Making the Blog a Safer Place

This blog now uses the https protocol. You should see your browser’s security padlock when accessing this blog. This is just one step in making all of brickmillgames.com sites secure using the HTTPS protocol and valid certificates. Other brickmillgames.com sites to follow…

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A Milestone: TOCS Counters

 After quite a few weeks of getting Canvas up to snuff, as well as a few other code modules updated, the counters for the existing TOCS modules are back to the condition they were at before the big reset. There’s more tweaking to be done, and my Canvas code modules are only 63% documented, but…

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Breaking Radio Silence #1

As is my MO, I tend to post things in bursts.  The reasons behind this initial blast of radio silence were myriad: Game ON!, a new Mac and other assorted minutiae. For four glorious days, I attended the Game ON! convention in Issaquah, WA. This small convention held outside of Seattle is a comfortable and…

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Website Prototype is Up

For the most part, the storefront site at brickmillgames.com is up and running.  There is a lot more to be done, but the meat of our product plans and roadmap is there to behold. In addition to game information, pricing (when we actually ship stuff), photos, blurbs, etc., each game in the catalog will have…

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Graphics Toolkit, Part Three (repost)

METraps is a Ruby module which contains MarkingEngine traps that I use constantly in my vehicle graphics factory.  If you recall, a MarkingEngine trap is a way to dynamically assemble a stream of MarkingEngine instructions dynamically. The first trap is called rdraw, or Radial Draw.  This trap is used to create a path that can be…

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Graphics Toolkit, Part Two (repost)

Initial work on my library of vehicle and ordnance graphics relied on a mix of SVG and embedded Ruby scripts to dynamically affect the static SVG data.  As Ruby supports this type of structure through its erb class, my collection of vehicle graphics consisted of .rsvg files.  Over time, I discovered that working with this…

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Graphics Toolkit, Part One (repost)

Anyone who follows me on Facebook knows about my wargame graphics work.  Knowing the amount of work I was going to commit to, I decided to forego hiring an artist or relying on someone else’s vehicle and ordnance graphics portfolio.  I decided to go ahead and do it myself. I’m glad I did.  I’m nowhere…

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