Thursday, April 01, 2010

Busy with Magic

With all the social network sites, it's hard to keep up these days. I've spent more time blogging to solarisdeveloper.blogspot.com than any other blog, other than my Facebook, which I don't really count as a blog, as it's only "status updates". I really don't see Facebook taking off as a blogging site. It has XML and RSS, but it's well hidden.

In addition to all this, with the poor economy and increased workload, I've had to focus on what's more important and can still make money. So, for a long time, I've stopped putting up comics on the "Behind the 8 Ball" blog and I've started up my own magical entertainment business, Something Magical, LLC. I went through a lot of work to get it set up (Arizona is so nice about LLCs, seriously). And I have done two shows thus far in Arizona. I'm heading to San Diego next-next week, so I think I might do a free show there to promote my business. I just need to come up with a magical way to hand out my business cards.

Keeping up the web site for Something Magical, LLC, is facilitated by a great site builder called SiteDeluxe and Fatcow.com is an excellent hosting service for anyone. Tell them Something Magical sent you, if you sign up.

Friday, March 23, 2007

Treatise on the WASD Disadvantage

Many games are shipped with a "standard" key configuration, which is supported by gaming keyboards such as the Z-board. This key configuration has many shortcomings. It's a key configuration that doesn't support lefties: those of us who use our left hand to control the mouse. It doesn't help streamline tactics; many keys become unusable. While the key configuration is logical in movement, it defies real-world logic. This is what I call the "WASD key configuration" and it puts a gamer at a disadvantage.
Before I point out the disadvantages, there are a few things that one needs to know. First, I'll define what "mutually exclusive" means. In life, many events are mutually exclusive. If you are walking forward, then you cannot be walking backwards; these events are mutually exclusive. If you are stepping to the right, then you are not moving left; these are also mutually exclusive. Other examples are jumping and crouching, although some may claim you can (quite impossibly) jump while you crouch. "Mutually exclusive" events mean that you can not do them simultaneously.
Second, the human brain is an amazing thing. It processes hundreds of things going on in our body at the same time. While it does this, we learn new things; we program our brains to learn things like typing, shooting a basketball, etc. At a science museum, there were special goggles that "shifted" the basketball goal to the right, so when you shot straight, the basketball missed to the left; however, if you left the glasses on long enough, you could coordinate your hands to shoot the proper distance and direction.
Now, I don't waste my time with the WASD configuration. I'm left-handed, and shift everything to the right-hand side of the keyboard so I can aim with the mouse and use the home keys of the right hand for navigation and activation. I often have to use the semi-colon and single-quote keys, so when a game comes out that disallows me to use them or to reconfigure the controls entirely, I usually dislike the closed-mindedness of the programmers. However, I will keep everything standard for now.
Let's take a look at the WASD configuration keys: 'W'=move forward, 'A'=strafe left, 'S'=move backward, 'D'=strafe right, and (typically) SPACE=jump. Lining your fingers on the keys places one finger on the 'A' key, one finger on the 'S' key, and one finger on the 'D' key. The same finger that is on the 'S' key is used for the 'W' key: the same finger that moves you forward will move you backward.
The finger used for the 'S' key and 'W' key is optimal; that is, it's one finger used for two mutually exclusive events. If you're using that finger to move forward, the keys that the finger uses are, essentially, "dead"; unless you are able to span your finger across multiple keys while maintaining the other digits, you cannot press those keys. This is optimal because you wouldn't want to press the same key to move backward if you're going forward.
The 'A' and 'D' keys provide the biggest problem: they are not optimal. Two mutually exclusive events (strafing left and strafing right) are on two separate fingers. If you're moving left, you wouldn't want to strafe right: when you press the 'A' key to move left, the 'D' key is "dead." It would be better to have this key assigned to an event that is not mutually exclusive to strafing left, like "launch grenade," or "change weapon". But then the question arises: "If I re-bind that key, how do I strafe right?" Answer: optimize by binding the key to your strafing finger. Strafing left is mutually exclusive to strafing right, and thus both should be on one finger. If I'm using the finger to strafe right, I can't strafe left, but I can't strafe left anyways because I'm strafing right.
Let's back up a bit to look at the navigational key bindings. Now, when you're using the WASD configuration for movement, you have to back your fingers up just a little bit to access the following keys: 'Z', 'X', and 'C'. If you use your first (index) finger for the 'D' key, you have the following other keys at your disposal: 'V', 'F', and 'R'. Adding 'Q' and 'E' to the mix, you now have a total of 8 keys to bind. Along the left side, usable keys are TAB, SHIFT, CTRL, and ALT. Adding in the SPACEBAR, you have 13 keys to use, and if you subtract the ones you use for jump and crouch, you now have 11. TAB is generally used for the scoreboard, and the CTRL key is usually for firing (it's hard to finger in the WASD configuration, too). Few games allow CAPS LOCK for binding. This leaves approximately 9 keys that are available to re-bind for various events. Most of these keys are reached by the first finger, and only one by the fourth finger (shift). You will notice that I didn't mention the 3 number keys; if we add them, it makes 12, but number keys are usually left for switching primary weapon. With binding these keys, your primary directional finger (second finger), would rarely hit the 2 key, since it's mostly moving between 'W' and 'S'.
What happens when we change a few things? Let's use the following keys for navigation: ā€˜Sā€™ = strafe right (makes sense in a circular configuration), 'X'=strafe left, 'D'=move forward, 'C'=move backward, 'F'=jump, and 'V'=crouch. Placing your fingers on the home keys, your first finger is used for jumping/crouching, the second finger for moving forward or backward, and the third finger for strafing. Keys available for configuration: 'B', 'G', 'T', 'R', 'E', 'W', 'Q', 'A', 'Z', TAB, SHIFT, CTRL, ALT, and SPACEBAR (total = 14). We've already said that CTRL and TAB were generally used for scoreboard and firing, respectively, which leaves a total of 12 keys for configuration. Now, I know that most games don't require 12 keys for binding--except maybe Call of Duty--but it's nice to have all those keys at your disposal, isn't it?
Above the home keys for the left hand are 'Q', 'W', 'E', and 'R'. 'Qā€™ and 'W' are non-frequent keys, and so they are placed in the upper-left-hand corner of the keyboard. 'E' and 'R' are placed in a spot where they are reached easily with the long reaches of the first and second fingers. Thus, it would make sense to bind the 'Q' and 'W' keys for events that are useful, but non-frequent, like "switch weapon", or "use med kit". Available for the fourth finger are 'Q', 'A', 'Z', SHIFT, and ALT; four keys available for one finger. Granted, they may not be mutually exclusive events on one finger, but if that finger isn't busy for movement, it's easy to hit 'A' to throw a grenade and then quickly to 'Z' to start berserk mode, whereas if you are holding 'W' to move forward and need to press 'X', you're at a loss of movement.
For the index finger, the following keys are at your disposal: 'T', 'G', 'B', 'R', and 'V': 5 keys. Because the first finger isn't exactly used for movement, it's possible to use the index finger for these (many games have option to use crouch (and sometimes, even jump) as a toggle. When using any of those 5 keys, being at a loss of a jump puts a gamer at less risk than being at a loss of lateral movement.
Most people will argue that it's not logical movement for the 'S' and 'X' keys to be used for strafing, and would be too confusing. As I said before, the human brain is a wonderful powerful thing that will easily re-learn these movement keys. Try it for at least a week, maybe a month, even and see how quickly it's learned. For me, being a lefty, I use the following Key setup: 'J' = jump, 'M' = crouch, 'K' = move forward, ',' = move backward, 'L' = strafe right, '.' = strafe left. I now have the following keys at my disposal for binding: SPACEBAR, 'N', 'H', 'Y', 'U', 'I', 'O', 'P', ';', '/', SHIFT, "'" (single-quote), and '[': 13 keys optimized for my gaming. In all fairness, to those that would argue their number keys, '1', '2', '3', and '4' available, I now have '6', '7', '8', '9', and '0'. Game on!

Tuesday, December 05, 2006

Missing Jesus added to town's Nativity scene

Okay.  I can understand wanting to keep a separation of church and state.  That's fine, but if you want to separate church and state, then don't put up a Nativity scene!  If you're that concerned about it, don't even have a Festival that honors the celebration of the birth of Christ!

Do you want to put up a manger scene but live in an area where people may be offended by it?  I have a few tips.  Instead of Mary, use Queen Amidala;  Instead of Baby Jesus, use baby Luke;  Anakin as Joseph.  The three wise men?  Mace Windu, Obi-Wan, and Yoda.  And the animals can be Bantha, Womp Rats, and a couple of Taun Tauns.

Read more at www.azcentral.com/offbe...

Monday, December 04, 2006

IRS taxation of game assets inevitable - PC News at GameSpot

Another Gamespot article (can you tell where I get my news?) predicts the government taxation of "virtual currency" in MMOGs, even if it's a currency that doesn't get converted to cash. My wish for a solution to MMOG addiction come true. It's really fine by me; they can tax my virtual a$$ all they want, as long as they don't start taxing my Killing Floor euros.

If you're a fan of MMOG (can you tell I'm not?), then you will be taxed twice: once when you purchase the sub, and once when you gain virtual currency. I can just see the tags when you log in: "You just got pwned by Uncle_Sam2007".

Read more at www.gamespot.com/news/6...

Napster founder targets WOW for next project - PC News at GameSpot

Gamespot reported that Shawn Fanning (of infamous Napster) is targeting World of Warcrack bo build a virtual online community.  Should we tell him that WoW already is a virtual online community, or should we let him find out for himself?

Quote: "The MySpace for Azeroth will pull data directly from WoW and publish stats and information on a personalized page.  Gamers will also be able to instant message while playing..."  So... we can look at the oh-so-reliable MySpace to see that the stats of our virtual friends are virtually over 13?  All this and an instant messenger?  We no longer got to /shout?  Tell, me, does it make julienne fries, too?My favorite part of the article: "Rupture will [...] focus on exchanging info on gamers' real lives, should they have one."If you found any part of this offensive ... stop playing WoW.

Read more at www.gamespot.com/news/6...

Thursday, November 30, 2006

MMOGers Evite!

A recent study reported by Gamespot showed that one in nine MMOG players are addicted: "Poll of 7000 online gamers shows that 12 percent exhibit at least three signs of uncontrollable habitual behavior."

I figure... they found it to be actually nine out of nine, however, after polling their spouses. And all suffer from Denial.

Monday, January 16, 2006

My front door halloween Posted by Picasa

Friday, January 13, 2006


Me Halloween 2005 Posted by Picasa