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	<title>code</title>
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	<link>http://www.code.pureink.org</link>
	<description>@ pureink.</description>
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		<title>Kompete Destroy Repeat</title>
		<link>http://www.code.pureink.org/?p=335</link>
		<comments>http://www.code.pureink.org/?p=335#comments</comments>
		<pubDate>Tue, 14 Dec 2010 10:52:13 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=335</guid>
		<description><![CDATA[Multiplayer arena-style deathmatch fighter. Gameplay Video Here is our First Playable build. Current Build: First Playable Team: Frozen Shoe Year: Fall 2010 KDR focuses on four different player classes possessing two abilities each.  The team is currently going in a futuristic games tone, where new art assets and a focused look will attempt to present [...]]]></description>
			<content:encoded><![CDATA[<p>Multiplayer arena-style deathmatch fighter.</p>
<p><a href="../wp-content/uploads/2010/12/kdr.png" rel="lightbox[335]"><img title="kdr" src="../wp-content/uploads/2010/12/kdr.png" alt="" width="613" height="424" /></a></p>
<h3>Gameplay Video</h3>
<p>Here is our First Playable build.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/68WdZwN0-24?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/68WdZwN0-24?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<ul>
<blockquote>
<li>Current Build: <strong>First Playable</strong></li>
<li>Team: <strong>Frozen Shoe</strong></li>
<li>Year: <strong>Fall 2010</strong></li>
</blockquote>
</ul>
<p>KDR focuses on four different player classes possessing two abilities each.  The team is currently going in a <span style="text-decoration: underline;">futuristic games</span> tone, where new art assets and a focused look will attempt to present how physical games might look and perform in the future.</p>
<p>[<a href="http://frozenshoegames.com/x/?action=kdr">Link to Game Website</a>]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.code.pureink.org/?feed=rss2&#038;p=335</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Incandescence</title>
		<link>http://www.code.pureink.org/?p=331</link>
		<comments>http://www.code.pureink.org/?p=331#comments</comments>
		<pubDate>Tue, 14 Dec 2010 10:51:23 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=331</guid>
		<description><![CDATA[Funky music city platformer. Gameplay Video Here is the First Playable that was turned in. Current Build: First Playable Team: Dead Pandas Year: Fall 2010 Incandescence takes place in a city that never sleeps, surrounding itself with music-based elements like speakers and music-based street-signs.  Fast cars, fast roads, and fast-paced gameplay drive this game home. [...]]]></description>
			<content:encoded><![CDATA[<p>Funky music city platformer.<br />
<img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /></p>
<p><img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /><a href="../wp-content/uploads/2010/12/incandescence.png" rel="lightbox[331]"><img title="incandescence" src="../wp-content/uploads/2010/12/incandescence.png" alt="" width="577" height="417" /></a></p>
<h3>Gameplay Video</h3>
<p>Here is the First Playable that was turned in.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/4JeeTGGbbj0?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/4JeeTGGbbj0?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<ul>
<blockquote>
<li>Current Build: <strong>First Playable</strong></li>
<li>Team: <strong>Dead Pandas<br />
</strong></li>
<li>Year: <strong>Fall 2010</strong></li>
</blockquote>
</ul>
<p><em>Incandescence </em>takes place in a city that never sleeps,  surrounding itself with music-based elements like speakers and  music-based street-signs.  Fast cars, fast roads, and fast-paced  gameplay drive this game home.</p>
<p>[Website in Progress]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.code.pureink.org/?feed=rss2&#038;p=331</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Orb-o-Bots</title>
		<link>http://www.code.pureink.org/?p=272</link>
		<comments>http://www.code.pureink.org/?p=272#comments</comments>
		<pubDate>Mon, 13 Dec 2010 04:55:38 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=272</guid>
		<description><![CDATA[Multiplayer party orb shooter. Current Build: First Playable Team: Trainwreck Year: Fall 2008 Orb-o-Bots is a simple demo that tests multiplayer and graphics, as well as physics, resolution across a large number of objects on screen at a time.  The goal is to take down other opponents with your orbs, and different colored orbs will [...]]]></description>
			<content:encoded><![CDATA[<p>Multiplayer party orb shooter.</p>
<p><img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /></p>
<p><a href="../wp-content/uploads/2010/12/orbs.png" rel="lightbox[272]"><img title="orbs" src="../wp-content/uploads/2010/12/orbs.png" alt="" width="464" height="329" /></a></p>
<ul>
<blockquote>
<li>Current Build: <strong>First Playable</strong></li>
<li>Team: <strong>Trainwreck<br />
</strong></li>
<li>Year: <strong>Fall 2008</strong></li>
</blockquote>
</ul>
<p><em>Orb-o-Bots</em> is a simple demo that tests multiplayer and  graphics, as well as physics, resolution across a large number of  objects on screen at a time.  The goal is to take down other opponents  with your orbs, and different colored orbs will disperse different  effects on other players or the environment.</p>
<p>[Website in Progress]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.code.pureink.org/?feed=rss2&#038;p=272</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>BLT</title>
		<link>http://www.code.pureink.org/?p=232</link>
		<comments>http://www.code.pureink.org/?p=232#comments</comments>
		<pubDate>Thu, 02 Dec 2010 02:54:08 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=232</guid>
		<description><![CDATA[Medieval turn-based strategy with a twist. Current Build: Gold Team: Shortbus All-Stars Year: Fall 2007 &#8211; Spring 2008 BLT takes the traditional classes that RPGs have cherished for years and creates a turn-based strategy game based on this parody world.  Every class has the ability to either move, attack, or defend, as well as gear [...]]]></description>
			<content:encoded><![CDATA[<p>Medieval turn-based strategy with a twist.<br />
<img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /><br />
<img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /><a href="../wp-content/uploads/2010/12/screenshot.png" rel="lightbox[232]"><img title="screenshot" src="../wp-content/uploads/2010/12/screenshot.png" alt="" width="608" height="354" /></a></p>
<ul>
<blockquote>
<li>Current Build: <strong>Gold</strong></li>
<li>Team: <strong>Shortbus All-Stars<br />
</strong></li>
<li>Year: <strong>Fall 2007 &#8211; Spring 2008<br />
</strong></li>
</blockquote>
</ul>
<p><em><em>BLT</em></em> takes the traditional classes that RPGs have  cherished for years and creates a turn-based strategy game based on this  parody world.  Every class has the ability to either move, attack, or  defend, as well as gear up for special moves that results in combination  multipliers.</p>
<p>[Website in Progress]</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Lux</title>
		<link>http://www.code.pureink.org/?p=188</link>
		<comments>http://www.code.pureink.org/?p=188#comments</comments>
		<pubDate>Thu, 18 Nov 2010 04:20:38 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=188</guid>
		<description><![CDATA[Third-person puzzle exploration with eye-catching crystals. Gameplay Video Here is the final Gold build that was turned in. Current Build: Gold Team: Ragequit Year: Fall 2009 – Spring 2010 Lux creates a quietly intimidating, dark world of caves for the player to explore and conquer using light crystals.  Each crystal can bounce light that is [...]]]></description>
			<content:encoded><![CDATA[<p><img src="file:///C:/Users/Jess/AppData/Local/Temp/moz-screenshot-3.png" alt="" /></p>
<p><img src="file:///C:/Users/Jess/AppData/Local/Temp/moz-screenshot-1.png" alt="" />Third-person puzzle exploration with eye-catching crystals.</p>
<p><img title="More..." src="../wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt=" " /><a href="../wp-content/uploads/2010/11/character1.png" rel="lightbox[188]"><img title="character" src="../wp-content/uploads/2010/11/character1.png" alt="" width="600" height="358" /></a></p>
<h3>Gameplay Video</h3>
<p>Here is the final Gold build that was turned in.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/2KkYnFVRbWg?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/2KkYnFVRbWg?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<ul>
<blockquote>
<li>Current Build: <strong>Gold</strong></li>
<li>Team: <strong>Ragequit<br />
</strong></li>
<li>Year: <strong>Fall 2009 – Spring 2010</strong></li>
</blockquote>
</ul>
<p><em><em>Lux</em></em> creates a quietly intimidating, dark world of caves  for the player to explore and conquer using light crystals.  Each  crystal can bounce light that is initially fed in from lonely ceiling  cracks scattered across the scene.  To finally break free from the  darkness, the player must light up the world by using these mysterious  crystals advantageously.</p>
<h3>In-Depth Analysis</h3>
<p>Here is a more detailed look on the creative process that went throughout <em><em>Lux</em></em>&#8216;s year-long development cycle.</p>
<h4>Technical High Concept</h4>
<p>Lux is a third-person 3D puzzle exploration game for the PC where you  are trapped in a brilliant but completely pitch-dark crystal cavern and  must solve light-based puzzles to light up your surroundings.</p>
<h4>Design</h4>
<p>The motivation behind this game stemmed from numerous design discussions over burgers and fries.  The core team was as such:</p>
<ul>
<blockquote>
<li>Ben Gast &#8211; <strong>Technical Director, Base Framework &amp; Sound Programmer</strong></li>
<li>Jessica Nam -<strong> Producer, Graphics Programmer</strong></li>
<li>Evan Lesh &#8211; <strong>Graphics Programmer</strong></li>
<li>Leon Han &#8211; <strong>Physics Programmer</strong></li>
</blockquote>
</ul>
<p>As you can see, there was no dedicated &#8220;Gameplay&#8221; Programmer or a Designer that we could gracefully lean on in times of detail-oriented gameplay madness.</p>
<p>Due to these limitations, I pitched for a short and sweet game; in turn, <em><em>Lux</em></em> was the first game that I had truly designed and put into play.</p>
<p><a href="http://www.code.pureink.org/wp-content/uploads/2010/11/GDD.docx">Game Design Document</a> | <a href="http://www.code.pureink.org/wp-content/uploads/2010/11/LUX-PPD.docx">Project Planning Document</a></p>
<h4>Technical</h4>
<p>These are early screenshots from First Playable.</p>
<p style="text-align: left;"><a href="http://www.code.pureink.org/wp-content/uploads/2010/11/Picture1.png" rel="lightbox[188]"><img class="alignnone size-full wp-image-304" title="Picture1" src="http://www.code.pureink.org/wp-content/uploads/2010/11/Picture1.png" alt="" width="279" height="215" /></a> <img class="alignnone size-full wp-image-315" src="http://www.code.pureink.org/wp-content/uploads/2010/11/spacer1.png" alt="" width="50" height="50" /><img class="alignnone size-full wp-image-305" title="Picture2" src="http://www.code.pureink.org/wp-content/uploads/2010/11/Picture2.png" alt="" width="287" height="216" /></p>
<p style="text-align: left;">One of the key features to attaining a consistent look and feel was volumetric lighting and working light rays.</p>
<p style="text-align: left;">Getting volumetric lighting into play took out one of our graphics programmers entirely, as developing known, but more work-intensive procedures like deferred rendering and volumetric lighting under a tight school schedule was a hard bargain.</p>
<p style="text-align: left;">Each team member having around five to six classes not including this game project class for what Lux was for, I divided the task list like this:</p>
<ul>
<blockquote>
<li>Ben Gast &#8211; <strong>Framework &amp; Sound<br />
</strong></li>
<li>Jessica Nam -<strong> Graphics Engine &amp; Design<br />
</strong></li>
<li>Evan Lesh &#8211; <strong>Animations &amp; Shaders<br />
</strong></li>
<li>Leon Han &#8211; <strong>Physics &amp; Gameplay</strong></li>
</blockquote>
</ul>
<p>The convenient thing about this setup was that everyone was still doing what they asked for, and Leon was able to tackle Gameplay with more polish during the second semester in Spring.<strong> </strong>In the meantime, I added four artists with the help of Professor Rachel Rutherford&#8211;one of our game instructors&#8211;and Professor Chun Lu.  This strategy was formed out of an experimental class structure for CG350 that incorporated artists specifically working on game teams.  The following was the artist setup:</p>
<ul>
<blockquote>
<li>Aaron Wong-Weinreib &#8211; <strong>Art Lead</strong></li>
<li>Zack Fenelon &#8211; <strong>Animator</strong></li>
<li>Blake Goral &#8211; <strong>Character Artist</strong></li>
<li>Joe Towns &#8211; <strong>Concept Artist</strong></li>
</blockquote>
</ul>
<h3>Links</h3>
<p><a href="https://www.digipen.edu/?id=1170&amp;proj=18579">Playable Demo</a> | <a href="http://lux.pureink.org/">Game Website</a><a href="../?p=188"></a></p>
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		<item>
		<title>Character</title>
		<link>http://www.code.pureink.org/?p=153</link>
		<comments>http://www.code.pureink.org/?p=153#comments</comments>
		<pubDate>Tue, 21 Sep 2010 08:08:25 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=153</guid>
		<description><![CDATA[Everyone is their own being. People are distinct, difficult, and interesting. It&#8217;s not all about &#8220;work.&#8221; It&#8217;s about people.]]></description>
			<content:encoded><![CDATA[<p>Everyone is their own being.</p>
<p>People are distinct, difficult, and interesting.</p>
<p>It&#8217;s not all about &#8220;work.&#8221;</p>
<p>It&#8217;s about people.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.code.pureink.org/?feed=rss2&#038;p=153</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>AutoHotkey love</title>
		<link>http://www.code.pureink.org/?p=143</link>
		<comments>http://www.code.pureink.org/?p=143#comments</comments>
		<pubDate>Tue, 31 Aug 2010 20:10:23 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Environment]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=143</guid>
		<description><![CDATA[Being able to copy/paste with standard CTRL+C and CTRL+V into command prompt (and Visual Studio&#8217;s command prompt, for that matter,) is amazing. That is all.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.code.pureink.org/wp-content/uploads/2010/08/AutoHotkey_logo.gif" rel="lightbox[143]"><img class="alignnone size-full wp-image-242" title="AutoHotkey_logo" src="http://www.code.pureink.org/wp-content/uploads/2010/08/AutoHotkey_logo.gif" alt="" width="228" height="133" /></a></p>
<p>Being able to copy/paste with standard CTRL+C and CTRL+V into command prompt (and Visual Studio&#8217;s command prompt, for that matter,) is <a href="http://www.howtogeek.com/howto/25590/how-to-enable-ctrlv-for-pasting-in-the-windows-command-prompt/">amazing</a>.</p>
<p>That is all.</p>
]]></content:encoded>
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		<item>
		<title>Interning</title>
		<link>http://www.code.pureink.org/?p=134</link>
		<comments>http://www.code.pureink.org/?p=134#comments</comments>
		<pubDate>Sun, 22 Aug 2010 19:37:26 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=134</guid>
		<description><![CDATA[It&#8217;s kind of a long, unique process that, fundamentally, is hard to describe.  For the purpose of this post, I&#8217;ll just go over some of the things that seem to work where I am. Compared to being at school, it&#8217;s a stricter environment.  It&#8217;s not strict in the sense that you have your head down, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.code.pureink.org/wp-content/uploads/2010/08/interning2.jpg" rel="lightbox[134]"><img class="alignnone size-full wp-image-247" title="interning2" src="http://www.code.pureink.org/wp-content/uploads/2010/08/interning2.jpg" alt="" width="300" height="400" /></a></p>
<p>It&#8217;s kind of a long, unique process that, fundamentally, is hard to describe.  For the purpose of this post, I&#8217;ll just go over some of the things that seem to work where I am.</p>
<p>Compared to being at school, it&#8217;s a stricter environment.  It&#8217;s not strict in the sense that you have your head down, you&#8217;re working, and you don&#8217;t feel like you can speak up.</p>
<p>It&#8217;s the kind of (pressure?) that aligns you to a more focused environment.  Understanding the responsibility behind your position, where you stand, what you can do to enhance and support the project.  You are more aware of what you are allowed to do.</p>
<p>It also means that you have to participate whenever given the opportunity.  Don&#8217;t ever look back, don&#8217;t ever hesitate.  It&#8217;s those kind of moments where you should shine, tell the team or management what you want to do or change during meetings to avoid them being a waste of everyone&#8217;s time.   Keeping everyone up-to-date is harder than I thought in a bigger company, so if it takes an extra email or a conversation at the water tank to do it&#8211;you should definitely, definitely do it.</p>
<p>Also, just because it&#8217;s <a href="http://www.crystald.com/">a bigger company</a> doesn&#8217;t mean the project won&#8217;t grow and evolve conceptually.  People in charge of brands or big names in general need even more reason to figure out something fresh and interesting for a growing market like video games; even if the design changes for one part of the game, <strong>don&#8217;t freak out</strong>.  Getting a handle on fast prototyping and general iteration will increase your grasp of what you want to keep, and what you want to throw out.  Even if you have a promising feature, <span style="text-decoration: underline;">if there&#8217;s something better, embrace it.</span></p>
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		<title>LiteStep modules</title>
		<link>http://www.code.pureink.org/?p=135</link>
		<comments>http://www.code.pureink.org/?p=135#comments</comments>
		<pubDate>Sun, 27 Jun 2010 08:27:52 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Environment]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=135</guid>
		<description><![CDATA[Currently searching for a way to properly integrate the lslua-0.6.5 module into my LiteStep configuration.  Not sure why it&#8217;s not accepting the downloaded module, since the path is correct.  It may very well be a Windows 7 compatibility issue, which may have been solved in the 0.25 LS Alpha build, but I haven&#8217;t gotten my [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.code.pureink.org/wp-content/uploads/2010/06/litestep.png" rel="lightbox[135]"><img class="alignnone size-full wp-image-252" title="litestep" src="http://www.code.pureink.org/wp-content/uploads/2010/06/litestep.png" alt="" width="498" height="359" /></a></p>
<p>Currently searching for a way to properly integrate the lslua-0.6.5 module into my LiteStep configuration.  Not sure why it&#8217;s not accepting the downloaded module, since the path is correct.  It may very well be a Windows 7 compatibility issue, which may have been solved in the 0.25 LS Alpha build, but I haven&#8217;t gotten my hands on it just yet (forgot all about LS for a good three years or so..)  Needless to say, I&#8217;m a bit out of the loop with the LS community.  Nabbed a few more modules that are more current, like the newest jdesk.</p>
<p>I&#8217;ll update this later with a Most Useful Modules list and/or Installation Packages for Litestep at some point once I&#8217;m done questing.</p>
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		<title>Sunbird: Random quirks</title>
		<link>http://www.code.pureink.org/?p=117</link>
		<comments>http://www.code.pureink.org/?p=117#comments</comments>
		<pubDate>Wed, 07 Apr 2010 01:39:51 +0000</pubDate>
		<dc:creator>Jess</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://www.code.pureink.org/?p=117</guid>
		<description><![CDATA[I&#8217;m crazy about organizing things into little compact piles.  There are overflowing lists in my head, and it gets a bit daunting after the first twenty one years.  So I decided to go back to Sunbird. For those who don&#8217;t know, Sunbird&#8217;s the loner Mozilla calendar program that doesn&#8217;t get enough love.  It&#8217;s pretty much [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m crazy about organizing things into little compact piles.  There are overflowing lists in my head, and it gets a bit daunting after the first twenty one years.  So I decided to go back to <a href="http://www.mozilla.org/projects/calendar/sunbird/">Sunbird</a>.</p>
<p>For those who don&#8217;t know, Sunbird&#8217;s the loner Mozilla calendar program that doesn&#8217;t get enough love.  It&#8217;s pretty much like Desktop gCal or iCal.  I stopped using the old Sunbird release after I realized how nifty gCal was, but after coming back to Mozilla for the newest release, I haven&#8217;t regretted it.</p>
<p>First off, the layout has been modified so that it looks &#8230; a lot like gCal.  The labeling, the task list on the top, the main calendar right below it.  There&#8217;s a day, week, multi-week, and month view.  <a href="http://lifehacker.com/search/sunbird/">Lifehacker&#8217;s probably gone over this app enough times though</a>, so I&#8217;ll get to the point.</p>
<p>Like the rest of its Mozilla brothers, Sunbird has an error console that spits out warning/errors whenever you do something not so great.  The problem is, sometimes Sunbird will complain with the usual helpful pop-up, saying that you&#8217;ve done terrible, terrible things.  Other times though, it will just silently log whatever you tried doing and mark an error in the error console.</p>
<p>The error that I replicated a few times was when I was trying to copy a repeatable task onto another day, because one thing that Sunbird doesn&#8217;t do (as far as I know,) is do multi-day repeatables, i.e. having the same event repeat on <em>both </em>Monday and Wednesday.  It also doesn&#8217;t seem to have an ending date for when the repeatables should stop either, but that option might be hidden somewhere else that I haven&#8217;t looked for yet (which is still a bad idea, since options like that should be in the main event window anyway.)</p>
<p>What I do like is the user control, like being able to drag events from time A to time B.  The interface itself is rather smooth, and if you&#8217;re interested in a desktop calendar, Sunbird will quickly be one of the best ones out there.  Here&#8217;s to hoping they come out with another solid release.</p>
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