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sexta-feira, 20 de julho de 2012

How to Write Flash Games - A Guide to Flash Game Development


Flash games have become more and more popular in recent years. While the demand for new games continues to increase, the number of developers seems to remain comparatively static. The reason for that might be that developing Flash games requires such a diverse range of skills.

Of course, to make Flash games a competence in Flash is required, but that alone is not enough. A good Flash games developer needs programming skills, graphical skills, audio skills, not to mention a good analytical mind, a methodical way of working through problems, and the patience to see a project through to completion. Here is a rough outline of how a single developer might tackle the problem of writing a Flash game from scratch.

Planning and design

Games are complex pieces of software. Even a small puzzle game written in Flash is likely to include several main screens or game states, multiple movieclips which may be nested (giving multiple timelines), one or more actionscipt files and possibly actionscript on the timeline, graphical elements either drawn in Flash or embedded in either bitmap or vector formats, and audio files.

With so many elements, sitting down at a computer with Flash open and starting to code is very unlikely to produce a satisfactory result. Whenever I start to write a new game I first start with a pen and paper, initially with a description of how I'll go about writing the game, then with lists of game starts and main functionality, then with list of assets required. Only then, once I have a good idea of how the game will be written can I start to collate assets, and begin to write the game.

Mock-up

Once a design has been drafted, the next step is to write a mock-up game in Flash. The idea of this stage is to write the code in Flash for the game to be functional, without worrying too much about how the game looks. I often use place holder graphics at this stage, which will later be swapped with graphics produced by an artist, and unless it is integral to the game I leave the audio out entirely.

Graphics and audio

Once the mock-up has been written, and tested, the next stage is to integrate the graphics and audio. If the design phase was completed carefully with consideration to the graphics and audio, the artists (if the developer is not creating the graphics themselves) can be producing the graphical assets while the mock-up is being created. This allows the graphics and audio to be integrated relatively quickly and easily, and the game is now fully tested again.

Final touches

Only after the game is virtually complete do final touches such as introduction and end of level screens, or preloaders get added. This allows testing to be much quicker and easier as the tester doesn't have to repeatedly click through spurious intro screens.

As we have seen, even a simple Flash game is a complicated project to take on. However, with careful planning and by breaking the project down into sensibly sized modules a competent Flash developer can easily tackle small games projects alone, especially if they have the help of an artist for the graphics and audio.

If you've not written a game from scratch before then consider making modifications to an existing game first. That will give you experience working on games, and the confidence to take on larger projects from scratch in the future.

Writing Flash games can be a highly rewarding skill, both intellectually and financially, but tackling a project too large too early is a common mistake. If you're new to writing Flash games start small, and learn how to write a Flash game the right way before moving on to bigger projects!




Billy Deakin is a web designer and Flash games developer who regularly teaches Flash seminars and workshops. He is the founder of Flash Games Classroom and also makes some of his Flash games source code available at Viral Flash Games.





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sexta-feira, 15 de junho de 2012

The Game Audio Explosion - A Guide to Great Game Sound Part II: Music, FMVs and Audio Planning


V. MUSIC PRODUCTION

A. THE UNDERSCORE - INTERACTIVE VS. FILM MUSIC

Until recently, you simply could not compare game music to film music. Every

aspect involved in their production, from budgets to performance, made it an

impractical comparison. Today, these two media have a working relationship.

Games are created to support movies and movies are made from successful

game franchises. Film composers are now writing for games, and some game

composers have made the transition to film. Hollywood orchestras and

orchestrators are now commonly used for game music scores. Why make this

comparison? Because even though the considerations involved in their creation

are different, their effect and function are relatively the same.

B. STORY-DRIVEN/ROLEPLAYING GAMES

As the name suggests, the scores to story-driven games must primarily tell a

story. To tell a story musically is a sublime art. A composer must be well

versed in the work of his predecessors in order to understand what constitutes

successful story telling using the language of music. Fortunately, centuries of

music have been written for this purpose, allowing today's composer a

foundation for developing this art. We now associate certain sonorities and

rhythms with specific actions, emotions or locations. Compositions like

Rossini's 'William Tell', Wagner's 'Tristan' and Holst's 'Planets' have laid the

groundwork for these non-verbal associations. Film and television composers

have since expanded on these motifs to help express the elements within a

story.

A portion of story telling is to define the environment, both time and place.

Musically, we draw influence from folk traditions for such a purpose. Through

ethnomusicology we can effectively represent locations and time periods by

incorporating traditional instruments, modes and progressions into the score.

For instance, a tabla, tambour or sitar is appropriate for describing an Indian

location. If such instruments are not available, the music may be orchestrated

in such a way as to mimic these traditional sounds. A modern orchestra is

greatly enhanced by the addition of folk elements for the purpose of describing

a specific time and place.

Characters within a story are supported through the development of melodic

themes and motifs associated with each character. Orchestrating the motifs

throughout various instruments will provide a sense of character development

as the game progresses. In addition, varying the harmonic support of these

themes will reflect the character's physical, mental and emotional states.

Game music for the story and role genre must highlight the dramatic events in

the story as well as drive the game-play. NIS and FMVs are the primary tools

for advancing the storyline and scoring to these videos is generally a

straightforward process. You must consider, however, that game-play is also a

dramatic event that contributes to the overall development of the story. Herein

lies the careful balancing act of supporting the story as well as the action,

without the music sounding repetitious. Cross fading alternate versions and

transitions, or layering individual tracks that are programmatically muted and

un-muted, will secure the musical effectiveness over long periods. The

programming methods of manipulating music within a game are beyond the

intent of this article. Further reading from game development resources such

as 'gamasutra.com' will provide a closer look at some of the programming

methods used in game music playback.

B. ACTION/ARCADE AND SPORTS GAMES

The most basic function of game music is best exhibited in 'arcade' style

games in which the overall gaming experience is enhanced by the addition of

adrenaline-surging music. The music helps to drive the action, thereby

heightening the intensity of the experience. For this reason, it's very common

for these games to license tracks from well-known, marketable artists with a

track record of producing music that translates to the listener. The interactive

potential of this music, has thus far been very low. However, as many artists

are also avid gamers, they are beginning to show interest in lending their talent

toward interactive soundtrack design, if not producing tracks in their entirety.

Generally speaking, the interactivity of the music in arcade-style games rarely

moves beyond loops and stings. In many cases, this is all that is required.

However, as the complexity of arcade-style games grow, so must the level of

musical interactivity. The music for these games should support any changes in

game-play. Power-ups, signature moves and multiple damage are all examples

commonly reserved for the sound design to immerse the player in the action,

but are appropriately expressed through music as well. A deep understanding

of the game-play will reveal to the composer, new areas to interactively

enhance an otherwise monotonous arcade soundtrack.

VI. FULL MOTION VIDEO (FMV)

Since the FMV is a controlled environment, it is tempting for the sound

designer to elaborate on the sound effects. While in some cases, it may be

appropriate to heighten the dramatic impact of the story; great care should be

maintained to be consistent with the in-game sound design. An incredible-

sounding FMV is surely a joy to behold, however, if the in-game sounds do not

hold up to the FMVs, the playing experience will be diminished. The purpose of

the FMV is to dramatically move the storyline, and to provide a break in the

action. Since Most FMVs occur after completing a level, there is an inherent

sense of reward when viewing the FMV. The sound design should pay respect

to this as long as it doesn't stray too far from the in-game sound. The FMV

should act as a seamless transition into and out of the game play. In my

opinion, it is best to use in-game sounds within the FMV wherever in-game

movements or actions are present.

The second consideration for FMV sound is the mix of all the sound elements.

All dialog, sound effects and music should be mixed at comparable levels to

the in-game mix, unless there is a dramatic motivation for stressing one over

the other.

VII. SOUND REVIEWS

The Beta date is just around the corner. Your sound team has worked countless

hours, and is nearing the finish line. You might think it's time to examine the

sound for any necessary revisions. Well by this time it's probably too late. As

mentioned earlier, the sound team is generally the last in line to begin creating

their content. Add to this, the fact that all previously missed deadlines

becomes their burden to make-up. Your sound team will likely be delivering

content right up to the last minute. You will need to have in place a regular

and effective reviewing mechanism to stay on top of the direction of the game

sound.

Using the same group of reviewers used for the demo phase (part 1 of article),

create a questionnaire that rates the general aspects of the sound. Rating each

individual sound would be time-consuming, so use categories of sounds and

include room for comments or explanations. By assembling the various

questionnaires, you will be able to develop a consensus opinion that will reveal

spots that need further attention. If this is performed in a timely and periodic

fashion, your sound team will be best able to manage the revisions, as they are

needed.

VIII. GOT YOUR SOUND BUDGET? ...USE IT!

A. YOUR SIMPLE CHECKLIST

Today's games are competing with each other on every level. Sound is no

exception. You must secure the best resources possible for your sound team.

This will require that you use your budget wisely, and use all of it.

Prior to beginning the sound effects production, ask yourself the following

questions.

1. Is your sound team complete? (i.e. sound designer(s), supervising/Lead

sound designer, composer, audio director and audio programmer)

2. Is each member of the sound team assigned a specific task uncompromised

by additional or overlapping roles?

3. Is your sound team assigned only to your project?

4. Does your sound team have enough time to complete your project?

5. Does your sound team have the adequate resources necessary for your

specific game? These include sonically treated work spaces, equipment,

software and sound effects libraries that are compatible with the needs of your game.

6. Does your sound team have a demonstrated track record of producing

sound within the style and genre of your project?

If you answered "yes" to all of these questions, your sound design team is

properly equipped, prepared and ready for production. Answering "no" to any

of these questions will tell you where you will need to focus portions of your

budget.

B. OUTSOURCING

If the sound team is incomplete or in any way compromised, you should

consider outsourcing an appropriate amount of the workload to game audio

specialists. Look for companies and people that have a strong resume of

interactive sound production, and have successfully produced sound for "high

profile" titles. If your game has special stylistic needs, then consider companies

that have a track record of producing sound for similar titles.

C. FOLEY

The overall 'theme' of your game will help dictate where you may need

additional resources. A historically based game will require authenticity;

therefore consider obtaining fresh recordings of historically accurate weapons

and vehicles. If your game focuses on destruction, a sizeable Foley session may

be appropriate to produce original content unencumbered by overused sound

effects libraries. A small but well organized recording session can give your

game a lot of fresh spark without breaking the budget.

IX. MARKETING YOUR SOUND

Game marketing has typically focused on the creator, developer or the voice

actors within the game. In many cases, sound can be used as a marketing tool

as well. For "The Incredible Hulk - Ultimate destruction" we hired some of

Hollywood's finest sound recordists to coordinate a Foley session that would

produce the raw destruction sounds we needed to create the sound effects

necessary for this game. Our session took place at an auto-dismantling yard in

a southern California desert. A giant forklift and bulldozer were used to drop,

drag and tear apart cars, vans and trailers. Multiple video cameras captured the

session for future use on the "Behind-the-scenes" reel. The added benefit was

the marketability achieved by everyone's dedication to producing the most

destructive sounding game to date. Your ability to market your game's sound

will also help raise any additional finances needed to bring your sound up to

the next level.




Steve Kutay is the co-founder of Radius360, an award-winning audio post production company, specializing in sound for film and games, located in Los Angeles, California. You may contact Steve at steve.kutay@radius360.com





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segunda-feira, 11 de junho de 2012

Um guia para iniciar a carreira em jogos de vídeo - Prepare-se para uma invasão!


Começar uma carreira na indústria de jogo de vídeo usada para uma coisa difícil; havia muito poucas escolas que poderiam ensinar as habilidades necessárias de corte de ponta e muito poucas opções. Se você quisesse escolher esse caminho, você tinha que ser autodidata. Hoje esse dilema tem foi girado de cabeça para baixo. Agora você tem uma infinidade de escolas para você escolher e lotes de especialidades para decidir entre e programas. Aqui estão alguns conselhos sobre o que a indústria tem para oferecer e que você pode fazer para se preparar.

Vídeo game indústria mudou ao longo dos últimos dez anos. Ele amadureceu e é agora uma indústria de pleno direito. Isso significa que há uma abundância de oportunidades para encontrar uma carreira gratificante sem ser um programador de jogo de tiro quente. Com efeito, os dias do desenvolvedor quente tiro são muito mais. No mundo de hoje a criação de um jogo de última geração agora requer uma equipe dedicada de funcionários com uma ampla gama de habilidades e interesses.

O que isso significa para você? Que significa oportunidade em um monte de diferentes disciplinas e isso significa que você tem que se especializar dentro de um subgênero do retrato grande de "Making Video Games". Mas antes de você arrumar e vai para uma escola de videogame ou prato fora os dólares para uma escola online lá são algumas coisas que você deve fazer e algumas coisas que você precisa saber.

1. Aprender os conceitos básicos do design de jogos

Ter uma compreensão de jogos de vídeo, como são jogados e o estão em causa. Você deve ter uma sensação para a indústria do jogo; sabe quais jogos são lá fora, que estilos de jogo que eles têm e como eles lidam com o experiência de jogo. As chances são boas que você já cumpre este requisito.

Ter uma compreensão dos princípios subjacentes de design do jogo. Há várias maneiras que você pode fazer isso. Eu recomendo um ou ambos os métodos para você começar no presente:

Compilação Mods - Mods são modificações de jogos existentes. Quake é um jogo famoso para esta abordagem. Você usa o software builder mod e construir níveis ou mundos que podem ser adicionado direito no jogo em si. A cultura de sub Mod é muito vibrante e você pode encontrar um monte de ajuda e suporte. Para se ganhar experiência mesmo melhor que traduz-se bem em um ambiente corporativo você deve participar de uma equipe de voluntários desenvolvimento Mod. Isto dá-lhe a experiência de bom trabalho em equipe e lhe dá uma visão sobre como um projeto de jogo é dividido em pedaços.
Obtenha um pacote de desenvolvimento do motor de jogo grátis ou de baixo custo e construir seus próprios jogos. Você pode construir adequada e jogos divertidos para jogar no seu próprio dessa forma. Eu recomendo que você faça isso com o Genesis 3d jogo desenvolvimento software. É totalmente gratuito.

2. Se familiarizar com algumas das profissões do sector e as ferramentas que são usadas.

Há toda uma série de ferramentas que equipes de projeto de jogo usar. E as ferramentas que você usa dependem de qual o papel que você iria jogar no time. Aqui está uma visão geral de alguns dos diferentes postos de trabalho na indústria e que ferramentas de software que usariam.

Se você gosta de desenhar e pintar com as ferramentas tradicionais você pode querer considerar ser uma artista de conceito. Eles fazem todo o seu trabalho com desativar ferramentas de arte do computador. Eles seriam conceitualizar e desenhar as cenas e as criaturas em um jogo.

Se você pensa que você pôde gostar computador criando mundos e cenas em um vídeo game você deve considerar ser uma artista 2-dimensional. Eles criam estruturas, texturas e planos de fundo em mundos do jogo. Photoshop é o programa de facto para este trabalho. Se você puder ter uma cópia deste programa você terá uma visão definitiva sobre este plano de carreira. Se você não puder pagar Photoshop você deve considerar começar Paint Shop Pro. É mais barato e muito semelhante ao Photoshop e ele lhe dará uma boa base para o mundo do trabalho artístico bidimensional.

Se caracteres e modelos são o que você está entusiasmado com você deve considerar se tornar uma artista de modelo tridimensional. Esse tipo de artista se preocupa com fazer as personagens, monstros, criaturas e objetos que habitam um mundo de jogo de vídeo. Nesta área de jogo arte a escolha do software não é tão direto como na arte 2d. O software mais aceito é 3D studio Max. Dois outros programas populares são Maya e SoftImage. Se você estiver procurando por uma ferramenta de modelagem 3d livre que é iniciado, você poderá obter Milkshape. É uma ferramenta projetada para o jogo Half-Life.

Os conceitos de modelagem são universais para que as habilidades irão transferir de uma ferramenta para o outro. Você apenas terá que aprender as especificidades da nova ferramenta que será muito fácil.

Animador - esta é a pessoa que faz os personagens e objetos em movimento jogo. É uma habilidade muito específica e leva boa compreensão de animação para fazer as coisas direito. Existem muitos programas de software que são usados para animação e incluem a Macromedia Flash, Alias/Wavefront, 3D Studio Max e Lightwave 3D.

Programador - isso é algo que é um pouco mais tradicional, quando nós pensamos do videogame fazendo "Programação" e é um campo muito vasto que pode encontrá-lo a fazer quase qualquer coisa no jogo fazer arena. Um programador pode ser chamado para fazer várias coisas de gerenciar um banco de dados para criar a inteligência artificial dentro de um jogo ou a criação de ferramentas de software especializado que outros designers usam para criar o jogo.

Outras oportunidades no vídeo game design - existem muitos outros postos de trabalho na indústria de videogames variando de Script e história escritor a rede mesmo administrador ou computador manutenção e reparo técnico.

Hoje, há muitos caminhos de carreira diferentes que podem ser tomados no vídeo game indústria. Isso requer que você se especializar em um conjunto de habilidades. Noções básicas sobre o que são essas diferentes habilidades e começando um começo principal agora vão aumentar seu valor comercial na indústria de jogo muito competitivo.




Will Kalif é autor de dois romances de fantasia épica auto-publicados, um violonista clássico ávido e um designer de jogos amadores. Você pode fazer o download de amostras gratuitas de seu trabalho e tutoriais no seu site:
Tempestade o castelo - criatividade e fantasia com uma borda

Ou você pode visitar seu site dedicado à fantasia na web em:
O guia de fantasia de Webs





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domingo, 10 de junho de 2012

Comprar jogos eletrônicos para crianças 101 - Guia dos pais


Com vídeo game vendas florescente para além de uma indústria multi-bilionária, jogos de vídeo está rapidamente se tornando o passatempo favorito de adultos e crianças. Rapidamente substituir os gostos de internet, TV e boa moda antiga fora de hora de jogar, o mercado-alvo de jogos eletrônicos está esticando para audiências mais jovens. Embora a dinâmica do mercado de entretenimento está continuamente mudando, um problema reside não mais jovens jogadores de vídeo, mas que jogos jogar esses demônios de botão. Apesar de um número crescente de jogadores mais jovens, que isso não implica jogos de vídeo estão se tornando mais sensíveis aos seus mercados impressionáveis. Jogo de video game violência não é apenas a norma, mas está a aumentar em popularidade, a regularidade e a vulgaridade. Tomemos, por exemplo, o mais recente lançamento de Grand Theft Auto 4 GTA: San Andreas. Neste mês de Julho passado, foi descoberto que o videogame já violento, (jogadores situações incluem matar policiais, violência de gangues, etc.) realizou um jogo de mini x-rated escondido unlockable para sua diversão. O que é ainda mais perturbador é as crianças de freqüência discutem estas com temor na escola e na hora de jogar (supondo que eles desempenham outras coisas além de jogos de vídeo.)

Este artigo assume que os pais estão interessados na aprendizagem quando se trata de monitoramento de conteúdo de jogos eletrônicos para seus filhos. Um também diria que os pais estão gastando mais tempo comprando jogos e examinar o conteúdo para garantir junior permanece relativamente inocente mais um pouco. No entanto, pesquisas recentes revelam pais ignoram deliberadamente as classificações de jogos ao comprar. Este artigo é dedicado a equipar você, o principal interessado e não como afastar o flagrante preguiça.

5 Dicas úteis para a compra de jogos de vídeo apropriado para crianças

1. É importante estar envolvidos na atividade de jogos do seu filho. Vê-los jogar, discutir o jogo uma vez acabado e tentar entender quais componentes do jogo seu filho gosta mais. Isso irá ajudá-lo a compreender o conteúdo de um jogo em particular e vai ajudar a destacar o que pensa que seu miúdo é divertido. Naturalmente todos os miúdos têm diferentes níveis de maturidade, e os pais devem ser sensíveis a cada indivíduo.
2. Antes de comprar gaste alguns minutos ler opiniões on-line. Em questão de 5 minutos você pode encontrar informações suficientes que não só vão dar concisa videogame resumos, as várias classificações, mas permitem-lhe ler as opiniões de vários outros revisores. Você pode obter informações valiosas de várias opiniões que irão ajudá-lo a determinar o conteúdo, jogabilidade e custo. Vamos enfrentá-lo, a mente e também obter todos os o estrondo para seu vídeo game buck porque eles não são baratos!
3. Quando você chega a loja certifique-se de gastar tempo lendo os rótulos, olhando para o jogo arte e verificar a classificação do ESRB. Este é um passo a maioria dos pais ignoram ou não levam a sério. Lendo os rótulos você obter uma descrição rápida do jogo conteúdo, que você será surpreendido como útil esses rótulos são. O corpo de revisor de videogame independente, o Entertainment Software Rating Board, coloque as classificações em cada caixa de vídeo game. Não negligenciar esta classificação e o descritores de conteúdo que acompanha porque descanso assegurado, o CERS não vou mentir. Suas descrições são claras quando descrevem situações violentas potenciais que poderiam ocorrer durante o jogo. Suas classificações são auto-explicativos e siga um sistema semelhante como filmes. Os símbolos de classificação e audiências recomendadas são: "E" é para todos, "CE" indica a primeira infância, "E10 +" todos 10 e até, "T" marca 13 adolescentes e até "M" classificação madura para idades 17 e até, "AO" é adultos somente e finalmente "RP" significa pendente de classificação. Mais uma vez, você é o melhor juiz quanto ao nível de maturidade do seu filho, talvez uma notação de "T" para adolescente é demais para eles manipular.
4. Jogos on-line podem mudar descrições de jogos. Muitos jogos de PC, alguns Playstaiton 2, jogos para celular e Xbox Live jogos possuem recursos que permitem que jogadores on-line e jogar com outras pessoas, jovens e velhos. As revisões de caixa podem conter um aviso, "jogabilidade online pode mudar..." Isso significa que conversas entre os jogadores, estratégias, etc., são em grande parte ditadas por jogadores humanos, muitos dos quais são muito mais velhos do que seu garoto novato. Certifique-se de assistir a jogabilidade online, no entanto, uma boa regra é: se o jogo já é violento, ela permanecerá assim on-line. Soa fácil? É.
5. Finalmente, reveja o jogo que você acabou de comprar com seu filho. Apesar do seu trabalho Pesquisar o jogo real pode ser diferente da sua noção pré-concebida. Nem todos os jogos de esportes são tão alegre e inocente como você pode acreditar. Não seja tímido, sentar e pegar o controlador, mesmo se você estiver indo para ser batida por 10 anos de idade. Muitas vezes os jogos são comprados sem qualquer tempo gastado revisando o conteúdo e, em seguida, os miúdos são deixados sozinhos para jogar até seu índice dos corações.

Estes são apenas 5 sugestões que, quando implementada, irá permitir a compra de jogos de vídeo adequados com maior cuidado. Há um movimento pesado do Estado para restringir o vídeo jogos pela censura, prova de verificação de idade, etc. Embora algumas destas medidas fazem sentido, em última análise, é a responsabilidade do pai para monitorar o conteúdo de jogos eletrônicos. Assim, equipe-se. Levar 5-10 minutos antes de sua próxima compra e fazer alguma pesquisa rápida. E é claro, não hesite em jogar os jogos que você comprou, se apenas levantar seu miúdo da auto-estima consistentemente perdendo devido ao seu inepto jogos auto - mas pelo menos você fez seu trabalho antes da mão.




Confira o Blog de Christian POMOTHEO para mais pensamentos e comentários sobre eventos e notícias do mundo.





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sábado, 9 de junho de 2012

A Brief Guide to Vintage Port Wines


For the wine connoisseur there is something especially attractive in the identification and appreciation of a truly great vintage port wine. As you would expect, vintage ports are made from grapes that are all harvested in the same, generally exceptional, growing year. Overall, vintage ports account for only around 2% of the total port wine production in a given year and so they are rightly cherished.

Vintage port wine is a beverage that has a uniquely idiosyncratic nature. Whilst the overall characteristics of a growing season in the Upper Douro valley will clearly be the same for all producers, there are a surprising multitude of specific local conditions that can greatly affect the overall quality of each individual harvest. The Upper Douro comprises a tortuous system of valleys and ridges that allow for a great deal of local variety, whatever the prevailing conditions of the season may be.

Hence the declaration of a vintage is a matter for each port shipper alone, and only in some exceptional years will there be a general declaration of vintage. But to attain its potential as a truly great vintage port, the wine must be stored and allowed to mature in bottle for several years, and sometimes even decades. This is a requirement that was only discovered by chance.

The Development of Vintage Port

In the early days of port wines, vintage ports were not available. The demand for ports in the mid 18th century was such that no shipper would seriously consider the long term storage of the beverage given the presence of a thirsty market, and the advantages of ageing had not as yet been discovered. Whilst some shippers had discovered the benefits of in-cask ageing and of leaving the wine in-bottle for up to 2 years before release, it is thought that the true potential of vintage port was only discovered by chance due to the cellars of wealthy buyers becoming overstocked and the subsequent years worth of in-bottle ageing that often resulted as the wine languished in the cellar.

Until this time, port wine had been regarded as a moderate quality beverage. The effects of ageing elevated them to the ranks of true excellence, and led to the conscious development of high quality, vintage port wines for the appreciation of the discerning classes. This was aided in no small measure by the legendary vintage of 1820, which produced wines of such quality and ferocity that they set the benchmark for subsequent expectations, and indeed produced wines of such increased alcoholic strength that they resulted in a subsequent increase in the quantities of fortifying brandy used in the preparation process. By the mid 19th century, a requirement for 10 to 15 years of in bottle ageing for high quality vintage ports had become established practice.

At the turn of the century, a run of excellent vintage years in the Upper Douro (1896, 1900, 1904, 1908 and 1912) helped to position port wine, correctly stored and aged, as one of the great wines of the world. At the same time, several producers had attained reputations for excellence and quality, so that the identification of a port from a highly regarded vintage and producer was much sought after.

The production of port wines was formalised to some extent by the regulations issued after the Second World war by the Port Wine Institute (IVP), requiring that all ports be bottled in the second year following the grape harvest. This subsequently (in 1974) became a requirement for all ports to be bottled in Portugal, in an attempt to regulate the standard of ports by removing the variability that may be introduced by different port merchants' bottling procedures where bottling abroad took place.

The Production of Vintage Port

As with most things regarding wines, the correct ageing of port is a matter of conjecture and debate. As a general guideline, a vintage port wine can be said to have reached its peak maturity at an age of around 20 years. There are many examples of vintage ports that have proved to be excellent long after this guideline period though, and likewise there are many who appreciate the fruitiness and strength of a vintage port sampled well before the 20 years have elapsed. Vintage ports with reputations for quality well beyond the timescale that might have been expected include the 1927, 1934, and 1945.

When a port wine producer believes that the port from that year's harvest is of a sufficiently high standard, a declaration of vintage will be made. On the average this will happen around 3 times each decade, although some of the less prestigious producers apply a policy of making declarations in all but poor years. Hence a declaration by one producer may not be matched by other producers, and for this reason you will hear the term "general declaration of vintage" for correspondingly good production years, to reflect the fact that not all producers may have declared. Likewise, some years that are not generally declared may yet harbour vintage ports from specific producers. Given the improvements in growing technologies and weather prediction, it is likely that even in the worst years there will be at least one or two port wines that are declared.

Should a vintage have been declared, it is likely that the preceding year provided a cold and wet winter followed by a warm and dry spring. This would have culminated in a hot summer with little significant rainfall, although the truly excellent years will typically have some rainfall in late August or early September, and good weather conditions at harvest time.

After harvest and initial production of the prospective port, it is aged in wooden casks and periodically assessed for quality by sample tastings. If, after around 16 months, it is considered of a sufficient quality the wine will be submitted as a candidate for approval as a Vintage Port Wine. This is granted by a panel of experts appointed by the Port Wine Institute, and if it is received then the producer can declare the vintage port. Subsequent bottling will then take place between July of the second year after the original harvest and the end of June the following year. This limited time spent in barrel contributes to the characteristic retention of a dark ruby colouration and of fresh and fruity flavours in vintage port wines. The bottling process takes place without filtration, and so the solids and suspensions that are naturally present will remain, such that a vintage port should always be allowed to settle and then be decanted prior to serving.

Single Quinta Vintage Ports

Single Quinta vintage ports (where the term "quinta" is referring to the estate where the grapes were grown), are a particular type of vintage port that serves one of two purposes depending upon the motives of the producer. Generally the larger port houses will produce a single quinta port, from their best quinta, for those years in which a declaration of vintage for their main, blended port is not attained. Given the intricate geography of the Upper Douro, the port houses know which quintas are more likely to sustain a single quinta vintage and so will produce this as a fall back in the event of a flagship port vintage being absent. An example would be the 1996 Dow's Quinta do Bomfim.

These single quinta ports are generally excellent value for money, being cheaper than the classic vintage ports but bearing most of the characteristics and qualities of blended quinta vintage ports. These offerings will also typically be ready to drink sooner too. They will be labeled with the name of the port house and of the quinta itself, such as Graham's Quinta dos Malvedos.

Single quinta vintage ports are also produced specifically for the quality wine market, typically by the smaller producers but also increasingly by the larger port houses. These will be routinely produced and are typically identified by the quinta name only. A classic example of this is the Quinta do Vesuvio port which has been declared as a vintage in each year apart from 1993 and 2002.

Port Houses

The companies that produce port wines have each developed their own, closely guarded methods and styles for ports, be they vintage or otherwise. In a future article the characteristics of these 'shippers' will be examined in depth. For now, here is a list of the more notable port shippers that should be tried by any port wine lover:

Calem; Churchill's; Cockburn's; Croft; Delaforce; Ferreira; Fonseca; Niepoort; Offley; Quinta do Noval; Ramos Pinto; Royal Oporto; Sandeman; The Symington Family Estates (including Graham's, Warre's, Dow's, Smith Woodhouse); Taylor, Fladgate and Yeatman (generally known as Taylor's)

Experience is the key, so begin your examination of port wines from a variety of shippers and vintage years, to find that truly exquisite vintage port wine.




Freelance article writer, internet marketer, and big fan of Vintage Wines and Ports





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sábado, 2 de junho de 2012

Guide to Building a Gaming Computer


A Gaming Computer, also known as gaming PC, is a personal computer that is capable of playing computationally and graphically demanding video games. They are very similar to conventional computers with the exception that these machines are fitted with performance-oriented video card and other specifications. This type of computers can be easily bought in the market but at a much higher price compared to the conventional computers. Since most of the gamers are both cost and performance conscious, most of them opt to build their own gaming computer than buying a built-in gaming computer.

Building your own custom gaming computer simply means you buy all your computer components separately and piece them up together to guild your gaming PC. With this method you can achieve a fast and cost-effective gaming computer suited to your own gaming needs. Besides saving a lot of money and having an efficient machine, building your own gaming computer can also be a lot of fun.

How to choose your components?

Perhaps the biggest challenge one can face when building their own gaming computer is choosing the right components for your needs. So without further ado, here is a simple guide in order to help you in building your own gaming computer.

1. Central Processing Unit (CPU)

The Central Processing Unit (CPU) is one of the most important core components in all computer systems. The CPU is a portion in the system that carries out the instructions of a computer program. In simple terms it could describe as the brains of the computer. The performance of your games and other applications will depend on this microprocessor.

Choosing the best Central Processing Unit (CPU) for your gaming computer can be a hard decision to make. Picking the latest, fastest, or most expensive processor on the market won't always result in the right CPU for your particular system. Some processors are designed to work with a certain or specific motherboards, thus the CPU type limits the motherboard type you can use.

For a gaming computer, you will really need a powerful CPU for it to performing superbly. Luckily these CPUs are supplied by Intel and AMD (Advanced Micro Devices) at an affordable price.

Intel has the Core i7 and Core i5 processor models. Currently these models are the most popular ones used for gaming purposes, which are mostly recommended for gaming computers.

AMD, on the other hand, has the Athlon and Phenom series. If you want to go AMD, you can try the most recommended Phenom X4 series.

2. Motherboard

The motherboard is the hub of the computer system. It is where all other components are connected to. If we consider the CPU as the brain of the computer system, then the motherboard is the central nervous system. Thus buying the best motherboard is a good investment.

After choosing your CPU, next you need to consider choosing your motherboard for your gaming computer. When selecting a motherboard, you should remember three things.

First, a motherboard will generally support one type of processor only. Different CPUs have different connectors that physically vary with one another, Make sure that your CPU plug is suitable to your mother board connector.

Second, motherboards have a certain speed limitation depending on the processor model. Maximum processor speed allowed by the motherboard will be quoted in the motherboard specifications. Before buying, check whether your selected motherboard can support your chosen CPU.

Third, motherboards are the ones who can dictate the type and amount of RAM you can have. In a gaming computer, you would want to have either DDR SDRAM or RDRAM which is at least 1G worth. So ensure that your motherboard can support this type and amount of memory.

Here are some examples of well-known motherboards manufacturers where you can browse for your perfect gaming motherboard: ASUS, ABIT, MSI, XFX, EVGA, Intel, and Gigabyte.

3. Hard Drive

The hard drive is the computer component responsible for storing your files and programs. When buying a hard drive for your gaming computer, consider these three main features: speed, size, and the type of interface.

[Speed] Basically the faster the hard drive spins the fast you are able to access and transfer your data. Currently, the best hard drives in the market these days can have a speed around 7200rpm (rounds per minute). In a gaming computer, you don't want anything less than this; else it will cause delays between reading and writing data.

Faster hard drives that reach speeds of 10,000rpm and 15,000rpm are available in the market at a higher price. For your gaming computer, a 7200rpm hard drive is already enough for but if you can shell out more money, then you can opt for these faster hard drives.

[Size] Hard drives come in different sizes, which can range from 80GB to 500GB and more. For your gaming computer, it is always recommended that you purchase the largest hard drive you can afford. This will allow you to store lots and lots of software and data (including games).

[Interface] The interface of the hard drive is responsible for managing the exchange of data between a computer and the hard drive. Currently, the most commonly used hard drive interface used today is Advanced Technology Attachment (ATA); which comes in two forms, the original Parallel ATA (PATA) and the newer and faster Serial ATA (SATA).

There's also the expensive Small Computer System Interface (SCSI) which are used primarily for high-end workstation computer. For you gaming computer, it is sufficient enough to have the SATA if your motherboard can support it.

4. Video Card

Choosing the right video card that is supported by both your CPU and motherboard is a very important and tough decision to make. The gaming video card you choose will be responsible for producing the dazzling 3D graphics and effects seen in the latest computer games. A better graphics card can deliver a better 3D gaming experience, so the best and affordable video card should be bought for you gaming computer.

The graphic processing unit (GPU) can be connected to your motherboard through AGP or PCI Express slot. For you gaming computer, it is recommended that you use a graphics card connected through a PCI Express slot on your motherboard.

The speed and efficiency of the GPU should not be the only thing that counts when buying your video card. You should also consider the advance 3D rendering effects such as anti-aliasing, anisotropic filtering, bump-mapping, pixel shaders and much more. For your gaming computer, consider a video card that can support such latest 3D rendering techniques in the software world.

Like the CPU market, there are two primary competing companies that current dominate the graphic card. These companies are ATI and nVidia. ATI is responsible for the Radeon series, while nVidia is marketing the GeForce line of cards.

5. Power Supply

One of the vital and overlooked components of the computer system is the power supply. Without a power supply, the computer will not be able to operate its functions. Its main purpose is to convert AC power from the main line to usable low-voltage DC power for the internal components of the computer. The power supply gives out three different DC voltages to your computer 12VDC, 5VDC, and 3VDC which are used differently by computer components.

Each power supply has a certain amount of energy or wattage based on their maximum output power. Wattages commonly ranges from 300W to 500W but some high-end gaming power supply can reach ranges of 800W to 1kW.

If you want to use a power supply for you gaming computer, it is recommended to have at least a power supply ranging from 500W and above.

6. Gaming Monitor

One of the most expensive components in your gaming computer would be the computer monitor. When buying a gaming computer monitor you only need to consider three things: size, native resolution, and price.

[Size] Computer monitors comes in different sizes from the small 15 inches to a larger 23 inches, and even larger. 17 inches is a common size and large enough for most people, but if you want to increase your viewing and gaming experience then a larger size monitor is advisable.

[Native Resolution] Each monitor has been designed for a certain resolution, which is known as the native resolution. If you change the resolution of a monitor to a resolution that doesn't coincide with its native resolution; the image will then be scaled and the quality will be lessen significantly. Native resolution of a monitor is dependent on its size. Here are some examples of native resolution for common sizes:

17 inches 1024x768

19 inches 1280x1024

20 inches 1600x1200

[Cost] Prices vary greatly between sizes, where smaller ones cost cheaper than larger ones. So choose a size that can satisfy your need while taking into consideration your budget.

7. Gaming Keyboard

Custom built keyboards designed specifically for gaming can give an edge to a gamer using it. But currently, there is no general gaming keyboard that can be recommended for all gamers. Why? This is due to the fact that different gamers have different or varying styles of play, posture, and wrist anatomy. So basically, there is no such thing as a gaming keyboard that is best for everyone.

According to Build-Gaming-Computers, one of the best gaming keyboards available in the market is the Logitech G15 Gaming Keyboard. This keyboard has been custom-made to meet a gamer's need. It specifically features:

a. An adjustable, backlit LCD screen that displays important in-game information during gameplay;

b. Backlit keys to play in the dark or low-lit areas;

c. 18 programmable "G keys" used to execute macros; and

d. Timer controls to keep track of game events.

8. Gaming Mouse

Like the gaming keyboard, choosing the best gaming mouse can help increase the level of your gaming experience. Using a custom-designed gaming mouse gives the best accuracy and control which allows you to play games at your best.

Computer mouse come in different types which are the optical, laser, and ball mice types. Currently, optical and laser type mouse are commonly used due to their precision and better tracking, allowing for more accuracy and control.

When selecting the best mouse for your gamin computer, you should consider a number of factors. One of the most important one is the resolution. Resolution is the number of pixels per inch a mouse's optical sensor and focusing lens can see when you move the mouse around. The higher the resolution a mouse has, the better the accuracy and precision.

Next consider the responsiveness of the mouse. It is the number of megapixels per second the mouse can process. This is important especially in fast-paced games such as first person shooters games. The more megapixels per second the mouse can process, the more responsive it is; thus it offers faster and precise control in your games.

So when buying a gaming mouse, consider the resolution and responsiveness of the mouse you are going to buy.

Custom Gaming Computer Builds

Here are some examples of custom gaming computer builds suggested by Build-Gaming-Computers.

The Budget Gaming Desktop

CPU: AMD Phenom II X4 955 Black Edition Quad Core Processor

Price: 140.00

Motherboard: Asus M4A79XTD EVO Motherboard

Price: 100.00

RAM: Corsair XMS3 4GB Dual Channel DDR3 RAM

Price: 50.00

Hard Drive: Western Digital Caviar Black 500 GB

Price: 55.00

Video Card: Sapphire 100283-3L Radeon HD 5770 Video Card

Price: 100.00

Power Supply: Thermaltake TPX-775M Toughpower XT 775W Power Supply

Price: 70.00

Total

Price: 515.00

The Mid-Range Gaming Desktop

CPU: Intel Core i5-2500K BX80623I52500 Unlocked Processor

Price: 230.00

Motherboard: ASUS P8P67 Pro Intel P67 Motherboard

Price: 200.00

RAM: Corsair XMS3 4GB Dual Channel DDR3 RAM

Price: 50.00

Hard Drive: Western Digital Caviar Black 500 GB

Price: 55.00

Video Card: XFX HD585XZAFC Radeon HD 5850

Price: 150.00

Power Supply: Cooler Master GX Series 650W

Price: 95.00

Total

Price: 780.00

The High-End Gaming Desktop

CPU: Intel Core i7 960

Price: 570.00

Motherboard: ASUS P6T Motherboard

Price: 230.00

RAM: Corsair XMS3 Tri Channel 12GB

Price: 230.00

Hard Drive: Intel X25-M Solid State Hard Drive 80 GB

Price: 220.00

or

Western Digital Caviar Black 1TB

Price: 95.00

Video Card: Sapphire Radeon HD 5970 2GB

Price: 680.00

Power Supply: Corsair TX750W 750-Watt Power Supply

Price: 110.00

Total

Price: 2135.00

Miscellaneous

Mouse

Logitech MX518 Gaming Mouse

Price: 43.00

Logitech Gaming Mouse G500

Price: 50.00

Keyboard

Logitech G15 Gaming Keyboard

Price: 95.00

Logitech G19 Gaming Keyboard

Price: 190.00

Monitor

ACER X223WDbd 22" Widescreen LCD

Price: 150.00

Samsung P2570HD 25" Widescreen LCD

Price: 290.00

Samsung P2770HD 27" LCD Monitor

Price: 350.00

HP 2709M 27" Full HD Widescreen LCD Monitor

Price: 380.00




A long time gamer and writer for http://www.gamingclimax.com.

I love MMORPG's, and everything gaming industry related.





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