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Posted by Michael Drake on 22:30, 14/9/2007
| RISC OS, Software, Internet, Reviews
Parmesan is a new client for the popular MSN Messenger network, developed by Christian Ludlam. Released as freeware, the software brings new features to instant messaging on RISC OS. Chief among these are display pictures and nudges. The software also doubles as a versatile viewer for arbitrary XML files.
RISC OS has seen the release of several MSN Messenger clients over the years; two free clients (Natter and Messenger) and R-Comp's commercial product, Grapevine. A few years ago all of these clients fell foul of an upgrade to the MSN protocol which stopped RISC OS users from being able to connect to the chat network. To many users' dismay, RISC OS was left without a free MSN Messenger client, as only Grapevine was upgraded to support the new protocol. Happily, this distressing situation has, at last, been rectified with the release of Parmesan. In this article I'll take a look at Parmesan describe my experience of it. Finally, as a Grapevine owner, I will compare Parmesan with the commercial Grapevine application.
Continue reading "Freeware instant messaging client released"
| 13 comments in the forums |
Posted by Andrew C. Poole on 22:57, 30/4/2007
| RISC OS, RISC OS Ltd, Software
Paul Middleton just emailed to let us know that RISC OS Select  4 Issue 2 is now available to download to any RISC OS Select subscriber who renewed their subscription on or after January 1st 2006. In the PR, Paul Middleton says: "Select 4 and its underlying RISC OS Six technology represents over 10 man years of development which has taken RISC OS 4 from its 26 bit version to its new fully 32 bit neutral source version." CDs are being sent to subscribers within the next week or so, and those of you impatient enough to not want to wait can download it from the RISCOS Ltd  RISC OS SIX website now. Links:- Press Release - RISCOS Ltd.- RISC OS SIX and Downloads - RISCOS Ltd.
27 comments in the forums |
Posted by Phil Mellor on 15:00, 23/3/2007
| RISC OS, Advocacy, Graphics, Sound and music, Internet, Programming, Software, Open source, The Vigay
In this article we look at some of the programs and projects - some obvious, others less so - that influenced the history of the RISC OS platform and its users. These are our suggestions, not a top ten and certainly not in any particular order. What other applications would you add to the list?
Continue reading "An arbitrary number of possibly influential RISC OS things"
| 32 comments in the forums |
Posted by Phil Mellor on 14:30, 18/3/2007
| RISC OS, Drobe, Software, Media, Internet, Advocacy, Columns
 Each week we hold up a mirror to the people of RISC OS and reflect the current topics of debate. In this, the third exciting installment: - Demo versions of software
- BBC iPlayer protests won't aid RISC OS
- Another user says goodbye
Continue reading "RISC OS - the week in comments; episode 3"
| 26 comments in the forums |
Posted by Jeffrey Lee on 00:15, 17/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Game over, man The competition is nearly at an end, which can only mean one thing - tomorrow's article will be the conclusion, and will (hopefully!) feature a copy of the game to download. ... and here it is.
Continue reading "Bob and Trev: Resurrection: Just in time"
| 19 comments in the forums |
Posted by Jeffrey Lee on 00:00, 16/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Next time I'll be talking about monster AI. I'm not going to be creating an Einstein, but I will be able to talk about a few of the basic features I'm hoping to implement. But before I talk about monster AI, I might as well take the time out to talk about the time system that the game will use. Also, I don't have much other material for this article.
Continue reading "Monster AI"
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Posted by Jeffrey Lee on 00:00, 15/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... Next time I will be tackling combat. Having never written a roguelike combat system before, it will be an interesting exercise in deciding how mechanics such as strength and armour class will work, and attempting to get the numbers right first-time to reduce the amount of balancing required. Forsight, there. Combat is an important aspect of all roguelikes. But having never looked at a roguelike combat engine in detail before, I don't really know much about how they work. Monsters have strength, dexterity, and armour class attributes, but how do those translate into how hard the monster hits with a weapon? Note that a lot of the values and equations presented in this article aren't set in stone yet, and will require tweaking during play-testing. But hopefully I'll be able to shed some light on the different aspects of combat, and the thought processes involved in creating a balanced combat system.
Continue reading "Combat"
| 7 comments in the forums |
Posted by Jeffrey Lee on 00:00, 14/3/2007
| Emulation, Games, Open source, Programming, Retro, RISC OS, Software, Tutorials, Writing
Previously, on Bob and Trev: Resurrection... ... Yeah, looks like I forgot to write anything to lead onto this article. Anyhoo, this article will be discussing visibility and pathfinding. Both are important aspects of many roguelikes, and both have some important implementation issues to try and overcome. Line-of-sight algorithms are a popular topic on rgrd - right now I can see two threads talking about LOS algorithms, and know of at least one other that talks about them.
Continue reading "Visibility and pathfinding"
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