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	<title>nathandemick.com</title>
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	<link>http://nathandemick.com</link>
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		<title>How not to use Twitter to promote your business</title>
		<link>http://nathandemick.com/2010/07/how-not-to-use-twitter-to-promote-your-business/</link>
		<comments>http://nathandemick.com/2010/07/how-not-to-use-twitter-to-promote-your-business/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 12:52:48 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[programming]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://nathandemick.com/2010/07/how-not-to-use-twitter-to-promote-your-business/</guid>
		<description><![CDATA[Just an FYI, for all the businesses out there that are now trying to get on the &#8220;social media&#8221; bandwagon: spamming people on to your follow list is going to get you blocked. At least by me. 
I got followed by some car repair place this morning. Obviously a new account, they had one tweet [...]]]></description>
			<content:encoded><![CDATA[<p>Just an FYI, for all the businesses out there that are now trying to get on the &#8220;social media&#8221; bandwagon: spamming people on to your follow list is going to get you blocked. At least by me. </p>
<p>I got followed by some car repair place this morning. Obviously a new account, they had one tweet and were following 800 people. What value are you going to bring to me again? Oh, that&#8217;s right, none. At least send a mention saying something about your services&#8230; it might make me think that you care enough to at least spend 5 seconds thinking about each person you want to have follow you.</p>
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		<title>Totaka&#8217;s Song in GarageBand</title>
		<link>http://nathandemick.com/2010/05/totakas-song-in-garageband/</link>
		<comments>http://nathandemick.com/2010/05/totakas-song-in-garageband/#comments</comments>
		<pubDate>Sun, 16 May 2010 12:33:12 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=333</guid>
		<description><![CDATA[Sooo, I&#8217;ve been trying my hand at music makin&#8217; recently, in an effort to make my iPhone game a bit more fleshed out. Fortunately, Macs come with GarageBand, which is (seems to be) a pretty powerful music program. The downside is that 1.) I don&#8217;t know anything about composition and 2.) I don&#8217;t know how [...]]]></description>
			<content:encoded><![CDATA[<p>Sooo, I&#8217;ve been trying my hand at music makin&#8217; recently, in an effort to make my iPhone game a bit more fleshed out. Fortunately, Macs come with GarageBand, which is (seems to be) a pretty powerful music program. The downside is that 1.) I don&#8217;t know anything about composition and 2.) I don&#8217;t know how to use sequencing programs. Put those together and you&#8217;ve got yourself a nice frustrating time. However, I&#8217;d like to think that what I lack in talent I make up for in irrational perseverance, so there may be some hope yet.</p>
<p>While messing around, I made <a href='http://nathandemick.com/wp-content/uploads/2010/05/totakas-song.mp3' title="my own version of Totaka's Song">my own version of Totaka&#8217;s Song</a>, and am putting it online so that you can listen and say to yourself, &#8220;Yep, that&#8217;s Totaka&#8217;s Song alright.&#8221; If you&#8217;ve played Nintendo games with any frequency in your life, you&#8217;ve probably heard this ditty&#8230; check out this <a href="http://www.youtube.com/watch?v=eLMAgcGA8Dw" title="excellent YouTube series">excellent YouTube series</a>Totaka&#8217;s Song for all the dirt.</p>
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		<title>Developing: iPhone vs. Nintendo DSi</title>
		<link>http://nathandemick.com/2010/04/developing-iphone-vs-nintendo-dsi/</link>
		<comments>http://nathandemick.com/2010/04/developing-iphone-vs-nintendo-dsi/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 13:33:25 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[nintendo ds]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=329</guid>
		<description><![CDATA[Reggie Fils-Aime sez that the iPhone platform isn&#8217;t a serious competitor to Nintendo&#8217;s handhelds. As far as depth of games goes, I&#8217;d be inclined to agree with him. Nintendo does have 20 years of handheld console experience, and even the most basic Game Boy game usually has a lot more depth than the average iPhone [...]]]></description>
			<content:encoded><![CDATA[<p>Reggie Fils-Aime sez that the <a href="http://www.electronista.com/articles/10/04/06/nintendo.us.exec.thinks.iphone.games.unprofitable/">iPhone platform isn&#8217;t a serious competitor to Nintendo&#8217;s handhelds</a>. As far as depth of games goes, I&#8217;d be inclined to agree with him. Nintendo does have 20 years of handheld console experience, and even the most basic Game Boy game usually has a lot more depth than the average iPhone OS title. </p>
<p>However, I think there&#8217;s a reason why gaming has exploded on iPhone: it allows casual game makers to easily develop and publish games on a handheld pseudo-console. Nintendo has DSiWare, which is a digital content distribution system similar to the App Store, but the speed bumps to publishing on each platform are remarkably different. </p>
<p>To develop for the DSi, you have to fill out an application which states why your company has the experience necessary to develop DS titles (a side note: your company has to have actual offices&#8230; can&#8217;t be a home office). Once you get approved, you can purchase your DS development kit (no idea how much it costs, but probably a substantial amount). Then you can actually make your game. After that, you have to get your game approved to be distributed as DSiWare. </p>
<p>To develop for iPhone OS, all you need is a Macintosh computer and an iPhone/iPod Touch/iPad. All the programming tools are free. To test your game on your actual hardware and distribute via the App Store, you pay $100/year to be an official developer. </p>
<p>The difference is astounding. I will probably never make a game on a Nintendo platform (although I&#8217;d love to some day), but publishing for iPhone OS is easily within my reach. All I&#8217;m saying, Nintendo, is that you might want to take a page from Apple&#8217;s playbook here.</p>
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		<title>Review: PixelJunk Shooter</title>
		<link>http://nathandemick.com/2010/02/review-pixeljunk-shooter/</link>
		<comments>http://nathandemick.com/2010/02/review-pixeljunk-shooter/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 22:11:02 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[pixeljunk]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[q games]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=320</guid>
		<description><![CDATA[I&#8217;ve been following the progress of a company known as Q Games for a while. Right now they&#8217;re most well known for producing the &#8220;PixelJunk&#8221; series of games for the Playstation 3. Even though my Playstation 3 mostly serves as a giant paperweight these days, I&#8217;ve downloaded a few of their demos and been generally [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been following the progress of a company known as <a href="http://www.q-games.com/" title="Q Games">Q Games</a> for a while. Right now they&#8217;re most well known for producing the &#8220;<a href="http://pixeljunk.jp/" title="PixelJunk">PixelJunk</a>&#8221; series of games for the Playstation 3. Even though my Playstation 3 mostly serves as a giant paperweight these days, I&#8217;ve downloaded a few of their demos and been generally impressed. Q Games was founded by <a href="http://www.n-sider.com/personnelview.php?personnelid=15" title="Dylan Cuthbert">Dylan Cuthbert</a>, who worked at Argonaut Software (developer of Star Fox for SNES) back in the day. It&#8217;s cool to see someone aside from Shigeru Miyamoto stay relevant to the games industry for so long.</p>
<p>Anyway, like I said, Q Games is known for their PixelJunk brand, a collection of four (so far) inexpensive, downloadable titles for the PS3. Aside from the common PixelJunk name (great use of branding, by the way), these games have nothing in common. The first was a slot car racing game, the second was tower defense, and the third was a stylized platformer. The fourth, and most recent (not to mention my own most recent purchase) was PixelJunk Shooter. </p>
<p>As you can guess from the title, Shooter is, at its core, a shooting game. The player is tasked with rescuing miners and scientists who have been working to uncover resources under the surface of an unexplored planet. As you fly deeper and deeper underground, you encounter new and different obstacles. At first, these obstacles consist mostly of lava pits, which can be quenched by shooting through weak cave walls and finding water sources (getting too close to lava raises the heat level of your ship, which can be cooled by a dunk in some water). Further in, however, you come across ice, explosive gas, and a strange magnetic liquid that is attracted to your ship. The fluid dynamics are modeled in a very realistic fashion, and it&#8217;s fun to watch the different materials interact. In addition, you can find various modifications for your ship: to allow it to shoot lava or water, or an &#8220;inverter&#8221; which allows your ship to enter lava, but water causes it to overheat. These different gameplay ideas inject a bit of puzzling into what would otherwise be a straightforward action game, and elevate it from being merely &#8220;good&#8221; to &#8220;great.&#8221;</p>
<p>PixelJunk Shooter&#8217;s length is just right. The game consists of three episodes that contain 5-6 stages. Each stage contains about four &#8220;sub-stages,&#8221; smaller areas where you need to rescue all the survivors in order to proceed to the next. A stage will probably take you about 15 minutes to complete the first time. So, extrapolating, you&#8217;ll get about 4 hours of unique gameplay for your $10. Each stage introduces new game concepts, and you barely get used to one you just learned before it&#8217;s taken away and you have something entirely new to learn. The upshot is that the game feels very content-dense, yet each game concept is under-used so that you don&#8217;t get tired of it. As far as bang for your buck goes, I can wholeheartedly recommend PixelJunk Shooter; the price is just about the same as going to a movie (my local theater charges $9), but it&#8217;s twice as long and has much better content than any movie I&#8217;ve seen recently.</p>
<p>After playing PixelJunk Shooter (as well as a few other PixelJunk demos), I&#8217;m a Q Games convert. When I next have an afternoon or evening to kill, instead of plunking out cash for a movie, I&#8217;ll be checking out a different entry into the PixelJunk series.</p>
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		<title>Nonogram Madness is effectively done</title>
		<link>http://nathandemick.com/2010/01/nonogram-madness-is-effectively-done/</link>
		<comments>http://nathandemick.com/2010/01/nonogram-madness-is-effectively-done/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 01:13:48 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=308</guid>
		<description><![CDATA[Seems like the last two projects I&#8217;ve done have had kind of lackluster ends. I&#8217;ve been sitting on this &#8220;mostly complete&#8221; project for a while, and while I&#8217;m still unsatisfied about certain areas (i.e. there&#8217;s no music), if I don&#8217;t push it out the door pretty soon it&#8217;ll just sit and stagnate. So, here we [...]]]></description>
			<content:encoded><![CDATA[<p>Seems like the last two projects I&#8217;ve done have had kind of lackluster ends. I&#8217;ve been sitting on this &#8220;mostly complete&#8221; project for a while, and while I&#8217;m still unsatisfied about certain areas (i.e. there&#8217;s no music), if I don&#8217;t push it out the door pretty soon it&#8217;ll just sit and stagnate. So, here we go: <a href="http://nathandemick.com/flash/nonogram-madness/" title="Nonogram Madness">Nonogram Madness</a>.</p>
<p>(If anyone cares, let me know what you think in the comments. The puzzles <em>kinda</em> progress in difficulty, but they haven&#8217;t been balanced at all, and some of them are pretty bad. There, you&#8217;ve been warned.)</p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>In my very slim amount of free time&#8230;</title>
		<link>http://nathandemick.com/2009/11/in-my-very-slim-amount-of-free-time/</link>
		<comments>http://nathandemick.com/2009/11/in-my-very-slim-amount-of-free-time/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 01:08:00 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[earthbound]]></category>
		<category><![CDATA[mother]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=301</guid>
		<description><![CDATA[
I own the GBA cartridge, you cretins, so I hold the moral high ground here. =] It was just getting too frustrating having to constantly refer to a translated script&#8230; you really miss a lot of the game, which is a shame when the most interesting thing about the Earthbound/Mother series is the writing.
]]></description>
			<content:encoded><![CDATA[<p><img src="http://nathandemick.com/wp-content/uploads/2009/11/mother3.png" alt="Mother 3 Fan Translation Patcher" width="416" height="230" class="alignnone size-full wp-image-302"></p>
<p>I own the GBA cartridge, you cretins, so I hold the moral high ground here. =] It was just getting too frustrating having to constantly refer to a translated script&#8230; you really miss a lot of the game, which is a shame when the most interesting thing about the Earthbound/Mother series is the writing.</p>
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		<title>Nonogram Madness title screen</title>
		<link>http://nathandemick.com/2009/10/nonogram-madness-title-screen/</link>
		<comments>http://nathandemick.com/2009/10/nonogram-madness-title-screen/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 19:04:03 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=292</guid>
		<description><![CDATA[
The &#8220;in progress&#8221; title screen of Nonogram Madness. Yeah, I decided on a name.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://nathandemick.com/wp-content/uploads/2009/10/nonogram-screenshot-2.png"><img src="http://nathandemick.com/wp-content/uploads/2009/10/nonogram-screenshot-2.png" alt="Nonogram Madness" width="455" height="477" class="size-full wp-image-293" /></a></p>
<p>The &#8220;in progress&#8221; title screen of Nonogram Madness. Yeah, I decided on a name.</p>
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		<title>Review: Halo 3 ODST</title>
		<link>http://nathandemick.com/2009/10/review-halo-3-odst/</link>
		<comments>http://nathandemick.com/2009/10/review-halo-3-odst/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 15:45:23 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[odst]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=287</guid>
		<description><![CDATA[A few months ago, my office got a large flatscreen TV (ostensibly for client presentations), as well as an Xbox 360 (for after hours). Well, the &#8220;after hours&#8221; thing hasn&#8217;t really held up, and my office-mates and myself usually go for a bit of gaming action during the lunch hour. Street Fighter 4 was our [...]]]></description>
			<content:encoded><![CDATA[<p>A few months ago, my office got a large flatscreen TV (ostensibly for client presentations), as well as an Xbox 360 (for after hours). Well, the &#8220;after hours&#8221; thing hasn&#8217;t really held up, and my office-mates and myself usually go for a bit of gaming action during the lunch hour. Street Fighter 4 was our game <em>du jour</em> for a while, but Halo 3 has definitely held the top spot overall. There&#8217;s just nothing like a good ol&#8217; first-person shooter deathmatch. A few weeks ago, the newest version of Halo was obtained for us as well: Halo 3 ODST. Originally supposed to be merely an expansion, ODST (stands for &#8220;Orbital Drop Shock Trooper&#8221;) evolved into its own standalone game. After getting the game, we first loaded up the multiplayer disc, which is required to play the traditional &#8220;shoot your friends-&#8221; style game. Unfortunately, everyone was pretty disappointed to find that ODST has no new multiplayer content; only three new maps differentiate it from its predecessor. </p>
<p>I knew that the bulk of new content in ODST was in the form of the campaign, and was able to get my friends to agree to play through in co-op mode. The campaign&#8217;s story centers around a group of ODSTs, who have been dropped into a war-torn South African city. After losing control of the drop pod, your character wakes up separated from his squad mates, in a city that is swarming with alien baddies. Your task is to try to find out what happened to your friends, and make it out of the city alive. </p>
<p>As your character explores the city, he comes across certain objects which trigger flashbacks that tell the story of his squad. For example, one of the first objects you come across is the helmet of an intelligence officer that dropped with you.   The ensuing flashback, played from the point of view of another member of your team, ends with a cutscene showing how the helmet got there. You get closer and closer to your missing friends, and eventually reunite and complete your mission.</p>
<p>ODST doesn&#8217;t add a whole lot in terms of game mechanics or weapons. Your character can throw grenades farther, and his default machine gun and sidearm are silenced now, but all the stuff you&#8217;ve grown to love about Halo 3 is mostly intact. In fact, that statement right there is a pretty good indicator regarding whether or not you&#8217;ll like this sequel. If you want to fight Covenant aliens in a new, more urban environment, and learn a bit more about the Halo universe, then you&#8217;ll like ODST. If you&#8217;re looking for new weapons or a different multiplayer experience, your money would probably be better spent elsewhere. </p>
<p>I personally enjoyed playing through the game, even though I skipped a lot of the extra story content. While the plot doesn&#8217;t expound a whole lot into the over Halo story arc, I was definitely wanted to keep playing in order to find out what happened to your character&#8217;s friends. The levels are all very detailed and well-crafted; you really feel like you&#8217;re totally alone, exploring an abandoned city. The ending was a bit lackluster, but I can forgive that due to the fact that the overall play experience was so good. My next step: play through Halo 3 proper. </p>
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		<title>Game Makin&#8217;: nonograms?</title>
		<link>http://nathandemick.com/2009/09/game-makin-nonograms/</link>
		<comments>http://nathandemick.com/2009/09/game-makin-nonograms/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 14:19:53 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[nonograms]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=284</guid>
		<description><![CDATA[
Makin&#8217; another game! It&#8217;s a nonogram game, inspired by Mario&#8217;s Picross (read more details about the whole genre at Game Set Watch).
Admittedly, nonograms aren&#8217;t for everyone. I enjoy them, however, because they&#8217;re simple logic puzzles that have a visual component&#8230; they&#8217;re more interesting to me than the straight-up numbers of sudoku. When I explained the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://nathandemick.com/wp-content/uploads/2009/09/nonogram-screenshot-1.png" alt="Nonogram game screenshot #1" width="455" height="477" class="alignnone size-full wp-image-283" /></p>
<p>Makin&#8217; another game! It&#8217;s a <a href="http://en.wikipedia.org/wiki/Nonogram" title="Nonograms">nonogram</a> game, inspired by Mario&#8217;s Picross (read more details about the whole genre at <a href="http://www.gamesetwatch.com/2006/12/column_beyond_tetrismarios_pic.php">Game Set Watch</a>).</p>
<p>Admittedly, nonograms aren&#8217;t for everyone. I enjoy them, however, because they&#8217;re simple logic puzzles that have a visual component&#8230; they&#8217;re more interesting to me than the straight-up numbers of sudoku. When I explained the concept to Chandra, she seemed interested! It&#8217;s my goal to make something that she&#8217;ll play through =]</p>
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		<title>Sprite Inspiration</title>
		<link>http://nathandemick.com/2009/09/sprite-inspiration/</link>
		<comments>http://nathandemick.com/2009/09/sprite-inspiration/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 13:30:27 +0000</pubDate>
		<dc:creator>Nathan</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://nathandemick.com/?p=271</guid>
		<description><![CDATA[My artistic skills are bunk. Sometimes, I don&#8217;t even know where to begin. So, I whipped up a little Flash image viewer that displays some interesting 16&#215;16 NES sprites for inspiration. Check it out at http://nathandemick.com/flash/tilespiration/.
]]></description>
			<content:encoded><![CDATA[<p>My artistic skills are bunk. Sometimes, I don&#8217;t even know where to begin. So, I whipped up a little Flash image viewer that displays some interesting 16&#215;16 NES sprites for inspiration. Check it out at <a href="http://nathandemick.com/flash/tilespiration/" title="http://nathandemick.com/flash/tilespiration/">http://nathandemick.com/flash/tilespiration/</a>.</p>
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