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	<title>Z4g0&#039;s Blog</title>
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		<title>Z4g0&#039;s Blog</title>
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		<title>Longy is back!</title>
		<link>http://z4g0.wordpress.com/2011/09/25/longy-is-back/</link>
		<comments>http://z4g0.wordpress.com/2011/09/25/longy-is-back/#comments</comments>
		<pubDate>Sun, 25 Sep 2011 16:05:53 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=1106</guid>
		<description><![CDATA[Alla soglia dei 10 anni dal primo episodio, inizia lo sviluppo di un nuovo Longy!! Yeahh!! L’idea alla base di “Longy 3″ è quella di riprendere il gameplay, le ambientazioni, i temi ed in generale l’atmosfera del primo Longy, discostandosi in qualche modo dalla deriva da “FPS fantascientifico” che aveva iniziato a caratterizzare le ultime [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=1106&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<td style="width:260px;border:0;vertical-align:top;"><a href="http://longy3devblog.files.wordpress.com/2011/09/l3m01cb.png"><img src="http://longy3devblog.files.wordpress.com/2011/09/l3m01cb.png?w=630" alt="" /></a></p>
<td>
<strong>Alla soglia dei 10 anni dal primo episodio, inizia lo sviluppo di un nuovo Longy!! Yeahh!!</strong></p>
<p>L’idea alla base di “Longy 3″ è quella di riprendere il gameplay, le ambientazioni, i temi ed in generale l’atmosfera del primo Longy, discostandosi in qualche modo dalla deriva da “FPS fantascientifico” che aveva iniziato a caratterizzare le ultime versioni dell’incompiuto Longy 2.</p>
<div>&nbsp;</div>
<div style="font-size:20px;"><a href="http://longy3devblog.wordpress.com/"><strong>[CONTINUA SUL DEVBLOG]</strong></a></div>
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		<title>[IndieVault Contest] – &#8220;2001 &#8211; A Time Odissey&#8221; vince il secondo devcontest di IndieVault.it!!</title>
		<link>http://z4g0.wordpress.com/2011/08/13/indievault-contest-%e2%80%93-2001-a-time-odissey-vince-il-secondo-devcontest-indievault-it/</link>
		<comments>http://z4g0.wordpress.com/2011/08/13/indievault-contest-%e2%80%93-2001-a-time-odissey-vince-il-secondo-devcontest-indievault-it/#comments</comments>
		<pubDate>Sat, 13 Aug 2011 18:09:21 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[2001 Odissea nello spazio]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[indievault.it]]></category>

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		<description><![CDATA[2001 &#8211; A Time Odissey è arrivato primo al secondo contest di IndieVault.it, dedicato, questa volta, al capolavoro &#8220;2001: Odissea nello spazio&#8221;!! In questa edizione, la partecipazione è stata notevolmente più numerosa ed altrettanto valida (vedi QUI la lista dei giochi): Ancora complimenti a tutti, grazie a Torrim, ed un grazie a tutti quelli che [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=1024&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<td style="width:230px;border:0;"><a href="http://www.indievault.it"><img src="http://z4g0.files.wordpress.com/2010/11/ivflathd.png?w=630" alt="" /></a><br />
<a title="Ecco i vincitori del devcontest su odissea nello spazio" href="http://www.indievault.it/2011/08/13/ecco-i-vincitori-del-devcontest-su-odissea-nello-spazio/" target="_blank"><img src="http://z4g0.files.wordpress.com/2011/08/iv2contest.png?w=630" alt="" /></a></td>
<td><a href="http://z4g0.wordpress.com/2001-odissea-nel-tempo/">2001 &#8211; A Time Odissey</a> è arrivato primo al secondo contest di <a href="http://www.indievault.it">IndieVault.it</a>, dedicato, questa volta, al capolavoro &#8220;2001: Odissea nello spazio&#8221;!!</p>
<p>In questa edizione, la partecipazione è stata notevolmente più numerosa ed altrettanto valida (vedi <a href="http://www.indievault.it/2011/08/13/ecco-i-vincitori-del-devcontest-su-odissea-nello-spazio/"> QUI </a> la lista dei giochi): Ancora complimenti a tutti, grazie a <a href="http://z4g0.wordpress.com/2001-odissea-nel-tempo">Torrim</a>, ed un grazie a tutti quelli che hanno votato &#8220;2001 &#8211; A Time Odissey&#8221;!!<br />
Il link al WebPlayer (presto penso builderò una versione standalone, idem per DoT), info, screen e la soluzione, le trovate <a href="http://z4g0.wordpress.com/2001-odissea-nel-tempo/"> <strong>QUI</strong> </a></p>
<p>&nbsp;</td>
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		<slash:comments>2</slash:comments>
	
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		<title>Laurea!</title>
		<link>http://z4g0.wordpress.com/2011/03/29/laurea/</link>
		<comments>http://z4g0.wordpress.com/2011/03/29/laurea/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 23:14:41 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=854</guid>
		<description><![CDATA[22-03-2011 &#8211; Bologna - ALMA MATER STUDIORUM &#8211; Università degli studi di Bologna - Facoltà di Scienze Matematiche, Fisiche e Naturali Corso di Laurea: Scienze di Internet / Informatica per il management Relatore: Chiar.mo prof Stefano Ferretti Titolo Tesi: &#8220;Progettazione e Sviluppo di un Multiplayer Online Game su Reti Peer-To-Peer&#8221;<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=854&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<td style='border:0;'><a href="http://z4g0.files.wordpress.com/2011/03/laurea.png"><img src="http://z4g0.files.wordpress.com/2011/03/laurea.png?w=113&#038;h=150" alt="" title="laurea" width="113" height="150" class="aligncenter size-thumbnail wp-image-855" /></a></td>
<td style='border:0;'><strong>22-03-2011 &#8211; Bologna -</strong><br />
ALMA MATER STUDIORUM &#8211; Università degli studi di Bologna -<br />
Facoltà di Scienze Matematiche, Fisiche e Naturali <br />
Corso di Laurea: Scienze di Internet / Informatica per il management<br />
Relatore: Chiar.mo prof Stefano Ferretti</p>
<p>Titolo Tesi:<br />
 <Strong>&#8220;Progettazione e Sviluppo di un Multiplayer Online Game su Reti Peer-To-Peer&#8221;</Strong></td>
</tr>
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		<title>[IndieVault Contest] – Dot vince il contest di sviluppo su Flatland!!</title>
		<link>http://z4g0.wordpress.com/2010/11/11/702/</link>
		<comments>http://z4g0.wordpress.com/2010/11/11/702/#comments</comments>
		<pubDate>Thu, 11 Nov 2010 23:02:25 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[DOT]]></category>
		<category><![CDATA[flatland]]></category>
		<category><![CDATA[indie vault]]></category>
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		<category><![CDATA[indievault contest]]></category>
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		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=702</guid>
		<description><![CDATA[Breve post per celebrare la vittoria di DOT, arrivato primo al primo contest di IndieVault.it!! Tutte le info, link al webplayer, screenshots e retroscena si trovano nell&#8217;apposita pagina;&#160; Grazie a chi ha votato il mio &#8216;gioco&#8217; e complimenti anche agli altri partecipanti!! ( Cubed di Ciro Continisio e Punto bianco, punto nero di GOO ) [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=702&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<td style="width:230px;border:0;"><a href="http://www.indievault.it"><img src="http://z4g0.files.wordpress.com/2010/11/ivflathd.png?w=630" alt="" /></a><br />
<a title="Dot vince il contest di sviluppo su Flatland" href="http://www.indievault.it/2010/11/11/dot-vince-il-contest-di-sviluppo-su-flatland/" target="_blank"><img src="http://z4g0.files.wordpress.com/2010/11/ivflatend.png?w=630" alt="" /></a></td>
<td>Breve post per celebrare la vittoria di DOT, arrivato primo al primo contest di <a href="http://www.indievault.it">IndieVault.it</a>!!<br />
Tutte le info, link al webplayer, screenshots e retroscena si trovano nell&#8217;apposita<a href="http://z4g0.wordpress.com/dot/"> pagina</a>;&nbsp;</p>
<p>Grazie a chi ha votato il mio &#8216;gioco&#8217; e complimenti anche agli altri partecipanti!! ( <a href="http://www.tinycolossus.com/games/cubed/">Cubed</a> di Ciro Continisio e <a href="http://www.mediafire.com/?0w7z66675l4rblc">Punto bianco, punto nero</a> di GOO )</p>
<p>.. Al prossimo contest! <img src='http://s1.wp.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>&nbsp;</td>
</tr>
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		<title>[IndieVault Contest] &#8211; Flatland: un contest a più dimensioni</title>
		<link>http://z4g0.wordpress.com/2010/09/13/indievault-contest-flatland-un-contest-a-piu-dimensioni/</link>
		<comments>http://z4g0.wordpress.com/2010/09/13/indievault-contest-flatland-un-contest-a-piu-dimensioni/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 12:01:14 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
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		<category><![CDATA[unity]]></category>

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		<description><![CDATA[Finalmente IV ha il suo primo contest! Ed ovviamente non potevo non partecipare&#8230; o almeno, provarci&#8230; [ Vai alla pagina dedicata ] Articolo Apposita sezione del forum IndieVault Per ogni info sul gioco con il quale ho intenzione di partecipare, per ora fate rifermento all&#8217;apposito topic su IndieVault: http://www.indievault.it/forum/showthread.php?tid=2157 Ecco qualche screens nuovo di zecca: [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=415&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Finalmente <a href="http://www.indievault.it/">IV</a> ha il suo primo contest! Ed ovviamente non potevo non partecipare&#8230; o almeno, provarci&#8230;</p>
<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><strong><em><a href="http://z4g0.wordpress.com/dot">[ Vai alla pagina dedicata ] </a></em></strong></p>
<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" alt="" /> <a href="http://www.indievault.it/2010/09/03/flatland-un-contest-a-piu-dimensioni/">Articolo</a><br />
<img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" alt="" /> <a href="http://www.indievault.it/forum/forumdisplay.php?fid=52">Apposita sezione del forum IndieVault</a></p>
<p>Per ogni info sul gioco con il quale ho intenzione di partecipare, per ora fate rifermento  all&#8217;apposito topic su IndieVault: <a href="http://www.indievault.it/forum/showthread.php?tid=2157">http://www.indievault.it/forum/showthread.php?tid=2157</a></p>
<p>Ecco qualche screens nuovo di zecca:<br />
<a href="http://z4g0.files.wordpress.com/2010/09/dotpower.png"><img src="http://z4g0.files.wordpress.com/2010/09/dotpower.png?w=630&#038;h=356" alt="" title="dotpower" width="630" height="356" class="alignnone size-full wp-image-419" /></a></p>
<p>.. piuttosto psichedelico no? <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>….e poi arrivò Unity…</title>
		<link>http://z4g0.wordpress.com/2010/08/25/unity/</link>
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		<pubDate>Wed, 25 Aug 2010 19:16:10 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Articoli]]></category>
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		<category><![CDATA[tool]]></category>
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		<category><![CDATA[unity]]></category>
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		<description><![CDATA[&#8230;.e poi arrivò Unity&#8230; Che si tratti di un gruppo indie o di una realtà professionale, prima di iniziare un progetto, uno dei punti cardine é individuato dal bivio &#8220;Engine3D/framework/tools, o il gioco&#8221;? Una scelta non esclude l&#8217;altra, se si ha personale, tempo, tecnologie precedenti&#8230; soldi; o ancora, se il progetto in questione e&#8217; molto [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=142&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:right;"><em>&#8230;.e poi arrivò Unity&#8230;</em></p>
<p style="text-align:right;"><a href="http://z4g0.files.wordpress.com/2010/08/image_thumb139.png"><img class="alignleft size-full wp-image-172" title="image_thumb139" src="http://z4g0.files.wordpress.com/2010/08/image_thumb139.png?w=150&#038;h=150" alt="" width="150" height="150" /></a></p>
<p>Che si tratti di un gruppo indie o di una realtà professionale, prima di iniziare un progetto, uno dei punti cardine é individuato dal bivio &#8220;Engine3D/framework/tools, o il gioco&#8221;?<br />
Una scelta non esclude l&#8217;altra, se si ha personale, tempo, tecnologie precedenti&#8230; soldi; o ancora, se il progetto in questione e&#8217; molto semplice, o prevede delle features così particolari che nessun engine/framework/tool già esistente é in grado di soddisfare ( che poi va a finire che ci si impantana in una serie improvvisati workaround talmente dispendiosi che si faceva prima e meglio a farlo da zero).</p>
<p>Ma esistono tantissime altre situazioni, specie se l&#8217;intento é meramente produttivo, più che didattico, per le quali l&#8217;utilizzo di un engine/framework/tool non solo é una buona alternativa, ma é anche fortemente consigliata.</p>
<p>La scelta del tool é subordinata alle caratteristiche del gioco e alla sua portabilita&#8217;.</p>
<p>Un fattore discriminante é ad esempio la scelta tra 2D ed il 3D.<br />
Per la prima tipologia i tool a disposizione sono tantissimi ( flash, gamemaker, multimediafusion&#8230; Senza contare quelli orientati a singoli sottogeneri, come RPGmaker o AGS).<br />
Proporzionalmente alla semplicità di utilizzo, spesso vi sono limitazioni via via piú rigide.<br />
Per quanto riguarda il 3D la situazione é un&#8217;attimo diversa: Tool con un livello d&#8217;astazione simili a quelli 2D sono molto rari. Ci sono engine ( Ogre, Irrlicht, Leadwerks etc..), linguaggi proprietari integrati ( Blitzbasic, Darkbasic etc.. ), e frameworks come XNA; ma quelli che mettono a disposizione anche editor e tool annessi, invece, si contano sulle dita di una mano&#8230; Vedi 3D game studio, Stonetrip e appunto, Unity.</p>
<p>L&#8217;engine grafico di Unity si avvicina all&#8217;utopica incarnazione dell&#8217;engine multipurpose. Chiaro, non é il CryEngine, e per alcuni tipi di giochi potrebbe risultare poco adatto, ma per giochi indie, prototipi, e tutta l&#8217;infinitá di giochi che non richiedono grafica nexgen Tripla A é tutto oro che cola (e Unity3 sará ancora più powa).<br />
Lato scripting e scenegraph poi, non solo permette di utilizzare diversi linguaggi, volendo contemporaneamente, ma si ispira anche ai pattern component e behaviour che da una parte sono sintomo di un&#8217;engine molto solido e ben strutturato dal punto di vista del design, e dall&#8217;altra sono una garanzia di versatilità ed estendibilitá che non preclude la possibilitá di scrivere parti, o l&#8217;intera logica di gioco utilizzando proprie strutture/algoritmi/patterns a monte di tutto.</p>
<p>Ah.. mi stavo scordando l&#8217;audio, la fisica, la Gui e tanti altri elementi, tutti integrati e scriptabili con il medesimo approccio.</p>
<p>Per non parlare del supporto Cross-platform ( Web Player, Win,Mac,Linux, Wii, Iphone, Android, e sicuramente mi son scordato qualcosa). Una caratteristica ormai fondamentale.</p>
<p>Se non ci fosse sarebbe da inventare.. Quando l&#8217;ho visto per la prima volta, 2 o 3 anni fa, stavo facendo ediTable, ho subito pensato &#8220;azz, che figata! che sto a fare ediTable, quando questo Unity lo ownadibbrutto: Fa le stesse cose, meglio, più un&#8217;infinità di altre altre &#8216;piccole&#8217; features, come lo scripting degli oggetti, assets importing uber, crossplatform&#8230; XD&#8221;</p>
<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><a href="http://unity3d.com/"> Sito Ufficiale </a></p>
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		<title>EnuaOnline</title>
		<link>http://z4g0.wordpress.com/2010/08/19/enuaonline/</link>
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		<pubDate>Thu, 19 Aug 2010 11:27:41 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[browser game]]></category>
		<category><![CDATA[browsergame]]></category>
		<category><![CDATA[enua]]></category>
		<category><![CDATA[enuaonline]]></category>
		<category><![CDATA[flash game]]></category>
		<category><![CDATA[mmorts]]></category>
		<category><![CDATA[rts online]]></category>
		<category><![CDATA[strategy game]]></category>
		<category><![CDATA[web based game]]></category>
		<category><![CDATA[web game]]></category>

		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=37</guid>
		<description><![CDATA[Browsergame &#8211; MMORTS &#8211; Flash: Analisi e implementazione Client in AS3 per Emc3Team. ( Grafica&#38;GameDesign: Dit@StudioEvil, Server: Salvo@StudioEvil) [ Vai alla pagina completa: Vecchi screenshots, Assets scartati, schemi UML del primo prototipo, Making-Of etc.. ] Sito ufficiale<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=37&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Browsergame &#8211; MMORTS &#8211; Flash:<br />
Analisi e implementazione Client in AS3 per Emc3Team. ( Grafica&amp;GameDesign: Dit@StudioEvil, Server: Salvo@StudioEvil)</p>
<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><strong><em><a href="http://z4g0.wordpress.com/enuaonline">[ Vai alla pagina completa: Vecchi screenshots, Assets scartati, schemi UML del primo prototipo, Making-Of etc.. ] </a></em></strong></p>
<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><a href="http://www.enuaonline.com">Sito ufficiale</a></p>
<p><a href="http://z4g0.files.wordpress.com/2010/08/enuacube.png"><img src="http://z4g0.files.wordpress.com/2010/08/enuacube.png?w=630&#038;h=377" alt="" title="enuaCube" width="630" height="377" class="alignnone size-full wp-image-38" /></a></p>
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		<title>LongyII</title>
		<link>http://z4g0.wordpress.com/2010/08/19/longyii/</link>
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		<pubDate>Thu, 19 Aug 2010 11:17:59 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[blitz basic 3d]]></category>
		<category><![CDATA[blitz3d]]></category>
		<category><![CDATA[blitzbasic]]></category>
		<category><![CDATA[fabrizio zagaglia]]></category>
		<category><![CDATA[longy]]></category>
		<category><![CDATA[longy 2]]></category>
		<category><![CDATA[longy2]]></category>
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		<description><![CDATA[[ Vai alla pagina completa: Longy1, Longy2, Making-Of etc.. ] Longy 1 era un breve ma intenso gioco action-adventure survival che alternava fasi frenetiche ad altre più tranquille, caratterizzate da enigmi ambientali e fisici. Longy 2 doveva essere la sua naturale evoluzione, portandolo da 2D a 3D, ma lasciandone inalterata la struttura di fondo: Le [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=35&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><strong><em><a href="http://z4g0.wordpress.com/_longy2">[ Vai alla pagina completa: Longy1, Longy2, Making-Of etc.. ] </a></em></strong></p>
<p>Longy 1 era un breve ma intenso gioco action-adventure survival che alternava fasi frenetiche ad altre più tranquille, caratterizzate da enigmi ambientali e fisici. Longy 2 doveva essere la sua naturale evoluzione, portandolo da 2D a 3D, ma lasciandone inalterata la struttura di fondo: Le parti action sposarono la soluzione dell&#8217;FPS classico di impronta ID software, mentre gli enigmi erano supportati da un&#8217;engine fisico (ODE) che rendeva possibile realizzare tutta una serie di enigmi sullo stile delle primo Longy, garantendone soluzioni e feedback più realistici: Ad esempio ci si ritrova all&#8217;estremitá di un corridoio. A terra vi era un mare del classico acido verde &#8482;, sul soffitto un&#8217;intreccio di tubi dai quali fuoriuscivano vapori bollenti e fitte gocce del suddetto liquido brevettato, ed in mano solo un fucile. Come attraversare il corridoio e giungere all&#8217;altra estremitá? Cercare un&#8217;altro corridoio? No. Non c&#8217;era un&#8217;altro corridoio ( sí il level design era abbastanza lineare.. Ma odio perdermi quando gioco ad un vg, specie se é il mio :s ). La soluzione era molto più semplice:<br />
A lato, e sparse qua e lá c&#8217;erano delle casse (anche queste tm). Bene, la prima cosa da fare era sparare ai tubi nei punti giusti cosicché il flusso facesse cadere le gocce non più al centro, ma ai lati del corridoio. Poi sempre tramite la propria artiglieria, spostare a colpi di fucile le casse in punti strategici. Non restava che saltare tra una cassa e l&#8217;altra prima che si dissolvessero (per fortuna erano piuttosto tamugne&#8230; praticamente casse piene di metallo)</p>
<p><a href="http://z4g0.files.wordpress.com/2010/08/longycube.png"><img class="alignnone size-full wp-image-34" title="longyCube" src="http://z4g0.files.wordpress.com/2010/08/longycube.png?w=630&#038;h=353" alt="" width="630" height="353" /></a></p>
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		<title>EdiTable</title>
		<link>http://z4g0.wordpress.com/2010/08/18/editable/</link>
		<comments>http://z4g0.wordpress.com/2010/08/18/editable/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 23:49:16 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d scene editor]]></category>
		<category><![CDATA[blitz3d]]></category>
		<category><![CDATA[blitzmax]]></category>
		<category><![CDATA[editable]]></category>
		<category><![CDATA[editor]]></category>
		<category><![CDATA[fabrizio zagaglia]]></category>
		<category><![CDATA[level editor]]></category>
		<category><![CDATA[unity]]></category>
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		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=15</guid>
		<description><![CDATA[[ Vai alla pagina completa: EdiTable, BlitzItalia Level Editor, Longy2 Editor, IsoMaker etc.. ] EdiTable é un tool che mira a semplificare il posizionamento degli oggetti all&#8217;interno di un generico ambiente 3D o 2D In pratica si puó utilizzare come editor di livelli, editor di path, editor di GUI e qualsiasi altra cosa che comporta [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=15&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><strong><em><a href="http://z4g0.wordpress.com/editors">[ Vai alla pagina completa: EdiTable, BlitzItalia Level Editor, Longy2 Editor, IsoMaker etc.. ] </a></em></strong><br />
EdiTable é un tool che mira a semplificare  il posizionamento degli oggetti all&#8217;interno di un generico ambiente 3D o 2D<br />
In pratica si puó utilizzare come editor di livelli, editor di path, editor di GUI e qualsiasi altra cosa che comporta il posizionamento di elementi in diversi contesti.</p>
<p>Questa versatilità é resa possibile dall&#8217;estrema &#8216;editabilitá&#8217; ( da cui il nome ) del tool, della GUi, e dei suoi componenti. </p>
<p>É infatti possibile crearsi dei propri &#8216;set&#8217; di &#8216;classi&#8217; che potranno essere istanziate all&#8217;interno dell&#8217;ambiente 3D. A sua volta é possibile crearsi dei propri sistemi per l&#8217;inserimento delle istanze nella scena ( es &#8216;modalitá spot&#8217; , &#8216;gruppo random&#8217;, &#8216;disegno di path&#8217;, disegno di aree&#8217; etc&#8230; ). Infine é possibile definire dei propri formati per l&#8217;esportazione dello scenegraph. Il tutto avvolto in una comoda GUI fluida.<br />
<a href="http://z4g0.files.wordpress.com/2010/08/editbox.png"><img class="alignnone size-full wp-image-16" title="editbox" src="http://z4g0.files.wordpress.com/2010/08/editbox.png?w=630&#038;h=555" alt="" width="630" height="555" /></a></p>
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		<title>Star Trek 3D Project</title>
		<link>http://z4g0.wordpress.com/2010/08/18/star-trek-3d/</link>
		<comments>http://z4g0.wordpress.com/2010/08/18/star-trek-3d/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 23:40:42 +0000</pubDate>
		<dc:creator>z4g0</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[blitzbasic 3d]]></category>
		<category><![CDATA[fabrizio zagaglia]]></category>
		<category><![CDATA[star trek]]></category>
		<category><![CDATA[star trek 3d]]></category>
		<category><![CDATA[star trek 3d project]]></category>
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		<category><![CDATA[z4g0]]></category>

		<guid isPermaLink="false">http://z4g0.wordpress.com/?p=12</guid>
		<description><![CDATA[[ Vai alla pagina completa: ST:BfF1,ST:BfF2,ST:BfF3D, ST:Interactive Set, ST:3D project, Making-Of etc.. ] Tutto nacque da una piantina dei &#8216;set&#8217; di ST:TNG che realizzai, con gioia del VHS, taaaanto tempo fa, ipotizzando le varie planimetrie dalle scene dei vari episodi ( omg ). Taaaanto tempo dopo, tale papiro risaltó fuori, e pensai, &#8216;perché non farne [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=z4g0.wordpress.com&amp;blog=14168682&amp;post=12&amp;subd=z4g0&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img src="http://z4g0.files.wordpress.com/2010/08/arrow1.png?w=630" /><strong><em><a href="http://z4g0.wordpress.com/_startrek">[ Vai alla pagina completa: ST:BfF1,ST:BfF2,ST:BfF3D, ST:Interactive Set, ST:3D project, Making-Of etc.. ] </a></em></strong></p>
<p>Tutto nacque da una piantina dei &#8216;set&#8217; di ST:TNG che realizzai, con gioia del VHS, taaaanto tempo fa, ipotizzando le varie planimetrie dalle scene dei vari episodi ( omg ).<br />
Taaaanto tempo dopo, tale papiro risaltó fuori, e pensai, &#8216;perché non farne una verione 3D realtime?&#8217;<br />
Da qui nacque &#8216;ST:tng interactive &#8216;set&#8217;.</p>
<p>Una volta realizzato l&#8217;intero &#8216;set&#8217; rimaneva una sola cosa da fare: L&#8217;intera NCC 1701D, ponte per ponte secondo i blueprints ufficiali.<br />
L&#8217;idea era quella di realizzare un engine in grado mettere su schermo dei minigame / episodi, chiaramente interattivi 3D realtime, sotto forma di Adventure sulla falsa riga di ST: A Final Unity.<br />
L&#8217;engine di scripting degli episodi/adventure, il sistema di portali e streaming dei vari deck della nave, così come quello dei combattimenti nello spazio, erano già a buon punto: si<br />
poteva camminare lungo gli immensi corridoi, entrando e uscendo attraverso la maggior parte delle porte (quelle tralasciate portavano a stanze poco importanti o apparentemente senza senso, a giudicare dai blueprints), passando tra un ponte e l&#8217;altro tramite i Turbolift o grazie alle più classiche rampe, in maniera del tutto k, senza loading intermedi.<br />
Iniziai ad arenarmi al terzo deck: ogni ponte andava realizzato nel dettaglio, sia a livello estetico che funzionale, precludendo la possibilitá di utilizzare qualche tipo di sistema di generazione dinamica automatica, la produzione degli ambienti si faceva sempre più lenta e problematica ( da qui nasce l&#8217;idea di ediTable ). Il colpo di grazia arrivò prima con l&#8217;email di youtube che mi informava del conflitto di copyright. La lessi troppo tardi: risultato l&#8217;account di youtube bannato ( ricreato subito dopo e riempito di disclaimer ), e poi un&#8217;email di Viacon / Paramount che non portava esattamente buone novelle&#8230; A quel punto decisi di fermare il progetto per una breve pausa ( dopotutto pare che bastasse inserire disclaimer ovunque..exe, sito, screenshots, video&#8230; tutto insomma) per dedicarmi all&#8217;editor (necessario per me, ma eventualmente anche per coloro che avrebbero voluto &#8216;scriptare&#8217; i propri episodi)</p>
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