Easy Web Page Watcher Watches Web Pages For You

Written by Bill Peifer


Too many days I found myself constantly checkingrepparttar same financial news web pages for any news aboutrepparttar 107577 companies I was currently invested in. Between clicking on these web pages and constantly clicking on other financial web pages to obtain stock quotes, I was driving myself crazy and wasting a lot of time that belonged to my employer. After all he does not pay me to surfrepparttar 107578 web. But if I didn't keep track of investment information, I could lose a lot of money. I thought there had to be a solution other than taking Valium. Why should I watch web pages for stuff when my computer should be able to do this for me? This is when I discovered a software program called Easy Web Page Watcher by Patrick DiRienzo.

Asrepparttar 107579 author's home page explains, "Easy Web Page watcher watches HTML web pages for your information by continuously downloading and inspecting each web page you specify forrepparttar 107580 text you specify". A web page is just a file containing HTML text, therefore Easy Web Page Watcher is really downloading and reading an HTML file looking for your text.

I came to understand that this program could only detect changes that are part ofrepparttar 107581 HTML text, but that was all I needed. Most ofrepparttar 107582 web pages I wanted to watch were pure HTML pages (no Java, etc. involved).

After seeing a seal of approval from PC Magazine, I decided to try this software. The first pleasant surprise was thatrepparttar 107583 program was immediately easy to use. A toolbar with large buttons provided allrepparttar 107584 user interface I needed. One button allowed me to enter web pages and another button allowed me to enter text such as my stock names and dollar amounts. I realized that this was probably a limited user interface, butrepparttar 107585 fact that it gotrepparttar 107586 job done without wasting my energy on a learning curve was all I cared about.

Get Started in Game Creation

Written by Daniel Punch


I’ve always loved video games, ever since I first played them on a friend’s computer inrepparttar afternoon after elementary school. There’s something almost magical aboutrepparttar 107576 fact that we can move images around and interact with virtual worlds, a living fantasy presented for us to interact with however we please. I’ve also always wanted to make games myself but, until recently, didn’t haverepparttar 107577 technical knowledge to do so. Now, I’m a second year software engineering student, so if I weren’t able to code a game without too many dramas there’d be something drastically wrong. But what aboutrepparttar 107578 common person:repparttar 107579 person for whomrepparttar 107580 term ‘memory leak’ conjures up images of their grandfather, ‘pipeline’ is whererepparttar 107581 water flows, and ‘blitting’ is unheard of? Well, everyone can get in onrepparttar 107582 game creation process, and you don’t even need to learn ‘real’ programming to do so.

So where do games start? With an idea. Games, like all fiction, require an idea to be successful. Sure, inrepparttar 107583 same way you can just sit down and write a story without foresight, you can jump on in and slap a game together. However, unless you get ridiculously lucky,repparttar 107584 best works are usuallyrepparttar 107585 ones that have been well thought out beforehand.

There are two methods of planning a project. You can start from a known technological standpoint and build your project on top of that or you can just go forrepparttar 107586 design, add as many features and ideas as you like, and then removerepparttar 107587 ones that you can’t use when you’ve decided onrepparttar 107588 technology you’re going to implementrepparttar 107589 game with. In general,repparttar 107590 second type is probablyrepparttar 107591 best one to go with when designing games. When you’re first starting out however,repparttar 107592 first option will save you many headaches.

So, for a first game you’re going to want a pretty simple idea. Don’t get me wrong, crazy-go-nuts game ideas are fantastic, and there should be more of them out there, but you’re not going to be able to create a real world simulator with fifty billion virtual people all interacting real time with your actions having a butterfly effect onrepparttar 107593 future ofrepparttar 107594 virtual universe when it’s just your first game. Really. Many people try it; none that I know of have succeeded. Imitation isrepparttar 107595 best way to start out. Simple games such as ‘Space Invaders’, ‘Tetris’, ‘Pacman’ or even ‘Pong’ are great places to start. All are largely simple to create but have some inherent challenges. ‘Pacman’ for example, requires path finding forrepparttar 107596 ghosts. I recommend that you start even simpler than that for your very first attempt. ‘Space Invaders’ is a nice point to jump in. You can make a simple, complete game without much effort and it’s almost infinitely extensible.

If you’re stuck for an idea, pick a genre that you enjoy. Do you love adventure games such as ‘Monkey Island’, ‘Grim Fandango’, ‘Space Quest’, ‘King’s Quest’ etc.? Design one of those. Are you into fighting games like ‘Street Fighter’, ‘Tekken’, ‘Soul Calibur’, ‘Mortal Kombat’ and so on? Come up with an idea for that. Do you like first person shooters such as ‘Quake’, ‘Half Life’ or ‘Doom’? I don’t recommend it as a first project, but you can always give it a go. Feel free to be as generic as you like, this is a learning experience after all.

Now that you have your idea it’s time to flesh it out. Don’t worry aboutrepparttar 107597 technology orrepparttar 107598 fact that you may not know how to actually implement a game just yet, just grab yourself some paper and a pencil and go crazy with ideas. Describerepparttar 107599 main characters, game play, goals, interactions, story, and key mappings, anything you can think of. Make sure you have enough detail so that someone can read throughrepparttar 107600 notes and play throughrepparttar 107601 game in their head with relative accuracy. Changing game design duringrepparttar 107602 coding process is almost always a bad idea. Once it’s set, it should remain set untilrepparttar 107603 tweaking phase (I’ll go into this more later) or you’re likely to enter ‘development hell’, whererepparttar 107604 project goes on and on; more and more work is done with less and less outcome.

Atrepparttar 107605 end of this period of your game creation, you should haverepparttar 107606 following:

-A written outline ofrepparttar 107607 game’s characters and possibly a sketch or two (be they space ships, yellow circles, cars orrepparttar 107608 prince ofrepparttar 107609 dark kingdom of Falgour, you need to know who or whatrepparttar 107610 player will be and who they will compete against) -A written outline ofrepparttar 107611 story (if there is one, this isn’t too vital for ‘Space Invaders’ or ‘Tetris’, but for ‘Uber Quest: An Adventure of Awesomeness’ it’s a really good idea) -A description of game play, written or storyboarded. Storyboards are visual representations of ideas. Draw your characters in actions, with arrows showingrepparttar 107612 flow of action and short written descriptions detailingrepparttar 107613 events occurring in your image (because some of us aren’t fantastic artists and our images can be a little… open to interpretation…)

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