotated to different degrees like you would in a stop-motion film. This contributes to the too-smooth feeling, but it also means that the shadows on the objects rotate with the objects, which is enough to break the stop-motion illusion. I briefly considered trying to re-shoot all the objects with multiple degrees of rotation, but it would have been a huge task to mask out all those photos and the extra assets would have increased the file size of the final game by orders of magnitude.

I also don&apos;t think it&apos;s apparent enough that all of the elements are photos of actual objects. This is mostly just due to my inexperience with this style of stop-motion. Most of the genius of the Pes videos is how he is able to use objects that are very recognizable and transform them into something else through animation.

**Conclusion**  
In the end I accomplished my main goal of learning enough Actionscript 3 to make a real game, but the game I made isn&apos;t that great. It doesn&apos;t have enough of the stop-motion feel to be as visually stunning as I had hoped, and since it&apos;s just a clone of a very familiar game, it isn&apos;t original enough in its gameplay to be much fun to play for long.

But don&apos;t let that dissuade you from giving it a try:  
**[Play _Commander Cookie (in Space!)_](/games/commander_cookie/)**

Let me know what you think.

   </content>
</entry>
<entry>
   <title>Investing in Myself</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2011/07/investing_in_myself.html" />
   <id>tag:www.thepencilfarm.com,2011:/blog//1.87</id>
   
   <published>2011-07-28T05:01:29Z</published>
   <updated>2011-07-28T05:12:55Z</updated>
   
   <summary>There&amp;#8217;s a great post on Daniel Jalkut&amp;#8217;s Red Sweater blog called Invest In Yourself. But many of life&amp;#8217;s investments are risk free precisely because we don&amp;#8217;t expect anything tangible in return. So be sure to spend at least some of...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Article Reviews" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="174" label="learning" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      There&apos;s a great post on Daniel Jalkut&apos;s Red Sweater blog called [Invest In Yourself](http://www.red-sweater.com/blog/642/invest-in-yourself).

&gt;But many of life&apos;s investments are risk free precisely because we don&apos;t expect anything tangible in return. So be sure to spend at least some of your dollars and time on something more valuable and permanent than money. Education, artistic expression, good health, time with family &amp; friends, travel, or pursuing your own particular favorite pastime.

Learning and mastering new skills is something I really enjoy. I do it mostly because it brings me pleasure, but I like the idea that I&apos;m also making an investment in myself. I&apos;m becoming a smarter, happier, and (hopefully) more interesting person by spending the time to learn something new. And I&apos;m having fun doing it!
      
   </content>
</entry>
<entry>
   <title>Flash Tutorial: Countdown Timer</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2010/05/flash_tutorial_countdown_timer.html" />
   <id>tag:www.thepencilfarm.com,2010:/blog//1.90</id>
   
   <published>2010-05-12T22:31:52Z</published>
   <updated>2011-08-14T22:46:10Z</updated>
   
   <summary> Another tutorial for TutsPlus. This time I show how to create an airport-style flipping countdown timer. The effect requires some complex layering of the graphic elements to make everything look right. It was a lot of work to try...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="ActionScript" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="176" label="actionscript" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="32" label="Flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="177" label="programming" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="175" label="tutorial" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Countdown Timer Tutorial](/media/1003/countdownTut.jpg)

Another tutorial for [TutsPlus](http://www.tutsplus.com). This time I show how to create an airport-style flipping countdown timer.

The effect requires some complex layering of the graphic elements to make everything look right. It was a lot of work to try to explain everything clearly and concisely.

Check out the tutorial here:  
**[Countdown in Style With an Airport Terminal Timer](http://active.tutsplus.com/tutorials/actionscript/countdown-in-style-with-an-airport-terminal-timer/)**



      
   </content>
</entry>
<entry>
   <title>Flash Tutorial: RPG Text System</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2010/04/flash_tutorial_rpg_text_system.html" />
   <id>tag:www.thepencilfarm.com,2010:/blog//1.92</id>
   
   <published>2010-04-14T23:23:56Z</published>
   <updated>2011-08-15T04:05:56Z</updated>
   
   <summary> I wrote this tutorial to show how to create an RPG-style text system. This method is similar to the one I used in the Vermonia Guardian Quest game. Check out the tutorial here: Make an RPG-Style Text System for...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="ActionScript" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="176" label="actionscript" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="32" label="Flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="177" label="programming" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="175" label="tutorial" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![RPG Text Tutorial](/media/1004/rpgTut.jpg)

I wrote this tutorial to show how to create an RPG-style text system. This method is similar to the one I used in the Vermonia [Guardian Quest](http://www.vermonia.com/games/index.html) game.

Check out the tutorial here:  
**[Make an RPG-Style Text System for Your Next Game](http://active.tutsplus.com/tutorials/games/make-an-rpg-style-text-system-for-your-next-game/)**
      
   </content>
</entry>
<entry>
   <title>Flash Tutorial: Retro CRT Effect</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2010/03/flash_tutorial_retro_crt_effec.html" />
   <id>tag:www.thepencilfarm.com,2010:/blog//1.91</id>
   
   <published>2010-03-12T22:59:45Z</published>
   <updated>2011-08-14T23:03:42Z</updated>
   
   <summary> In this tutorial I show how to separate a graphic into its three component color channels. I then animate each channel individually to create a retro style CRT distortion effect. Check out the tutorial here: Create a Retro CRT...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="ActionScript" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="176" label="actionscript" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="32" label="Flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="177" label="programming" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="175" label="tutorial" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![CRT Distortion Tutorial](/media/1003/crtTut.jpg)

In this tutorial I show how to separate a graphic into its three component color channels. I then animate each channel individually to create a retro style CRT distortion effect.

Check out the tutorial here:  
**[Create a Retro CRT Distortion Effect Using RGB Shifting](http://active.tutsplus.com/tutorials/effects/create-a-retro-crt-distortion-effect-using-rgb-shifting/)**
      
   </content>
</entry>
<entry>
   <title>Flash Tutorial: Pinball-Style Rolling Score Counter</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2010/02/flash_tutorial_pinballstyle_ro.html" />
   <id>tag:www.thepencilfarm.com,2010:/blog//1.89</id>
   
   <published>2010-02-28T16:45:00Z</published>
   <updated>2011-08-14T22:18:16Z</updated>
   
   <summary> For my second tutorial on TutsPlus I show how to create a reusable score class that &amp;#8216;counts&amp;#8217; up a new score when players earn points in your game. I also show how to create the graphics for the glowing...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="ActionScript" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="176" label="actionscript" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="32" label="Flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="177" label="programming" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="175" label="tutorial" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Pinball Score Tutorial](/media/1002/pinballScoreTut.jpg)

For my second tutorial on [TutsPlus](http://www.tutsplus.com) I show how to create a reusable score class that &apos;counts&apos; up a new score when players earn points in your game.

I also show how to create the graphics for the glowing LED number display.

Check out the tutorial here:  
**[Create a Pinball-Style Rolling Score Counter Class](http://active.tutsplus.com/tutorials/effects/create-a-pinball-style-rolling-score-counter-class/)**
      
   </content>
</entry>
<entry>
   <title>Flash Tutorial: Static Distortion Effect</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2010/01/flash_tutorial_static_distorti.html" />
   <id>tag:www.thepencilfarm.com,2010:/blog//1.88</id>
   
   <published>2010-01-31T16:28:27Z</published>
   <updated>2011-07-31T16:43:50Z</updated>
   
   <summary> I wrote a tutorial for TutsPlus that shows how to create the the static distortion effect that I used on the buttons in Plant Pong. This was my first tutorial, and I&amp;#8217;m really happy with how it turned out....</summary>
   <author>
      <name></name>
      
   </author>
         <category term="ActionScript" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="176" label="actionscript" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="32" label="Flash" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="177" label="programming" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="175" label="tutorial" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Static Distortion Button](/media/1001/staticButtonTut.jpg)  

I wrote a tutorial for [TutsPlus](http://www.tutsplus.com) that shows how to create the the static distortion effect that I used on the buttons in [Plant Pong](http://www.thepencilfarm.com/games/plant_pong_deluxe/?id=1).

This was my first tutorial, and I&apos;m really happy with how it turned out.  
You can view the tutorial here:

**[Create a Static Distortion Effect Using the Displacement Map Filter](http://active.tutsplus.com/tutorials/effects/create-a-static-distortion-effect-using-the-displacement-map-filter/)**
      
   </content>
</entry>
<entry>
   <title>Codename: ULTRA</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2009/07/codename_ultra.html" />
   <id>tag:www.thepencilfarm.com,2009:/blog//1.86</id>
   
   <published>2009-07-01T21:27:41Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary> Codename: ULTRA is a game concept that I entered into the game design competition at SXSW this year. The game was selected as one of the casual game semifinalists, which means I won a free pass to SXSW Interactive....</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Game Ideas" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="172" label="SXSW" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Screenburn at SXSW](/media/0907/sxsw.jpg)  
_Codename: ULTRA_ is a game concept that I entered into the [game design competition at SXSW](http://sxsw.com/interactive/screenburn/competitions) this year. The game was selected as one of the casual game semifinalists, which means I won a free pass to SXSW Interactive.

I didn&apos;t make it into the final round, but I got to meet the judges at the event and got some good feedback on the game from them.

Here are some screenshots from my presentation:


      ![Mission Desk](/media/0907/cu1_desk.jpg)  
_Codename: ULTRA_ is a logic puzzle game. 
You play the role of a secret agent attempting to discover the identities of a group of enemy spies. To complete each mission you must match each of the enemy agents with his or her photo, code name and home country.  
The main interface for the game is this view of your desk. On your desk is your message inbox, shortwave radio (which can receive transmissions from the base), and your Mission Kit. The Mission Kit contains all the information you need to decipher the identities of the enemy spies (maps, photos, agent dossiers, and clues).

You play the game by reading the clues from your Mission Kit and using deduction to piece together information about the spies. 

![Radio](/media/0907/cu2_radio.jpg)  
You can also get encrypted clues from your short wave radio. You can write down the codes that are being broadcast and decode them using your code sheet.

![Dossier](/media/0907/cu3_dossiers.jpg)  
As you discover bits of information you mark them down on the agent dossiers to keep track of your progress. 

As you work through the game the missions will get more difficult (increasing the number of agents involved as well as the number of elements that need to matched with each agent).

The main idea for the game comes from classic [logic grid puzzles](http://en.wikipedia.org/wiki/Logic_puzzle), but with a more interactive and graphical interface.

_Codename: ULTRA_ is still just a concept at this point. I would like to actually build the game at some point, but it&apos;s a much bigger project than the games I typically make.
   </content>
</entry>
<entry>
   <title>Beijing Olympics Update</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2009/04/beijing_olympics_update.html" />
   <id>tag:www.thepencilfarm.com,2009:/blog//1.82</id>
   
   <published>2009-04-30T22:53:04Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary>I still get asked about what happened with the Olympics stealing my game last year. I&apos;ll try to bring everyone up to speed here.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Site News" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="133" label="Olympics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="63" label="Snow Day" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="131" label="theft" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Stop Stealing](/media/0904/beijing2008.gif)  
I still get asked about what happened with the [Olympics stealing my game](http://www.thepencilfarm.com/blog/2008/02/snow_day_at_the_beijing_olympi.html) last year. I&apos;ll try to bring everyone up to speed here.

**What happened?**  
[The Olympics stole my game](http://www.thepencilfarm.com/blog/2008/02/snow_day_at_the_beijing_olympi.html).  
I made a blog post about it here, and was later contacted by a reporter from the Sydney Morning Herald who wanted to write [an article about the story](http://www.smh.com.au/news/web/olympics-site-accused-of-game-theft/2008/03/10/1204998335702.html). Apparently the reporter also contacted the Olympic Organization. While they didn&apos;t comment for the story, the pirated game was quickly taken off the site.
      **Did you sue them?**  
No. My intention was never to sue. The only damage I suffered was the cost of a license for the game which would be at most a couple thousand dollars. It wouldn&apos;t have been worth the effort for such a small matter. I was told though that had I registered the copyrights for the game, I wouldn&apos;t have had to prove damages and could have gotten a large settlement just by proving they stole my game (which would have been incredibly easy). Let this be a lesson to you kids--always register your copyrights.

**Did you at least get some publicity from it?**  
I got a fair amount of traffic to my site for a couple of days.  
Something unfortunate happened with most of the major coverage of the story though. Ars Technica wrote up a nice [article about the story](http://arstechnica.com/tech-policy/news/2008/03/new-beijing-summer-olympics-event-software-piracy.ars) and contacted me for comment. Unfortunately, for some reason they neglected to put any links in the story to my site, my games, or my blog entry even though they mention all three in the article. So I got virtually no traffic from that story.

To make matters worse, most of the other sites that picked up the story were either summarizing the Ars Technica story or simply posting a snippet from it, so none of these articles (like [this one on Kotaku](http://kotaku.com/367907/beijing-olympics-website-pirates-flash-games)) brought me any traffic either.

Beyond just being disappointed that I wasn&apos;t getting hits on my site, I felt the Ars article misrepresented the story. Even though they neglected to link to any comparisons of my game to the stolen one, they *did* link to the other games that were much more nuanced rips of the Orisinal games. So anyone reading the story checked out those games which are pretty similar, but not blatant copies like the one they made of mine, and concluded that I was just being whiny that someone made a game similar to mine.  
I wrote to Ars Technica about this and they put up [a new story](http://arstechnica.com/gaming/news/2008/03/update-regarding-beijing-olympics-game-piracy.ars) with links to my stuff. I thought that was nice of them, but it doesn&apos;t really correct the problem that anyone who comes across the original story is going to be misled about what really happened.

**Did you ever hear anything from the Olympics?**  
No. I sent letters to both the BOCOG and Sohu.com (the company that made the web site) asking for a public apology and received no response.

**Conclusion**  
The stupidest part about this whole thing is that if they had just contacted me, I would have been thrilled to license them the game, or to create something custom for the Olympics. It would have worked out better for everyone involved.
   </content>
</entry>
<entry>
   <title>Body Mailin&apos;</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2009/04/body_mailin.html" />
   <id>tag:www.thepencilfarm.com,2009:/blog//1.80</id>
   
   <published>2009-04-29T14:36:35Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary> Body Mailin&amp;#8217; is a game I made based on some jokes from a podcast I listen to called You Look Nice Today. It would be too difficult for me try to explain the nuances of the game concepts here,...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="166" label="Body Mailin&apos;" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="164" label="YLNT" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Truck Spank](/media/0904/bodyMailin.jpg)  
Body Mailin&apos; is a game I made based on some jokes from a podcast I listen to called [You Look Nice Today](http://youlooknicetoday.com/).

It would be too difficult for me try to explain the nuances of the game concepts here, but if you want to try to get caught up you should listen to the episodes [Aunt Nancy](http://youlooknicetoday.com/episode/aunt-nancy) and [Truck Spank](http://youlooknicetoday.com/episode/truck-spank). Although completely unrelated to the game, by far my favorite moment in the history of YLNT is the Cosby dream in [Episode 1](http://youlooknicetoday.com/episode/ep-2-morning-powder).

I made the game as quick afternoon project, so it&apos;s not quite up to the standards of my other games, and therefore not officially listed on the site, but it does have a permanent home here:  
**[Play _Body Mailin&apos;_](http://www.thepencilfarm.com/games/body_mailin/)**

If you&apos;ve never listened to YLNT, the game is guaranteed to make absolutely no sense to you.


      
   </content>
</entry>
<entry>
   <title>Old News</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2009/04/old_news.html" />
   <id>tag:www.thepencilfarm.com,2009:/blog//1.79</id>
   
   <published>2009-04-28T22:17:56Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary>I have a backlog of unfinished blog entries that I&apos;m going to try to push out over the next week or so. Some of the stuff is quite old, but I&apos;m going to publish it anyway. So don&apos;t be surprised when you start seeing posts about things that happened over a year ago.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Site News" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      I have a backlog of unfinished blog entries that I&apos;m going to try to push out over the next week or so. Some of the stuff is quite old, but I&apos;m going to publish it anyway. So don&apos;t be surprised when you start seeing posts about things that happened over a year ago.
      
   </content>
</entry>
<entry>
   <title>Singapore National Day Parade Game</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2008/07/singapore_national_day_parade.html" />
   <id>tag:www.thepencilfarm.com,2008:/blog//1.73</id>
   
   <published>2008-07-02T23:21:16Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary> I recently had the pleasure of working with the nice people at Little Lives on a reskinned version of Witchcraft to celebrate the Singapore National Day Parade. In addition to all new graphics and sounds, we added a game...</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Games" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="123" label="Witchcraft" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![NDP Game Screen](/media/0807/ndp.jpg)

I recently had the pleasure of working with the nice people at [Little Lives](http://www.littlelives.com/) on a reskinned version of [Witchcraft](/games/witchcraft/?id=1) to celebrate the Singapore National Day Parade.

In addition to all new graphics and sounds, we added a game timer and high score system to keep track of who could solve the puzzle fastest.

[Play &apos;Unleash the Singapore Spirit&apos; at LittleLives.com](http://littlelives.com/games/ndp_game).
      
   </content>
</entry>
<entry>
   <title>Something&apos;s Cookin&apos; at The Farm</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2008/05/somethings_cookin_at_the_farm.html" />
   <id>tag:www.thepencilfarm.com,2008:/blog//1.72</id>
   
   <published>2008-05-12T23:58:27Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary>You may have noticed I&apos;ve been on hiatus for a bit, but I&apos;m back and I&apos;m starting on a new project. I don&apos;t want to give too much away but it should be good.

Stay tuned.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Game Ideas" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      ![Candy](/media/0805/candy.jpg)

You may have noticed I&apos;ve been on hiatus for a bit, but I&apos;m back and I&apos;m starting on a new project. I don&apos;t want to give too much away but it should be good.

Stay tuned.
      
   </content>
</entry>
<entry>
   <title>Getting Airport Extreme to Work with Nintendo DS</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2008/05/airport_extreme_nintendo_ds.html" />
   <id>tag:www.thepencilfarm.com,2008:/blog//1.71</id>
   
   <published>2008-05-07T19:13:03Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary>I had a bit of trouble getting my new Airport Extreme (802.11n) wireless router to work with my Nintendo DS when I first set it up. Hopefully this post will help others who are having the same problem.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Miscellaneous" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="139" label="Airport Extreme" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="137" label="Nintendo DS" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      I had a bit of trouble getting my new Airport Extreme (802.11n) wireless router to work with my Nintendo DS when I first set it up. Hopefully this post will help others who are having the same problem.

***The Problem***  
The Nintendo DS can only connect to a wireless network if it is secured with an older (and less secure) WEP password (or no password at all). It also uses the 802.11b spectrum. This shouldn&apos;t be a problem because the Airport Extreme is 802.11b+g compatible, and it lets you choose a WEP password during setup. But even when I setup the base station with a WEP password my DS still complained that my network used an incompatible security mode.

The problem seems to be with the type of WEP that the Airport uses--something called _Transitional Security Network_. This would seem to be a great thing to have as it claims to support older WEP-only devices, but allows other devices to connect via WPA. Unfortunately the DS will have none of that. 

***The Solution***  
I began to panic when it didn&apos;t seem that the Airport had any options to use straight-up WEP. Did I just blow $200 on a new toy that won&apos;t play nice with my other toys?

After some frantic Googling I stumbled upon a little secret:
Open the Airport Utility app and select your base station. Choose _Manual Setup_ from the _Base Station_ menu (or double click the base station). Select the _Airport_ icon and then the _Wireless_ tab.  
Here comes the kicker: Next to _Radio Mode_ __option-click__ the drop down menu. Suddenly there are 4 new options in this menu. Choose _802.11b/g compatible_ [not _802.11n (b/g compatible)_--confusing, I know].

With _802.11b/g compatible_ selected you can now choose _WEP 128_ bit next to Wireless Security. Enter a password, update the base station and you should be good to go.

***The Downside***  
The downside of this setup is twofold:

1. WEP security is far inferior to WPA, and can be easily broken. Not a big deal if you&apos;re just trying to prevent the upstairs neighbor from hogging your bandwidth, but could be an issue if you care at all about real security.

2. The base station is no longer &apos;n&apos; compatible. You&apos;re 802.11n devices should still be able to connect via b or g, but you&apos;ll not get the benefits of an &apos;n&apos; network.


      
   </content>
</entry>
<entry>
   <title>&apos;Snow Day&apos; at the Beijing Olympics</title>
   <link rel="alternate" type="text/html" href="http://www.thepencilfarm.com/blog/2008/02/snow_day_at_the_beijing_olympi.html" />
   <id>tag:www.thepencilfarm.com,2008:/blog//1.70</id>
   
   <published>2008-02-26T02:17:39Z</published>
   <updated>2011-07-28T01:10:53Z</updated>
   
   <summary>The Olympics stole my game!  
They downloaded the swf file from my site, decompiled it, swapped out the little guy for the Fuwa characters, took my name off of it and republished it as their own.</summary>
   <author>
      <name></name>
      
   </author>
         <category term="Miscellaneous" scheme="http://www.sixapart.com/ns/types#category" />
   
   <category term="135" label="copyright infringement" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="173" label="old" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="133" label="Olympics" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="63" label="Snow Day" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="131" label="theft" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://www.thepencilfarm.com/blog/">
      <![CDATA[![Fuwa Fight the Winter Clouds Title Screen](/media/0802/fuwa_title.jpg)  
**Fuwa Fight the Winter Clouds**

This is one of the Flash games being featured on the [Fun Page](http://en.beijing2008.cn/funpage/) of [The Official Website of the Beijing 2008 Olympic Games](http://en.beijing2008.cn/), called 'Fuwa Fight the Winter Clouds'. [**UPDATE 3/10 :** The game has been removed from the Olympic site.]  The opening screen of this game looks strangely similar to the opening screen of my own game, Snow Day:  

![Snow Day Title Screen](/media/0802/sd_title.jpg)  
**Snow Day**

Probably just a coincidence though, right? The instruction screen will surely show that this is a completely different game with a unique mechanic.

![Fuwa Instructions Screen](/media/0802/fuwa_instructions.jpg)  
**Fuwa Instruction Screen**

![Snow Day Instructions Screen](/media/0802/sd_instructions.jpg)  
**Snow Day Instruction Screen**

Hmm. They do use the same mechanic. The visual composition of this screen seems remarkably similar to Snow Day as well.  

Let's take a look at the game itself:

![Fuwa Game Screen](/media/0802/fuwa_game.jpg)  
**Fuwa Game Screen**

![Snow Day Game Screen](/media/0802/sd_game.jpg)  
**Snow Day Game Screen**

Wow. Just _wow_.

Flash game theft is nothing new. I'm actually quite used to having my games taken without my permission, and without receiving compensation. The difference here is that this is not some crappy no-name portal. This is *The Olympics*.

I'd also like to point out that this is not just a clone of my game. They didn't see my game and set out to make a similar game. They actually *stole* my game. I'll say it again:  
**The Olympics stole my game**.  
They downloaded the swf file from my site, decompiled it, swapped out the little guy for the [Fuwa characters](http://en.wikipedia.org/wiki/Fuwa), took my name off of it and republished it as their own. I can tell this is what happened because they are still using some of my original art from Snow Day (the clouds and the ice cube are exactly the same). I also took the liberty of decompiling _their_ game and actually found it still contains the sound files from Snow Day, even though they aren't being used in the Olympic version. It even still has the splash sound effect from [The Lake](/games/the_lake/?id=1) (I used the engine from The Lake to make Snow Day and must have forgot to delete this file).
 
Two of the other games on the Olympic site are obvious rip-offs of Ferry Halim's [Orisinal](http://www.ferryhalim.com/orisinal/) games. Compare [Obstacle Race](http://en.beijing2008.cn/funpage/game/sailing/index.shtml) on the Olympic site with Ferry's adorable [Arctic Blue](http://www.ferryhalim.com/orisinal/g3/arctic.htm), and  [Leap and Leap](http://en.beijing2008.cn/funpage/game/jump/), a clumsy copy of [Winter Bells](http://www.ferryhalim.com/orisinal/g3/bells.htm). I can't really tell if these are clones or reskinned versions of Ferry's files, but those stars in Leap and Leap look pretty damn similar to me.

I did some research and it seems that the web site was created by [Sohu.com](http://www.sohu.com), the company that last year busted Google for plagiarizing from one if its products. At the time Sohu made three requests of Google: that they stop offering the software for download as quickly as possible, that they make an apology, and that they discuss compensation for the offense. I'm currently considering my legal options, but I think these three things sound like reasonable requests to make of Sohu.

The Beijing Olympic Committee has also not been lenient with copyright infringers. Back in October the director of the State Intellectual Property Office, Tian Lipu, [pledged to prevent Olympic piracy](http://en.beijing2008.cn/news/dynamics/headlines/n214179769.shtml).  Indeed, the Olympic web site even has a page set up where you can [report infringement of intellectual property rights](http://en.beijing2008.cn/02/70/article211987002.shtml). Evidently, they are slightly less concerned when The Olympics infringes on the rights of others.

I'm sending cease and desist letters to both Sohu and the BOCOG.
More news to follow as the story unfolds.  

In the meantime:  
**[Click here to play the *real* Snow Day](/games/snow_day/?id=1)**

<span class="footnote">\* Thanks to Alex at [Miniclip](http://www.miniclip.com) for bringing all of this to my attention.</span>

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**UPDATE 3/10:** The game has been removed from the Olympics site.  
Also, read some nice coverage about the ordeal in the [Sydney Morning Herald](http://www.smh.com.au/news/web/olympics-site-accused-of-game-theft/2008/03/10/1204998335702.html). Pretty much the same story as here, but with better writing...

**UPDATE 3/14:** Additional coverage of the story on [Ars Technica](http://arstechnica.com/news.ars/post/20080312-new-beijing-summer-olympics-event-software-piracy.html), [Joystiq](http://www.joystiq.com/2008/03/12/chinese-olympics-web-site-accused-of-game-piracy/).]]>
      
   </content>
</entry>

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