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	<title>God at play - spiritual games - meaningful games&#187; TIGJam Midwest 2010</title>
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	<link>http://www.godatplay.com</link>
	<description>Thoughts, feelings, and discoveries about creating meaningful and spiritual videogames</description>
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		<title>TIGJam Midwest 2010</title>
		<link>http://www.godatplay.com/2010/05/tigjam-midwest-2010/</link>
		<comments>http://www.godatplay.com/2010/05/tigjam-midwest-2010/#comments</comments>
		<pubDate>Sat, 29 May 2010 18:15:23 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=327</guid>
		<description><![CDATA[
TIGJam Midwest is next weekend, June 4th-6th, 2010, at Foundry Coworking. If you&#8217;re interested, RSVP here at Eventbrite: http://tigjammidwest.eventbrite.com
Here&#8217;s the official info:
TIGJam Midwest is an indie game jam where creatives &#8211; programmers, hackers, designers, artists, or musicians &#8211; get together and make videogames in a weekend.  For those who aren&#8217;t familiar with game jams, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.flickr.com/photos/godatplay/4649976649/"><img class="aligncenter" title="TIGJam Midwest 2010 Poster" src="http://farm5.static.flickr.com/4069/4649976649_44c856f679_b.jpg" alt="" width="464" height="717" /></a></p>
<p>TIGJam Midwest is next weekend, June 4th-6th, 2010, at <a href="http://foundrycoworking.com/" target="_blank">Foundry Coworking</a>. If you&#8217;re interested, RSVP here at Eventbrite: <a href="http://tigjammidwest.eventbrite.com" target="_blank">http://tigjammidwest.eventbrite.com</a></p>
<p>Here&#8217;s the official info:</p>
<p>TIGJam Midwest is an indie game jam where creatives &#8211; programmers, hackers, designers, artists, or musicians &#8211; get together and make videogames in a weekend.  For those who aren&#8217;t familiar with game jams, they&#8217;re similar to events like the <a href="http://www.48hourfilm.com/" target="_blank">48 Hour Film Project</a> or <a href="http://www.48hourfilm.com/" target="_blank">Startup Weekend</a>.  It&#8217;s called TIGJam because our group is part of the <a href="http://www.tigsource.com" target="_blank">TIGSource</a> community, which is a developer community for indie games.</p>
<p>Our game jams usually have a theme, and TIGJam Midwest&#8217;s theme this year is &#8220;proverbs,&#8221; proposed by <a href="http://www.8monkeylabs.com" target="_blank">Mark Doeden of 8monkey Labs</a>.  Participants will form teams, choose a specific proverb from a culture of their choice, and develop a game based on it.  There could be games based on Chinese Buddhist, Muslim, Hindu, Christian proverbs, or more obscure cultures or religions.</p>
<p>The local community is encouraged to attend the show &amp; tell at <a href="http://www.impromptustudio.com" target="_blank">Impromptu Studio</a> at 3pm-8pm on Sunday, where they will experience the games and meet local game developers.  These won&#8217;t be your usual space marine shooters; expect raw and barely-finished games that explore satirical, brand new, or meaningful territory.</p>
<p>A couple other exciting things are in the works.  <a href="http://www.infiniteammo.ca" target="_blank">Alec Holowka</a> of <a href="http://bit-blot.com/aquaria/" target="_blank">Aquaria</a> fame will be giving a keynote Friday at 7pm.  Venom is providing free energy drinks, there could be a visit from Senator Jack Hatch to express his support of creative endeavors like this, and there are rumors of drink specials next door at the <a href="http://www.desmoinessocialclub.org/" target="_blank">Des Moines Social Club</a>.  Finally, barring some catastrophy, there should be free catered food the whole weekend.  Expect one or two other exciting things to get finalized closer to the event.</p>
<p>All this free stuff is thanks to the generous sponsorship of the <a href="http://www.iowalifechanging.com/" target="_blank">Iowa Department of Economic Development</a> and the <a href="http://www.technologyiowa.org/" target="_blank">Technology Association of Iowa</a>.  It&#8217;s exciting to think that these organizations are supporting a culture of game development here in Iowa!</p>
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		<title>My first notgame will be &#8220;Myst minus the puzzles&#8221;</title>
		<link>http://www.godatplay.com/2010/02/my-first-notgame-will-be-myst-minus-puzzles/</link>
		<comments>http://www.godatplay.com/2010/02/my-first-notgame-will-be-myst-minus-puzzles/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 23:58:23 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[experiments]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[meaningful games]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[art games]]></category>
		<category><![CDATA[interactive experience]]></category>
		<category><![CDATA[notgames]]></category>
		<category><![CDATA[spiritual game]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=276</guid>
		<description><![CDATA[I&#8217;m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn&#8217;t mean I don&#8217;t believe in them. Tale of Tales just released their second, a manifesto for notgames entitled Over Games, which was delivered at the Art History of Games conference at SCAD.
For the past year, I&#8217;ve been working [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not much for writing something as formal and (over?)confident as a manifesto yet, but that doesn&#8217;t mean I don&#8217;t believe in them. Tale of Tales just released their second, a <a href="http://tale-of-tales.com/tales/OverGames.html" target="_blank">manifesto for notgames entitled <em>Over Games</em></a>, which was delivered at the <a href="http://www.arthistoryofgames.com/" target="_blank">Art History of Games</a> conference at SCAD.</p>
<p>For the past year, I&#8217;ve been working on my own interactive projects that don&#8217;t involve game mechanics, so it was very relieving to find out there are others out there wanting to do things that are like games, but not quite games. And when <a href="http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/" target="_blank">ToT invited developers to join them</a>, I saw an opportunity to be part of a like-minded community.</p>
<blockquote>
<h3>If the essence of what I loved about <em>The Dig</em> wasn&#8217;t the puzzles, why have them? Why not have only the essence of what I loved?</h3>
</blockquote>
<p>I&#8217;m not 100% convinced that videogames proper are holding back the full potential for expression, but I have the same gut feeling as <a href="http://tale-of-tales.com" target="_blank">Tale of Tales</a> that in many cases they are.</p>
<p>I suppose this comes from evidence that some of my favorite &#8220;games&#8221; lately have been things that actually have very minimal game elements to them. It took some dissection of <a href="http://jayisgames.com/cgdc6/?gameID=9" target="_blank">Small Worlds</a>, <a href="http://ludomancy.com/games/today.html" target="_blank">Today I Die</a>, <a href="http://www.kongregate.com/games/GregoryWeir/the-majesty-of-colors" target="_blank">The Majesty of Colors</a>, and others on the notgames forum in order to come to an official conclusion on that. But if I follow the trend forward, it could be possible that by having no elements at all, the experience would be even more expressive as a creator and enjoyable as a player.</p>
<p>An even larger amount of evidence comes when I stop to consider the unique elements of art forms (or media if you prefer), and how videogames don&#8217;t really offer anything <em>truly</em> unique.  This point is part of a very long-winded essay I have yet to publish, but the short story is that the &#8220;games&#8221; part of videogames isn&#8217;t unique to videogames, and the &#8220;video&#8221; part of videogames isn&#8217;t unique to videogames.</p>
<p>The &#8220;video&#8221; part I&#8217;m referring to &#8211; what I like to call a <strong>virtual, fictional interactive system</strong> &#8211; is what I love most about videogames. Basically it would be fictional media that fully utilizes the computer, including its input, computation, and output. Games would be a fine addition, but from my experience playing and creating them, they often create various forms of dissonance, especially when it comes to the more artistic/story-driven ones. A game system integrated with an artistic interactive experience usually feels duct-taped on top to me.</p>
<p>For example, the fact that I never finished <em>The Dig</em> because the puzzles were hard and I got tired of them really frustrates me. The puzzles are not why I loved <em>The Dig</em>, although they were interesting in their own right for a little while.  To me, it begs this question: If the essence of what I loved about <em>The Dig</em> wasn&#8217;t the puzzles, why have them? Why not have only the essence of what I loved?</p>
<p>Thus, my conclusion is that it&#8217;s well worth my time to answer this fundamental question of my experience with games by <em>doing</em>. I will create <em>The Dig </em>minus its puzzles, or more specific to the game I have in mind: <strong>&#8220;Myst minus the puzzles.&#8221;</strong></p>
<p><em>EDIT: This sounds a little misleading.  I sort of got &#8220;microwaved&#8221; with a vision &#8211; a specific story idea &#8211; almost a year ago at a game jam.  Since then, I&#8217;ve come up with a game idea for it, and after explaining the idea to <a href="http://tedmartens.wordpress.com/" target="_blank">Ted Martens</a>, he told me what I was describing was basically Myst but without the puzzles.  I realized the connection to my frustrations with The Dig after the fact.</em></p>
<p>As a final note, one of my goals as a developer is to make games (and notgames) for a variety of people, including those that are intimidated by or apathetic about games. I found this information graphic to be great motivation toward my goal, pulled from the notgames manifesto:</p>
<p><a href="http://tale-of-tales.com/tales/OverGames.html"><img class="aligncenter" title="Population of gamers" src="http://tale-of-tales.com/tales/OverGames/AHoG.025.jpg" alt="" width="400" height="300" /></a></p>
<p>Make love, notgames. <img src='http://www.godatplay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Megabank Executive Humiliation Challenge</title>
		<link>http://www.godatplay.com/2009/12/megabank-executive-humiliation-challenge/</link>
		<comments>http://www.godatplay.com/2009/12/megabank-executive-humiliation-challenge/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 01:11:10 +0000</pubDate>
		<dc:creator>gapadmin</dc:creator>
				<category><![CDATA[experiments]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[bank executive]]></category>
		<category><![CDATA[cannon]]></category>
		<category><![CDATA[financial]]></category>
		<category><![CDATA[mehc]]></category>
		<category><![CDATA[unity game]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=257</guid>
		<description><![CDATA[I&#8217;m pretty much done with a new game called MEHC.  It&#8217;s a Unity game meant for sponsorship on a game portal, so I&#8217;ll start the process of shopping it around now.  Here&#8217;s the trailer:

In gamer lingo, it&#8217;s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m pretty much done with a new game called MEHC.  It&#8217;s a Unity game meant for sponsorship on a game portal, so I&#8217;ll start the process of shopping it around now.  Here&#8217;s the trailer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" 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/3u-y9uf4op0&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/3u-y9uf4op0&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>In gamer lingo, it&#8217;s a 3d, physics-y, psuedo-pixel-art cannon-shooting game with a strategic probability management element.  Based on tester feedback, it seems to be pretty addictive, too.  Here&#8217;s the &#8220;official&#8221; description:</p>
<blockquote><p><span>As a producer for the Japanese game show Megabank Executive Humiliation Challenge (MEHC), the nation is counting on you to keep them entertained by humiliating the best of the best in Western banking executives. Balance money-making obstacles and hire better executives to make the most profit you can in one season. Don&#8217;t let your nation down! </span></p></blockquote>
<p style="text-align: center;"><a title="MEHC - Feathers by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4190926653/"><img class="aligncenter" src="http://farm5.static.flickr.com/4012/4190926653_667265c8f6_o.jpg" alt="MEHC - Feathers" width="480" height="300" /></a></p>
<p>It&#8217;s an experiment in many ways, including emotional, commercial, and production..al, but not so much in gameplay.  It&#8217;s kind of weird to look back at your baby after you&#8217;ve given birth.  Sometimes you didn&#8217;t see yourself making that kind of game, and I can say that about this game.  However, I&#8217;m happy with the work I&#8217;ve done.  It&#8217;s quite a fun game.  I&#8217;d also like to thank the Gratton brothers from the <a href="http://www.napkin-sketch.com" target="_blank">Napkin Sketch collective</a> for doing the sound.</p>
<p style="text-align: center;"><a title="MEHC - Regulation by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4191688040/"><img class="aligncenter" src="http://farm3.static.flickr.com/2745/4191688040_198dcd4839_o.jpg" alt="MEHC - Regulation" width="480" height="300" /></a></p>
<p>Even though I didn&#8217;t originally see myself making this kind of game, I think in some ways I needed to make it, at least to just express my frustration with my current feelings on the nation&#8217;s economy and moreso on capitalism in general.  I&#8217;ve grown increasingly dissatisfied with it as a system lately.  And maybe I needed a break from taking game design so seriously, too.</p>
<p style="text-align: center;"><a title="MEHC - Glass Wall Bonus by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4190926725/"><img class="aligncenter" src="http://farm3.static.flickr.com/2717/4190926725_c00c26c9a4_o.jpg" alt="MEHC - Glass Wall Bonus" width="480" height="300" /></a></p>
<p>I&#8217;m hoping to find a sponsor for it by the end of the year.  And it should end up on <a href="http://www.flashgamelicense.com" target="_blank">FGL</a> in some form or another soon for auction.  The sponsorship space seems pretty barren when it comes to Unity games, so who knows what will happen&#8230;</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Blurst Now Open to Other Developers</title>
		<link>http://www.godatplay.com/2009/10/blurst-now-open-to-other-developers/</link>
		<comments>http://www.godatplay.com/2009/10/blurst-now-open-to-other-developers/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 17:56:08 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>
		<category><![CDATA[intuition collective]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=254</guid>
		<description><![CDATA[The awesome indie developers at Flashbang have opened up their website Blurst (http://www.blurst.com) to submissions of Unity games from other developers.

Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I&#8217;ve been working on a couple small Unity games myself and have been a little uncertain if [...]]]></description>
			<content:encoded><![CDATA[<p>The awesome indie developers at Flashbang have opened up their website <a href="http://www.blurst.com" target="_blank">Blurst (http://www.blurst.com)</a> to submissions of Unity games from other developers.</p>
<p style="text-align: center;"><a title="Steve and Matthew of Flashbang by godatplay, on Flickr" href="http://www.flickr.com/photos/godatplay/4049935709/"><img class="aligncenter" src="http://farm3.static.flickr.com/2683/4049935709_67e12397d2_o.png" alt="Steve and Matthew of Flashbang" width="450" height="680" /></a></p>
<p>Hopefully this will be a big success, since we as developers really need more Unity portals out there.  I&#8217;ve been working on a couple small Unity games myself and have been a little uncertain if I would be able to shop my games around much.</p>
<p>I even considered e-mailing the guys at Blurst to propose putting something on their site, but it looks like they&#8217;ve already done the work required to set something like this up.</p>
<p>More and more, it seems like Matthew Wegner and Steve Swink at Flashbang are becoming the father figures of the indie games scene.  The IGF, the IGS, an indie games portal&#8230; What&#8217;s next, indie games philanthropy?  An indie games school?  At any rate, I salute the fine gentlemen of Flashbang for their work at building the indie community up.  A Blurst portal is simply the next step for them.</p>
]]></content:encoded>
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		<title>How to Run Spelunky in OS X</title>
		<link>http://www.godatplay.com/2009/10/how-to-run-spelunky-in-os-x/</link>
		<comments>http://www.godatplay.com/2009/10/how-to-run-spelunky-in-os-x/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 23:45:08 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=223</guid>
		<description><![CDATA[For those of you who haven&#8217;t heard yet, Derek Yu of TIGSource fame released a freeware game recently called Spelunky.  As I found out recently, you can run the game in OS X without having to boot up Windows.  I&#8217;ll show you how.
Here&#8217;s a description of Spelunky from Spelunky World:
Spelunky is a cave exploration / [...]]]></description>
			<content:encoded><![CDATA[<p>For those of you who haven&#8217;t heard yet, Derek Yu of <a href="http://www.tigsource.com" target="_blank">TIGSource</a> fame released a freeware game recently called Spelunky.  As I found out recently, you can run the game in OS X without having to boot up Windows.  I&#8217;ll show you how.</p>
<p>Here&#8217;s a description of Spelunky from <a href="http://www.spelunkyworld.com/original.html" target="_blank">Spelunky World</a>:</p>
<blockquote><p>Spelunky is a cave exploration / treasure-hunting game inspired by classic platform games and roguelikes, where the goal is to grab as much treasure from the cave as possible. Every time you play the cave&#8217;s layout will be different. Use your wits, your reflexes, and the items available to you to survive and go ever deeper! Perhaps at the end you may find what you&#8217;re looking for&#8230;</p>
<p>Don&#8217;t be afraid to die!  But also don&#8217;t be afraid to live!  Happy Spelunky-ing!</p></blockquote>
<p>The game has received a lot of buzz for being a great game and doing such a good job of using procedural algorithms for replayability.  Taking a look at the <a href="http://forums.tigsource.com/index.php?board=6.0;sort=views;desc" target="_blank">TIGSource forums</a>, the feedback thread has dwarfed all other threads in terms of views by more than an order of magnitude &#8211; nearly 490,000 views (as of now).  So I&#8217;m assuming there are a sizable amount of gamers that are interested in trying to run Spelunky in OS X.  Those gamers can now rejoice. <img src='http://www.godatplay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Before I get started, I have an important disclaimer:</p>
<p><span style="color: #ff0000;"><strong>Skip step #6 if you&#8217;re on Snow Leopard, and try the game first in step #5 before moving to step #6 if you&#8217;re on Leopard. Step 6 requires special care, so perform it at your own risk.<br />
</strong></span></p>
<h3>Overview of How to Run Spelunky in OS X</h3>
<p>Here&#8217;s a short rundown of the steps needed to get Spelunky running:</p>
<ol>
<li><a href="http://www.spelunkyworld.com/original.html" target="_blank">Download Spelunky</a></li>
<li>Download and install <a href="http://www.codeweavers.com/products/cxgames/download_trial/" target="_blank">CrossOver Games</a> (8 or higher)</li>
<li>Set up CrossOver Games</li>
<li>Run the Spelunky config</li>
<li>Set the Spelunky settings config file values to 1,1,0,0,1,15, and 15</li>
<li>Download and install <a href="http://xquartz.macosforge.org/trac/wiki/X112.4.0" target="_blank">X11 2.4.0</a> (<strong>skip for Snow Leopard, and try running the game first</strong>)</li>
<li>Play Spelunky using CrossOver Games</li>
</ol>
<h3>Detailed Instructions</h3>
<p>First of all, in order to run the game, you&#8217;ll need an Intel Mac. More info after the jump.</p>
<p><span id="more-223"></span></p>
<h3>Get Spelunky</h3>
<p>Download <a href="http://www.spelunkyworld.com/original.html" target="_blank">Spelunky</a> and unzip it to a convenient location.</p>
<h3>Get CrossOver Games</h3>
<p>Download <a href="http://www.codeweavers.com/products/cxgames/download_trial/" target="_blank">CrossOver Games</a> (8 or higher). Double-click the DMG and drag the CrossOver app to the Apps folder (or wherever).</p>
<h3>Set up CrossOver Games</h3>
<p>Launch CrossOver Games.  You need to create a Windows bottle first in order to run applications. Choose the menu option <em>Configure</em> &gt; <em>Manage Bottles</em>. Then click the <em>+ (plus)</em> button in the lower left corner above the ? icon. Name your bottle and choose a type &#8211; I chose WinXP, but feel free to try something else and let me know if it works.  Click <em>Create</em> and CrossOver will take a minute or two to create a new bottle for you.</p>
<p>Select the <em>Control Panel</em> tab in the top right of the window and then select winecfg from the list.  Click the <em>Launch selected item</em> button under the list. Select the <em>Graphics</em> tab and check <em>Emulate a virtual desktop</em> (it will likely be unchecked). The <em>Desktop size</em> field will be enabled, so set a resolution that is less than your desktop, and preferably a standard resolution for compatibility with other games.  I chose 1024&#215;768 since my laptop screen is only 900 tall. Then click <em>OK</em>.</p>
<h3>Run the Spelunky config</h3>
<p>Select the menu option <em>Programs</em> &gt; <em>Run Command</em>. If that&#8217;s not an option, don&#8217;t worry! Select the menu option <em>Configure</em> &gt; <em>Refresh Programs Menu</em> first. Select <em>Run Command</em> and it will pop up a window. In that window, click <em>Browse</em> and then select the <em>config</em> exe in the folder that was created when you unzipped Spelunky. Click <em>Open</em>, then click <em>Run</em> in the lower right of the window. You should see a window with a black background that&#8217;s the size of the resolution you set earlier. Then most likely you won&#8217;t be able to do anything.  So close the large window, which will bring up some error dialogs, prompting you to <em>Terminate Process</em> or otherwise click <em>OK</em> a lot. You should come back to the Run Command window.</p>
<h3>Set the Spelunky config settings file values</h3>
<p>Running the config app will have created a settings.cfg file in the same folder as config and Spelunky. Just like <a href="http://mrooney.blogspot.com/2009/02/playing-spelunky-in-ubuntu-with-wine.html" target="_blank">on Linux</a>, you&#8217;ll want to change the values in this file.  Open settings.cfg in a text editor. There will be one value per line, most likely 1,1,0,0,3,15,15 right now.  You want to change the 3 to a 1 such that the values are now 1,1,0,0,1,15,15. Save and close the file.</p>
<p>I installed a newer version of X11 before double-checking that  Spelunky works after this point, so feel free to try running Spelunky.  Click <em>Browse</em> in the Run Command window and select the Spelunky exe and <em>Open</em> it. Click <em>Run</em> and see if it works.  It will most likely run, but only show part of the screen.</p>
<p>Make sure to let me know if this works without X11 2.4.0 or with Snow Leopard!</p>
<h3>Download and install X11 2.4.0 (or higher)</h3>
<p>Assuming only changing the settings file didn&#8217;t work for you, you&#8217;re most likely in the same situation I was.  You want to <a href="http://xquartz.macosforge.org/trac/wiki/X112.4.0">download X11 2.4.0</a> and install it following the instructions. Keep in mind that <strong>2.4.0 does not work in Snow Leopard</strong>. If you upgrade to Snow Leopard in the future, you&#8217;ll want to make sure X11 is installed correctly by the upgrade disc.</p>
<h3>Play Spelunky using CrossOver Games</h3>
<p>You should now have everything you need to play Spelunky.  You can double-click the exe in the finder, or run the game from the Run Command window.</p>
<p>If you want to play Spelunky in sexy zoom mode, load the <em>System Preferences</em> app and then click on <em>Universal Access</em>. Then turn the second feature <em>Zoom</em> on, then click <em>Options</em> to the right. I&#8217;ve found the best settings are to set Maximum Zoom (at the top) to 3 and Minimum Zoom to 2. Uncheck <em>Smooth images</em> halfway down the dialog. Toward the bottom of the dialog under <em>When zoomed in</em>, select the second option <em>Only when the pointer reaches an edge</em>. Click Done.</p>
<p>Now you&#8217;ll be able to zoom in using Option-Command-[=] (equals) and out using Option-Command-[-] (minus). It should zoom between 2x and 3x magnification and not using smoothing.  If smoothing is turned on anyway, just press Option-Command-[\] (the slash above the return key) to disable it.</p>
<p>One last note: I&#8217;ve noticed that the game runs very slowly when text is being displayed on the screen.  The game seems to run fine otherwise (so far). Have fun!</p>
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		<title>Star Guard Impressions</title>
		<link>http://www.godatplay.com/2009/10/star-guard-impressions/</link>
		<comments>http://www.godatplay.com/2009/10/star-guard-impressions/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 17:46:05 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[indie games]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://www.godatplay.com/?p=237</guid>
		<description><![CDATA[
I&#8217;ve taken a few minutes here and there in the past few days to play Star Guard by Vacuum Flowers, after being introduced to it by my partner Mike via twitter. It just got frontpaged on TIGSource. Here&#8217;s an excerpt where Xander mentions his one qualm about the game:
Where as typically mines/traps would require caution [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/tigsource/3994432635/"><img class="aligncenter" title="Star Guard" src="http://farm4.static.flickr.com/3265/3994432635_c8927970e2.jpg" alt="" width="500" height="281" /></a></p>
<p>I&#8217;ve taken a few minutes here and there in the past few days to play <a href="http://www.vacuumflowers.com/star_guard/star_guard.html" target="_blank">Star Guard by Vacuum Flowers</a>, after being introduced to it by my partner <a href="http://www.twitter.com/fucrate" target="_blank">Mike via twitter</a>. It just got <a href="http://tigsource.com/articles/2009/10/09/star-guard" target="_blank">frontpaged on TIGSource</a>. Here&#8217;s an excerpt where Xander mentions his one qualm about the game:</p>
<blockquote><p><em>Where as typically mines/traps would require caution and dexterity, these will simply not respawn so even if you die you can just get through the section without worrying about the consequences.</em></p></blockquote>
<p>One of my favorite things about the game is Xander’s problem &#8211; i.e. it’s not a big deal at all when you die. To me, that made dying in the game fun in itself. I reveled in the fact that I could carelessly blast forward with glee, knowing that if I would die, I’d come back to the same spot in a matter of a couple seconds.</p>
<p>The character design is amazing, considering they&#8217;re expressed in just a few pixels.  The player has a surprising amount of life through the animations, and the Zomboid and charging rhino characters have a very distinctive personality.</p>
<p>Also, the game’s sound design is superb. I’m not saying that just because it’s created with SFXR, but because the sound choices made within that 8-bit limitation were very tasteful. Jumping is noticable, yet not obnoxious. The explosions are just right, the lava sounds are charming, and timer-based platforms give you a perfect feeling of urgency before they blow up.</p>
<p>The character design, sound design, and effects combine to form a polished feel from an otherwise minimal, low-budget aesthetic. For the past few months, I&#8217;ve been trying to take the same perspective on art direction. Vacuum Flowers has nailed it and made it look easy.</p>
<p>The story is presented in a minimal and pleasing way. As the image above suggests, it is simply displayed in the background of the level. There&#8217;s rarely more than 12 words to read. And the level design usually suggests what the words of the story are trying to express. It works so well that I&#8217;m sure we&#8217;ll see more of that in the future.</p>
<p>It&#8217;s an excellent game all around, with solid tuning to the platforming. I just wish I could get to the 8th and 9th level since there’s a random level-loading bug with the OS X version.</p>
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