Debugging

May. 26th, 2007 02:23 pm
prog: (olmos)
The first six hours of my day got torpedoed by a volity.net bug that was preventing people from playing our most popular game. Helluva hairy bug involving garbage getting stuck in the gamefinder's craw. It took a long time to isolate, and I ended up writing a filter that's better than a hacky band-aid but worse than knowing how that garbage got there in the first place.

Every time Fluxx breaks we hear about it pretty quickly, quite often from someone we've never heard from before. This is kind of a cool consolation prize in its own way.

I wanted to spend the morning on the Testbench release and then spend the rest of the day doing whatever. Meh.

Weird

Dec. 14th, 2006 04:01 pm
prog: (Default)
A lady just called me and asked if I had any Stoner Fluxx in stock.

"No, we don't", I said, wondering if maybe she was a Looney person that would then respond with "Wanna buy some?" but instead she said "OK, thank you though!" and we hung up.
prog: (Default)
I'm thinking about ditching my cable TV again.

I'm not sure it's worth ~$60 for the convenience of a massive amount of programming firehosed at me when I watch far less than one percent of it. This becomes even more true when you consider that that I which I do watch I can get over the Internet, dump on my iPod, and then watch on my TV set.

In some cases, I can even get the shows through whiter-than-gray channels like iTunes, negating any guilt about dropping out of the Nielsen game. (They'd cost two bucks a pop then, but I don't watch 30 episodes of anything in any month.)

Any counter-arguments?



I also have a consumer-political agenda here, since I'd like to become more active in agitating for the death of schedule-based broadcast television as the dominant medium for quality video content, be it fiction or anything else. (Though I'll be the first to admit that it's the surge in damn good SF shows over the last couple years that's driving me here. And the heartbreak and stress at knowing that they're trapped and suffering in a delivery/business model which they can and should outgrow.)

(And yes the entrepreneur in me is adding his voice to this. Just as a hobby, mind you.)
prog: (zendo)
Man, having a good laugh about something on Boardgamegeek until someone brings up Fluxx and everyone starts bashing it... it's like when you're having a grand time at a family gathering until suddenly everyone else starts having a farting contest or joking about dirty Mexicans or something. Who are these people.

Fluxx is to BGG as Zardoz is to the Thon message board. "Fluxx, now, there's a game!" Except that I guess the metaphor only stretches so far, since the Thon people wouldn't say that Zardoz is the movie you watch to make your wife or girlfriend happy before moving on to a real movie. The idea makes me giggle, though.

I need to learn Photoshop.
prog: (khan)
[livejournal.com profile] dictator555 suggested I make some more T-shirt designs based on my Fluxx Keeper images. After an hour or so of rasslin with Zazzle to figure out how to make an image that (I hope!) won't end up looking all blurry or jaggy on the final product, I thew this design together. What do you think?

Rocket to the moon! )

The babydollness is not part of the design, actually; you can poke buttons when ordering the shirt to choose the shape and color, and the Zazzle software puts the images in the right spots for each (and adjusts the price as appropriate). This seems a cut above Cafe Press, which IIRC makes you create a different catalog item for each shape and color of garment.

Anyway, have this, a dark-fabric (and white-text) version of same, and a coffee mug version all in the store now.
prog: (Volity)
Feeling lazy, so here is excerpts from stuff I posted to the Volity betatest list:

First, I'd like to announce that we've released version 0.3.5 of
Gamut, our official client application. The new features I'm
personally most excited about are its online documentation - it now
features a "Gamut Help" command under its Help menu that summons a
user manual. It begins with a welcome page for first-time users,
guiding them through their first couple of Volity games. I'd love to
hear what y'all think of it.

You can download Gamut by visiting http://volity.net and clicking the
big shiny blue button you'll see therein. And if you haven't seen the
volity.net website yet... well, you're in for a treat. And even if you
are already familar with it, you may not have known that we just
launched a developer blog at http://volity.net/blog . Right now it's
just us in the core yapping. OK, it's just Zarf yapping. IMHO that's
reason enough to check it out, but nonetheless we soon hope to offer
user-driven project blogs as part of our self-service developer
support stuff.
prog: (Default)
I am writing the user manual for Gamut. It will be good. You will like it.

I know I'm on the right track in my work when I feel full of existential dread. No joke. It's been true for years, and in areas of my life outside of Volity: When I hit upon something I instinctively know I should do right now, I feel overcome with a sense of personal fragility and mortality. This sounds distressingly Shelleyesque or summat, O that I should fade away naught but dust on the la di da, but it's true. And there ain't no better motivator! Whatever works, I guess.

Also Fluxx 3.1 is in testing; it's right in Gamut's game finder window. You should play it. It is good.
prog: (Volity)
If you're coming to betatest in person tonight, try to bring a laptop if you can; our token Intel PC is still dead, so we have fewer courtesy computers than before. (This despite the generous donation of a hard drive from [livejournal.com profile] lediva; it turns out we had a bum motherboard. A new one is en route.) Folks can use our office Macs if it comes down to it, of course.

I just picked up two piping-hot guest parking cards from the city, which means that I don't have three, or indeed any number greater than two, for two's all they give ya. So drive if you must, and I shall endeavor to accomodate. (Rumor has it that I can nullify parking tickets that guests receive, but rumor also has it that this is hard to actually do.)

If you can't make it in person, log in to the system between 7pm and 11pm eastern and find it crawling with activity. Info as always at http://volity.org/betatesting.html . In the past we've had great success with a mix of both kinds of players. Just hang out in the devchat.

However you plan on playing, please go download brand-new version 0.3.1 of Javolin first; it's so new that as I write this the packages are still uploading from my Mac to our server. (Update: they're done now.) The most important change from 0.3.0 is an improved invitation system that [livejournal.com profile] radiotelescope devised, which should eliminate the need for people to be on your roster before you could invite them to a table. Previous betapaloozas showed us that, while this looked fine on paper, it was confusing and awful to actually use. We look forward to seeing how well this new way works.



There has been a surge in activity from total strangers since I posted a testing request to Looney Labs' Fluxx mailing list. This has actually been great; several people have been playing Fluxx over and over (usually against bots), and occasionally filing new tickets for us. Our favorite one so far was filed by a player who discovered a way in which the Fluxx ruleset itself is broken!

This player and a bunch of bots got the game into a state where both the draw and discard piles were empty (meaning that some players were hoarding cards and not playing any Hand Limit rules, which is a bad habit of our current bots), and a bot played Draw 2 and Use 'Em. OK, well, the draw pile is out, so let's reshuffle the discard pile into it. Oh, look, I drew Draw 2 and Use 'Em. OK, well, the draw pile is out, so let's reshuffle the discard pile into it. Oh, look...



So how about that there developer beta? I have two or three discrete bits of programming to accomplish still, and then I need to perform some release engineering. I am predicting that the betapalooza (plus this cold I have) will preclude me from finishing today, but I am hell-bent on getting it all wrapped up before Saturday.

I plan on making this the first release to the CPAN of the Perl stuff. This is actually exciting, and a big step.



Volity is kicking butt. We need to start thinking about money again, soon.
prog: (Volity)
Whoah... I just posted about Volity Fluxx to Looney Labs' Fluxx mailing list, and now there's people all over the system, according to the game finder. Though I see that most tables are in Setup mode, and have been for a while... are people having trouble figuring out how to start?

Should I swing by the tables and say hi? I don't like doing that... it feels like putting implied pressure on people to play, at least if they're strangers.

[livejournal.com profile] daerr just noted to me that Fluxx takes 10-15 seconds to load even on a fast Mac. This is because the file is bloody huge; beyond the zillion JS function, there's three separate versions (thumbail, closeup, "alt" view) of each card in the deck getting loaded into memory before you can even see the table. I wonder if it would load faster if the cards were constructed on the fly. Probably, but it might not run any faster...
prog: (Default)
The snow kept the Andys away through Sunday, so this has been a really slacky weekend for me. Got into gear Sunday evening and am riding that into today, brum brum. Expect to see Space Station Assault become scrutable this week. It is a cool game and people should play it, gosh darn it... but I am well aware that, as currently presented, it's not very approachable to those who don't know the rules already.

Also, if you haven't seen Fluxx in the last few days, go check it out. I've been responding to feedback, and I think the game's sexier now than it was a week ago. I'm going to go ping the Looneys about it very soon, though I may hold off until I can coincide that communication with other stuff.



Feeling braver lately. Had one conversation late Saturday that was exactly the sort of conversation I hate having, involving questions that, once asked, make me want to barf. But of course all is better for its having happened. Much like barfing.

And the day before that, I was in Harvard Square and feeling a rush of wot de hell paid a visit to the university medical center's dental office. I nearly wept with gratitude upon learning that I can continue to avail myself of their services; I really love Dr. Joo and the other tooth-techs there. I don't have insurance any more, but the checkup fee I was quoted was basically the same as the last dentist bill I had to pay myself, some 10 years ago in Brewer, Maine. How about that!

So, Feb. 28 I will learn how well 15 months of flossing and fluoride rinsing's been paying off. Better stated as: I will learn if the two unresolved cavities have healed themselves (our optimistic goal), need to be filled anyway (dammit), or spiraled out of control and necessitate horrible blood-gushing surgery (unlikely).

Next is getting around to having a rest-of-body checkup, coz it's been a couple of years already... meh. Maybe wait until I see what happens with the company. If it turns out I need emergency same-day kidney detorsion or whatever, I may as well put it the triggering checkup off until I'll have insurance, from one source or another, ho ho.
prog: (Default)
Today was a pretty good day even though I was saddled with a nasty cold for all of it.

Added what I hope is the last feature that Fluxx needs: indication that the player whose turn it is can't do anything until other players have gotten rid of cards first, due to a Hand Limit, Taxation, or the like. We didn't have any sort of mechanism for that in our original plans, but alpha testing showed that it was needed. Without it, the player trying to move would click on cards and wonder why nothing was happening, not realizing that the game was waiting for his opponents to discard. Once they did, the player would be prompted to play a card. All technically correct, but just too confusing for human use.

But it's still not quite beta-ready. As current testers know, Javolin (Volity's official client) is leaking memory all over the place psssss and it might be worst of all in Fluxx, which (out of necessity) has a more complex UI than any of the other games we've got so far. Nobody's looking forward to it -- least of all [livejournal.com profile] radiotelescope, who is doing the most work with the Javolin code right now -- but I think we've got to finally turn our attention to squashing that bug before releasing Fluxx as a beta.

[livejournal.com profile] daerr placed an order on Friday for a beefy remote server, which will become the new home of all volity.net operations. If the turnaround ends up being fast enough, we'll likely add our move onto that machine as a prerequisite to the Fluxx test. Things are definitely coming together, though, and the day will come very soon when I will turn wearily to face the next obstacle, and realize that there aren't any more.

It may seem strange (sometimes even to myself) that we're -- that I am -- spending so much time with Fluxx, that simple card game, when we're supposed to be working on this whole big system that's meant to be network of other peoples' casual games, not a showcase for our own. But we need at least one sure-thing killer launch title, and this is ours.

Sometimes I feel like I'm merely telling myself this to stave off despair, and, well, that's so. All software projects that take more than a weekend start to drag under their own psychic weight, I think. Being able to actually play the game over the last week, though, has made all the difference, because holy crap it's actually fun. My primary emotion regarding it has transformed from doubt to impatience. I have been so tempted to make a case for pushing it out the way it is, but I can't do so when I know it still has frustrating flaws. Even though it's "only" for beta, I still want this to be good.
prog: (Default)
I just delcared Fluxx to be Alpha. Despite its possessing some display bugs, I can play games against myself without killing anything. Now I want to see if other people can play it without getting confused or frustrated. Feeling confident from meeting this more recent deadline, I hereby predict that we'll be able to get the game out to beta testers by the end of next week.

You will like this. It is good. A big thank-you to al the testers so far, especially those of you who signed on expecting Fluxx, didn't see it, and dutifully tested the rest of the system anyway. You rock. (BTW, if I have neglected to get any beta-test invitations from me, and I know who you are, please drop me a note and I'll set you up.)

After that, and aside from reacting to testers' critiques, I'm retiring from making Volity games and going to attack the volity.net website (which has been waiting patiently for years (literally) for me to bless it with content) and cultivate the business. I've been taking care of the earthy stuff in the meantime, but distracted enough to do sort of a half-assed job of it. I succeeded in opening us a bank account, for example, but failed to get a debit card for it so we could actually, y'know, buy things, and now nearly a week's gone by with me forgetting to drop in and amend this. La.



Mystery Hunt this weekend, oh boy oh boy. Two potential stress sources, though:

* The invitation requested formal attire. I have some reasonably suave-looking clothes (which I used to wear a lot) but nothing you'd call formal, and I sure as hell ain't rentin no tux for the Hunt, not on my budget. Of course, this being the Hunt, I'm sure the invitation was made fully expecting some creative responses. [livejournal.com profile] rikchik has heroically offered to lead a group-dive into the Garment District to find things that are "formal" according to at least one person in some time period that did or might later exist. This is great but even that is making me wobbly because I haaaate clothes shopping. Well, we'll see how it goes.

* I have to split early Sunday afternoon to do the Chicken Heart show at Arisia. Doh... I originally thought that it was scheduled for Saturday. So of course I'm racked with worry that not only will our team make it up to the final runaround, but they will do so right at 1pm, just when I have to toddle off to Boston. Aiee!

That said, if you're slumming at Arisia at 2pm on Sunday, you should come see CHICKEN HEART and hear my offensive Bronx accent.
prog: (Default)
Finally picked up Fluxx for the first time since Xmas; have been doing other stuff since then. (And there's still plenty of that to do, none of it "interesting" and liable for indefinite procrastination, despite its objective importance. Ah, business.) It hasn't become any less finished, and recent discoveries we've made in SVG text flow have fixed the parts of the UI that I was dreading the most.

If the wind is right I will declare this alpha later today, but that doesn't necessarily mean that I'll release it for the betatesters to gnaw on before the Mystery Hunt. I only really have Wednesday and some of Thursday to work on this. It would probably be wisest to wait until after the hunt to let the testers hammer at it, anyway; while I intend to keep an eye on Volity next weekend, my ability to respond to things quickly will be rather hampered.
prog: (Default)
What a strange day. I have spent the last five hours seated and writing email. Which sounds cushy, except I feel like I've been working hard, and managed to develop an appetite. Time for a MEAT SAMMICH



Crazy goal: Fluxx in beta before the Mystery Hunt. Wish me luck!



I declined subscribing to COBRA insurance coz it was friggin 'spensive and am now hoping I didn't choose poorly, since I really must follow up on my teeth this month. If it turns out I need to have a $2000 root canal or something I will be right pissed.

I'm guessing this is unlikely since my teeth don't hurt, and I've been taking better care of them in the last year than ever before... but I still don't know the current status of the two unfilled cavities I was diagnosed with last year. (They actually found four, but chose to leave the smaller ones alone for the time being.)

Unless I'm severely unlucky, I'm probably looking at a couple more fillings, at worst. I dunno how much that costs.
prog: (Default)
My old iBook, purchased mid-2001, continues to hold up pretty well... I am reminded of my many friends who still use their curvy black Pismo PowerBooks, a form factor even older than that. But I think I'll look into maxing out its RAM this week, since I can damn-straight claim that as a business expense. I actually just looked at how much it has now, and boggled: only 256MB! Half what I thought, and a quarter of what it oughtta be. Well, easily solved. Heh, it will be fixed up just in time for the Hunt, eh?



Fluxx work has entered the serious debugging phase, where I play games against myself until all the really obvious problems are gone. After I can play a few times without one client or the other getting hung or drawing something incorrectly, or the referee doing something wrong, I will start tapping people to beta-test. This, I am really looking forward to, for it will be the first time that Javolin really starts to receive some coordinated beta-testing attention as well.

This is not to be confused with the public beta, which is much more ambitious. It's our mid-term goal, comprising the short-term goals of getting our launch titles cleaned up and working, building the volity.net website, and getting all of our business stuff set up and squared away.



Started redoing all the Keeper graphics last night. Instead of trying to create all the images from piles of regular circles and rectangles, I'm just freehanding things... they look goofy and irregular, and I think that you will like them. I'll aim have the whole set done before next week. I definitely want it done before inviting beta-testers in, anyway.
prog: (Default)
Just poking my head in. How y'all doing.

The Day of Meetings hit all its targets (which is about as good as such days can get), and I have spent every waking hour since then working on the Fluxx UI. It reached feature-completeness last night, and I've been adding polish and chrome since then. It's no doubt still full of bugs, as I haven't yet tried it against the Fluxx referee that [livejournal.com profile] radiotelescope has running at an undisclosed location. I'm looking forward to alpha-testing it this weekend, and then beta-testing it with some Fluxx-fan friends.

Erf, I keep forgetting that I only have all the Keeper artwork to finish. I have only a handful done, finished last month before I decided to punt that sub-project in favor of working on the meat of the problem. In my testing I've been using my War graphic as filler for every single image, so the UI constantly has chubby little tanks of various sizes trundling all over it. In the grim future of Fluxx there is only War.





I bent my mind towards Christmas 2005 for the first time today: checking Zipcar availabily, weeping, and then buying a Greyhound ticket. Gonna spend Xmas Morning through Boxing Day Afternoon with the fam. I sigh with immobility.
prog: (Default)
I've been working for about a week on the Volity version of Fluxx, and it's starting to look pretty good. My deadline for finishing it is next Friday, and I feel confident about meeting it, even though engagements both business and social have been slowing down progress this week. Next week is much more open, and I'll have to be careful about how I schedule the rest of the month; it's short enough already, with all the holidays.

We have another sexy launch title based on a commercial game, but we don't sign the license paperwork until next week so I don't want to say what it is yet. It's basically in the can, but the publishers want to have a sit-down with us over some graphic design choices on our end, and I ain't gonna jinx it. (Of course there's a chance I've already spilled the beans on this blog. Duh, I can't remember.)

Behind on paperwork. Gotta spend the daylight hours Friday catching up on that.
prog: (Default)

Finally started working on the Fluxx UI in earnest. I ground out the above Keeper icons in about an hour after once again blowing the dust off Illustrator and trying to figure out how the hell the tools work. As usual, through blundering around and pecking at its (sadly kind of crappy) online docs, I did a decent job, and started figuring things out as I went. These are the simplest of the 18 Keeper designs I have in mind, and I may return to redo them once I've learned various things by making the next 14.

The thought bubble is supposed to be "Dreams", by the way. I hope that's obvious enough if you know that there's a Keeper with that name in the game, which is often paired with Sleep -- whose icon I hope is a bit more obvious.

Also pleased to see that Illustrator's SVG output isn't as insane as I thought it was. It's insane by default, but you can tell it to keep all its proprietary metadata out of the file and not embed any fonts or graphics, and (in the case of these graphics) that shrinks the file size from more than 250K to less than 4K. That adds up to many megs of savings in the final game SVG UI file, resulting in that much less work for the renderer to meditate upon before play.

Go Looneys

Feb. 14th, 2002 05:31 pm
prog: (Default)
Mailbox overflows with the news that Looney Labs appeared on NPR's "All Things Considered" today, amusingly bemusing the reporter with their flagship card game Fluxx, during a story about this year's Toy Fair. By all accounts, Toy Fair is a giantly huge industry convention, and that the Looneys were singled out by a piece of wandering media says a lot. Excellent.
prog: (Default)
Yesterday was a bad day. I became very sad, and shut down early. Two true facts about me: it's hard to emotionally unbalance me, but if I do lose balance, a good night's sleep always restores it. This is likely a good thing.

Why was I sad? I was thinking about what a wash A.D. 2001 seems to me. I don't feel as if I've done much this year, especially compared to 1999 and 2000. I thought about various decisions I had made poorly, or failed to make at all, and opportunities lost due to lack of strong communication. And this isn't even getting into the bigger stuff of the layoffs and 9-11. I wanted to cry, and wondered at what age I lost the ability to will myself into doing so, or if I ever really could.

Today was a good day. Worked for a couple hours in the 1369 on chapter 7, which is due tomorrow, enough to convince myself that I can turn it in before Monday's done. I should have had it done today, but I ended up sinking half the day into a visit to Joe's. In retrospect, I think of the scenes from the film "Pi" of Max visiting his mentor. Just like this, Joe is a cranky old man (two years older than me) who works in my field, except far more experienced and published, and who gives me lots of curmudgeonly advice, but who also abandoned his most ambitious project when it got too dangerous (actually he dropped his most recent book contract because it got too boring) and enjoys having me over to play our favorite game, Go. Er, I mean Fluxx. And Settlers of Catan Card Game.

However, even though I am, right according to script, working obsessively with my own project, I failed to ride around randomly on the T while staring at a Settlers black knight token in my hand, and then have dreams about finding my brain sitting on the stairs at the Central Square station. Which is good, because eventually I'd find Joe dead in his apartment, slumped over his keyboard while half-written treatise on Man Things Was Not Meant To Know About XML-RPC glowed on his monitor, and his whole Fluxx deck laid out along pseudo-Kabbalistic patterns (his copy of "The End Is Near" would be open next to it, for reference). So that's good.

If I make a movie about XML it will be called this: <:-/>

Stayed home from Rick's housewarming so I could play with the new*new*new XML::SAX Perl module. Since I'm not very experienced with SAX, and since further it doesn't actually come with the documentation packages it's supposed to (grumble... but forgiveable, since it's only at v0.03), it took some extra time to grok, but I think I got it. Emailed Erik and Nat, asking them to sanity check my summary of the module's magic. (Basically, it seems to be just a highly intelligent parser dispatcher, and its handlers work the same as PerlSAX always has.)

Worth noting: on my walk to the cafe, a very little boy was so ecstatic over seeing the snowfall, finally normal weather, that, ignoring his parents' directions to stay put, he raced down his front steps, picked up a double-mittenful of snow, ran up with a huge grin to a total stranger, and got him good, right on the leg.

"Ouch, I've been snowballed!" I said, only slowing my pace a little, to let him scoot past and dive into a whole yardful of new snow. "Oh! Did he get you?" said his mother. I could only shrug and laugh.

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