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	<title>Shambling Rambling Babbling &#187; (dis)continutity</title>
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	<link>http://www.caseyodonnell.org/blog</link>
	<description>This is a random collection of thoughts or notes that I've decided to collect here. Continuity is not my friend.</description>
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		<title>Whither Mario Factory?: The Downside to Academic Publishing</title>
		<link>http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/</link>
		<comments>http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 13:01:02 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[DevKit]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=443</guid>
		<description><![CDATA[I&#8217;ve been sitting on this material for a while. Many of my informants would recognize it as coming from back in 2006 when I was passing the PDFs around Vicarious Visions. Starting in 2008, the essay has been reviewed well and reviewed poorly and still not accepted. One interesting thing has been that despite good <a href='http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been sitting on this material for a while. Many of my informants would recognize it as coming from back in 2006 when I was passing the PDFs around Vicarious Visions. Starting in 2008, the essay has been reviewed well and reviewed poorly and still not accepted. One interesting thing has been that despite good reviews it has even been rejected, told to go to something more &#8220;New Media&#8221; or &#8220;Game Studies.&#8221; One of those notes came from a journal with &#8220;New Media&#8221; in its name, but I digress. So while I&#8217;ll continue to push its publication through, the empirical material is simply too interesting to keep closed off from view as I await further feedback. Thus, some excerpts from an as-of-yet unpublished manuscript, &#8220;Whither Mario Factory?&#8221; after the break.</p>

<a href='http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/mario_factory_fig_1/' title='Mario Factory Figure 1'><img width="150" height="150" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2010/03/Mario_Factory_Fig_1-150x150.png" class="attachment-thumbnail" alt="Mario Factory Figure 1" title="Mario Factory Figure 1" /></a>
<a href='http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/mario_factory_fig_2/' title='Mario Factory Figure 2'><img width="150" height="150" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2010/03/Mario_Factory_Fig_2-150x150.png" class="attachment-thumbnail" alt="Mario Factory Figure 2" title="Mario Factory Figure 2" /></a>
<a href='http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/mario_factory_fig_3/' title='Mario Factory Figure 3'><img width="150" height="150" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2010/03/Mario_Factory_Fig_3-150x150.png" class="attachment-thumbnail" alt="Mario Factory Figure 3" title="Mario Factory Figure 3" /></a>
<a href='http://www.caseyodonnell.org/blog/2010/03/23/whither-mario-factory-the-downside-to-academic-publishing/mario_factory_fig_4/' title='Mario Factory Figure 4'><img width="150" height="150" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2010/03/Mario_Factory_Fig_4-150x150.png" class="attachment-thumbnail" alt="Mario Factory Figure 4" title="Mario Factory Figure 4" /></a>

<p><span id="more-443"></span></p>
<p>On Halloween of 1994 Nintendo filed for a series of patents that were later granted between the years 1997 and 2000. This essay refers to them more homogeneously as &#8220;Mario Factory&#8221; (Hibino and Yamato, 1994; Yamato et al., 1994a; Yamato et al., 1994b). This sequence of documents describe a videogame development, testing, and manufacturing system designed specifically for hobbyists and users to enjoy the creative possibilities of developing games for console videogame systems. Many of the systems and ideas described in the documents have not yet come to market for licensed Nintendo game developers and certainly not for the general player or hobbyist game developer.</p>
<p>Mario Factory, at its core, was about creating, not only the possibility of (co)creative content creation for console video games, but an entire set of tools by which users could begin (co)creating games. Figure 1 depicts a splash screen from this hypothetical device. While the patent seems to specifically target less technically inclined would-be videogame developers, it was also stated that these same tools would prove as productive prototyping and testing systems for more experienced videogame developers.</p>
<blockquote><p>This invention relates generally to a method and apparatus for generating unique videographic computer programs. More particularly, the present invention relates to a video game fabricating system designed primarily for users who are unfamiliar with computer program[ing] or video game creating methodology. Such users may conveniently create a unique video game through and icon driven, interactive computing system that permits a video game to be executed, stopped, edited, and resumed from the point where the editing began with the editorial changes persisting through the remainder of game play.<br />
&#8230;<br />
In accordance with the present invention, unique video games may be simply created by users ranging from a relatively unsophisticated elementary school students to sophisticated game developers. A unique hardware and software platform enables users to create original games by selecting icons which access more detailed editor screens permitting the user to directly change a wide variety of game display characteristics concerning moving objects and game backgrounds. (Yamato et al., 1994a53)</p></blockquote>
<p>As early as 1994, Nintendo was critically aware of the complexity associated with videogame development practices and the kinds of interdisciplinary creative collaborative practice that is necessary for success. While their patent hints at perhaps a declining collaboration between engineer, artist, and designer, it seems to be more about creating tools that foster effective collaborative practice between those groups.</p>
<p>Mario Factory was, in effect, a DevKit for the masses. This approach hints at a very different possibility than one that is currently experienced by game developers. DevKits were introduced so that game developers could create games for consoles where the hardware differed significantly from that of PC&#8217;s. Nintendo developed technologies to bridge the gap between the PCs, where code was typically written, and the consoles, which ran the compiled code.</p>
<p>Hibino, T. &amp; Yamato, S. (1994). U.S. Patent No. 5599231. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.<br />
Yamato, S. et al. (1994a) U.S. Patent No. 5680534. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.<br />
Yamato, S. et al. (1994b) U.S. Patent No. 6115036. Washington, DC: U.S. Patent and Trademark Office. Assignee: Nintendo Co., Ltd.</p>
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		<title>Water for the Fire</title>
		<link>http://www.caseyodonnell.org/blog/2009/05/23/water-for-the-fire/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/05/23/water-for-the-fire/#comments</comments>
		<pubDate>Sat, 23 May 2009 04:14:57 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=189</guid>
		<description><![CDATA[So, as you can see I&#8217;m playing with water and fire a bit this summer. I&#8217;m not entirely happy with the way that the brush system worked out on the little water guy, but all in all not too bad. I&#8217;m not sure how well the transparency of the brush has worked, but I&#8217;ll get <a href='http://www.caseyodonnell.org/blog/2009/05/23/water-for-the-fire/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_188" class="wp-caption alignleft" style="width: 129px"><a href="http://www.caseyodonnell.org/blog/wp-content/uploads/2009/05/water_droplet_1.png" rel="lightbox[189]"><img class="size-full wp-image-188" title="Water Dropplet Guy" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2009/05/water_droplet_1.png" alt="Water Dropplet Guy" width="119" height="202" /></a><p class="wp-caption-text">Water Dropplet Guy</p></div>
<p>So, as you can see I&#8217;m playing with water and fire a bit this summer. I&#8217;m not entirely happy with the way that the brush system worked out on the little water guy, but all in all not too bad. I&#8217;m not sure how well the transparency of the brush has worked, but I&#8217;ll get a sense of that in a bit as I start tiling the image on the screen. The next component of what I&#8217;ve done is create feet and animations of those feet and assembled them into PNG files which can then be animated on the screen. I&#8217;ll post these assembled PNG files next. Once I&#8217;ve done one set of animations, I&#8217;ll work on some other poses for each fo the water/fire characters.</p>
<p>Again, I used similar methods for this drawing, though the real experiment was in determining how to use the <a href="http://arstechnica.com/apple/news/2009/02/pixelmator-14-gains-photoshop-brushes-new-painting-engine.ars" target="_blank">brush system</a> of <a href="http://www.pixelmator.com/" target="_blank">Pixelmator</a>, which for a geek like me was probably more fun than it ought to have been.</p>
<p>I am assembling these together in a simple little iPhone/iPod Touch application while preparing a syllabus for an iPhone class based heavily on the Stanford iPhone class, though our emphasis will be more on the technology and design for it than the particularly computer science focus of the Stanford course.</p>
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		<title>First Art Blood</title>
		<link>http://www.caseyodonnell.org/blog/2009/05/19/first-art-blood/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/05/19/first-art-blood/#comments</comments>
		<pubDate>Tue, 19 May 2009 16:14:23 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=181</guid>
		<description><![CDATA[I have already drawn several other little characters for some of my game concepts, unfortunately I&#8217;ve taken my sweet time getting them posted online. In part I&#8217;ll blame it on just being busy at the end of the semester and my trip to Iowa to see my little sister graduate from high-school. In the mean <a href='http://www.caseyodonnell.org/blog/2009/05/19/first-art-blood/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_180" class="wp-caption alignleft" style="width: 138px"><a href="http://www.caseyodonnell.org/blog/wp-content/uploads/2009/05/fire-guy-color-1.png" rel="lightbox[181]"><img class="size-full wp-image-180" title="fire-guy-color-1" src="http://www.caseyodonnell.org/blog/wp-content/uploads/2009/05/fire-guy-color-1.png" alt="Playing with Fire" width="128" height="207" /></a><p class="wp-caption-text">Playing with Fire</p></div>
<p>I have already drawn several other little characters for some of my game concepts, unfortunately I&#8217;ve taken my sweet time getting them posted online. In part I&#8217;ll blame it on just being busy at the end of the semester and my trip to Iowa to see my little sister graduate from high-school.</p>
<p>In the mean time, I&#8217;ve been playing a great deal with <a href="http://www.freeverse.com/apps/app/?id=6020" target="_blank">Lineform</a>, <a href="http://www.pixelmator.com/" target="_blank">Pixelmator</a>, and my <a href="http://www.amazon.com/dp/B000V9T2JA/?tag=sicaodo-20" target="_blank">Wacom Bamboo tablet</a>. I continue to use <a href="http://www.atebits.com/scribbles/" target="_blank">Scribbles</a> a bit, but for what I&#8217;m attempting to do, it just doesn&#8217;t seem to do the trick. I really like being able to use a vector graphics program to do my line art and then color. Scribbles does not allow me to import an image, so I cannot color something in created in another application. Now, this isn&#8217;t spectacular stuff that I&#8217;m creating. It is just my attempt as someone with no training to try and get some of my ideas and the visions in my head into my computer such that I can begin using them to prototype game mechanic prototypes. The first set of little images are fire and water characters.</p>
<p>I am currently enamoured with simple 2D games as they can seemingly be more compelling to a wide range of audiences. They also seem to express more clearly some of the design mechanics one is attempting to express in a given game. More images shortly as they come along.</p>
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		<title>Thus an Experiment Begins: Programmer Art</title>
		<link>http://www.caseyodonnell.org/blog/2009/04/29/thus-an-experiment-begins-programmer-art/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/04/29/thus-an-experiment-begins-programmer-art/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 15:40:42 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=177</guid>
		<description><![CDATA[I&#8217;ve been prototyping quite a few different game designs recently and have been struggling with not having place-holder graphics that give enough sense of the overall aesthetic of a game concept. Boxes, lines, and colors are useful to an extent, but I&#8217;ve wanted something more before I start recruiting people to help me out with <a href='http://www.caseyodonnell.org/blog/2009/04/29/thus-an-experiment-begins-programmer-art/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been prototyping quite a few different game designs recently and have been struggling with not having place-holder graphics that give enough sense of the overall aesthetic of a game concept. Boxes, lines, and colors are useful to an extent, but I&#8217;ve wanted something more before I start recruiting people to help me out with the art side. Plus, there are all sorts of technological issues associated with transitioning to real art created by talented artists that are already taxed for time that I would rather not put off.</p>
<p>Thus, began my new experiment. I started thinking about how much time I invest in the tools that make me a better programmer, designer, writer, etc. What I realized was that I had not put much time or energy into the tools and software that I was using to create art. I use <a href="http://www.redlers.com/mellel.html" target="_blank">Mellel</a> for writing, <a href="http://www.barebones.com/products/TextWrangler/" target="_blank">TextWrangler</a> for many text editing things, <a href="http://versionsapp.com/" target="_blank">Versions</a> for SVN management, <a href="http://www.omnigroup.com/applications/OmniGraffle/" target="_blank">Omnigraffle</a> for diagrams, <a href="http://www.sonnysoftware.com/" target="_blank">Bookends</a> for bibliographic and research material, <a href="http://www.evernote.com/" target="_blank">Evernote</a> for research and archival, <a href="http://www.telestream.net/screen-flow/overview.htm" target="_blank">ScreenFlow</a> for software demonstrations, and even a special program for using <a href="http://mailplaneapp.com/" target="_blank">Gmail</a>, <a href="http://www.atebits.com/tweetie-mac/" target="_blank">Twitter</a>, etc. Now, I will cut myself a bit of slack, because I long ago invested in <a href="http://www.pixelmator.com/" target="_blank">Pixelmator</a> for image editing, but I use only a fraction of its capabilities.<span id="more-177"></span></p>
<p>So, I have begun testing out graphics creation and editing tools. Some for bitmap graphics, some for vector graphics, etc. But I&#8217;ve also invested in a small <a href="http://www.amazon.com/dp/B000V9T2JA/?tag=sicaodo-20" target="_blank">&#8220;Bamboo&#8221; Wacom tablet</a>. It only makes sense to invest in my tools, right? I ought to pay as much attention to how I&#8217;m going about creating graphics as I&#8217;m going about selecting a new graphics library. So, I&#8217;m going to document the process here. Now of course, I&#8217;m tweaking things a bit here. Obviously based on the above software selection, you can tell I don&#8217;t immediately go for the Microsoft/Adobe solutions, but I try to support independent developers first. Often I find much &#8220;sharper&#8221; tools as I term them.</p>
<p>So, first on the docket are a selection of indy graphics tools before I launch into those &#8220;other&#8221; programs, unless I find the cat&#8217;s meow first!</p>
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		<title>Prototyping and Tools</title>
		<link>http://www.caseyodonnell.org/blog/2009/04/08/prototyping-and-tools/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/04/08/prototyping-and-tools/#comments</comments>
		<pubDate>Wed, 08 Apr 2009 15:24:51 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Independent Games]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=165</guid>
		<description><![CDATA[I have spent a great deal of time lately assessing different tool chains for prototyping games in my classes. There are of course a great many options for this, but I wanted to start documenting some of what I&#8217;ve been playing with. All of these efforts will eventually be incorporated into a project that I <a href='http://www.caseyodonnell.org/blog/2009/04/08/prototyping-and-tools/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I have spent a great deal of time lately assessing different tool chains for prototyping games in my classes. There are of course a great many options for this, but I wanted to start documenting some of what I&#8217;ve been playing with. All of these efforts will eventually be incorporated into a project that I am doing for the <a href="http://toolssig.wordpress.com/" target="_blank">IGDA Tools Sig</a>, which I guess I am supposed to be bloggin for now, but have yet to start.</p>
<ul>
<li><a href="http://gamesalad.com/landing/overview" target="_blank">Game Salad</a> &#8211; This seems to be an actual release of something similar to the <a href="http://www.stencyl.com/about/" target="_blank">long promised Stencyl application</a>. I have been looking for system like these <a href="http://www.yoyogames.com/make" target="_blank">GameMaker</a> that allow you to quickly mock up 2D game prototypes. Of course one of the major sticking points with all of these applications is that they are not cross platform in many cases.</li>
<li>Lost Garden (Danke&#8217;s <a href="http://lostgarden.com/2009/03/dancs-miraculously-flexible-game.html" target="_blank">Numerous</a> <a href="http://lostgarden.com/2007/05/dancs-miraculously-flexible-game.html" target="_blank">Artistic</a> Contributions) &#8211; The numerous freely available graphics that Danke has shared with the independent community are awesome, and I can&#8217;t really thank him enough for doing this sort of thing. My students have made some use of these tile sets. I on the other hand, use them all the time to mock up designs.</li>
<li><a href="http://www.indielib.com/" target="_blank">IndieLib</a> and <a href="http://gametuto.com/in-game-c-map-editor-tutorial-with-indielib-engine-that-dosent-use-tiles-but-pieced-images-like-in-braid-or-aquaria-games/" target="_blank">Pieced Image Map Editor</a> &#8211; IndieLib is a new find for me. I&#8217;ve spent a significant amount of time as the OS X lead on <a href="http://g3d-cpp.sourceforge.net/" target="_blank">G3D</a>, a cross-platform game tech/engine. Lately I&#8217;ve had more need for something like G3D, but 2D. IndieLib seems to have found a kind of critical mass of independent game developers interested in working on the library, so I&#8217;ve begun looking at what it will take to bring it to OS X. To this end, I&#8217;ve been focused on making it as friendly as possible with <a href="http://support.apple.com/kb/HT1582" target="_blank">Quartz Extreme</a>, which would give a 2D library the biggest spread of support from graphics cards on OS X (including those integrated Intel cards).</li>
<li><a href="http://www.flashdevelop.org/community/index.php" target="_blank">FlashDevelop</a> &#8211; Flash Develop is a kind of sideline interest. Open Source Flash development seems to be a growing interest for many. I am no exception. I have no love for proprietary software like the Adobe Creative Suites, but Flash certainly is a growth area, so figuring out how to support developers interested in Action Script and Flash is something I have spent a great deal of time with lately.</li>
<li><a href="http://love2d.org/" target="_blank">Löve</a> &#8211; Löve is also a love/hate/hate-love thing I have going. I&#8217;ve been using a great deal lately to prototype my own game concepts. So I love it. At the same time, I&#8217;ve encountered several strange things related to the underlying Lua language, which I hate. At the same time, some of the things I hate are actually kind of growing on me. Hmmm&#8230;</li>
</ul>
<p>I wined a few weeks back about being unable to register on the PopCap Developer Forum so that I could download the PopCap Framework. Post GDC <a href="http://developer.popcap.com/forums/showthread.php?t=5829" target="_blank">this announcement</a> came out, which seems to indicate that the project is being scrapped by PopCap, but released into the wild at some future point as an Open Source Software project. This is partially why I decided to throw my hat into the IndieLib ring.<span id="more-165"></span></p>
<p>All in all I&#8217;m only now beginning to put this list of resources into a more readable format. Yes, there are numerous libraries, tools, etc not listed here, but that is part of the ongoing project. Given that my development resources and prototyping tools bookmarks have nearly 100 items in it means I have only scratched the surface.</p>
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		<title>No Popcap Developer Framework Love for the Rest of Us</title>
		<link>http://www.caseyodonnell.org/blog/2009/03/17/no-popcap-developer-framework-love-for-the-rest-of-us/</link>
		<comments>http://www.caseyodonnell.org/blog/2009/03/17/no-popcap-developer-framework-love-for-the-rest-of-us/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 15:49:30 +0000</pubDate>
		<dc:creator>codonnell</dc:creator>
				<category><![CDATA[(dis)continutity]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Independent Games]]></category>
		<category><![CDATA[Open Source Software]]></category>
		<category><![CDATA[Prototyping]]></category>
		<category><![CDATA[Sharing]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.caseyodonnell.org/blog/?p=145</guid>
		<description><![CDATA[I&#8217;m working on another post related to my efforts on finding useful frameworks and tools chains to use in my classes and independent game development here in Athens, GA. That is a longer post, but this seemed important enough to be its own post. I recently found the Popcap Developer Framework, which for independent 2D <a href='http://www.caseyodonnell.org/blog/2009/03/17/no-popcap-developer-framework-love-for-the-rest-of-us/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m working on another post related to my efforts on finding useful frameworks and tools chains to use in my classes and independent game development here in Athens, GA. That is a longer post, but this seemed important enough to be its own post. I recently found the <a href="http://developer.popcap.com/forums/pop_downloads.php" target="_blank">Popcap Developer Framework</a>, which for independent 2D game development looks really exciting. It is my understanding that this framework was used in the development of games like World of Goo and of course many of Popcap&#8217;s games. What a boon to the community I thought! Then I clicked the download button, which sends me the following message:</p>
<blockquote><p>Forbidden<br />
You do not have access to this page.<br />
You must be logged in to developer.popcap.com before downloading files</p></blockquote>
<p>To which I dutifully clicked the &#8220;<a href="http://developer.popcap.com/forums/register.php" target="_blank">Register</a>&#8221; link, which returns the following:</p>
<blockquote><p>Sorry, registration has been disabled by the administrator.</p></blockquote>
<p>I&#8217;ve sent several messages through the &#8220;contact us&#8221; link with no reply. I have found the alternative <a href="http://sourceforge.net/projects/tuxcap" target="_blank">Tuxcap</a> port of the library, but it is a little sad to see such a great community boon lost to the non-responsive industry ether that pervades in many cases. Of course I can&#8217;t ask the question on the Popcap developer forum because registration is closed. Thus I cry my tears into the Internet ether.</p>
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