The other day someone told me they really liked my blog - except for those "incredibly annoying posts where I talk about my particle effects." Ok, I can understand that. But I am running a particle effects business that I love and I am going to do it anyway!
One of my most popular particle products is a rather simple one: StarMaker. It's a device you can install on your property that emits rather nice spiky-looking stars. They don't move, but instead they just appear and then slowly fade out within a 5m radius. The effect is quite eerie when you walk through a 3D field of such stars.
I thought that was the end of the story for StarMaker. But it wasn't. A visitor to the store last week asked the staff whether we had a bigger version of StarMaker, suitable for covering a large area. We did not. But my trusty staff wrote up the request and passed it on to me. After a little bit of programming and a lot experimentation, I completed building "StarMaker Wide."
It's very similar to the original StarMaker, but covers a massive radius of 60m, which is suitable for coverage of many areas and events. Like its predecessor,
But that's not all: we've made
All available now at Electric Pixels!
---END ADVERT---
Ok, I agree with you. That was a blatent advert. Sorry. At least I marked it as such. We'll resume normal blogging in the next post. But it really is a wonderful product! Really!
Augh, I can't help myself. See you next time!
Broadening The Stars
Sunday, February 10, 2008 Sunday, February 10, 2008
Filed Under: astronomical, effects, particle, particle effects, secondlife |0 commentsVendor Bending
Wednesday, February 6, 2008 Wednesday, February 06, 2008
Filed Under: customer service, ergonomics, Ideas, shopping |0 commentsLet's get this straight right away: I don't like vendors. No, not the fine people that sell things - I am talking about those Vending Machines one often encounters in Second Life. Often used by fine people. Why pick on vendors? Nightbird's comment on this post got me thinking about vendors and I couldn't resist.
Why don't I like them? Let's start with the good things:
Vending Machines are very prim-light. In fact, a good vendor may soak up only a single prim, whereas your for-sale object may yank hundreds of prims from your measly parcel limit. That's right, you can't easily place that 4,444 prim Naval Aircraft Carrier for sale without slightly blowing out your prim limit. You could put it inside a vendor and avoid the pain. Or, just put it in a box instead and avoid the vendor entirely.
Sophisticated vending machines might offer networking capability, where they can simultaneously update and contain consistent sets of objects regardless of the locations where your 720 vendors were dumped on the Grid. In addition, some sophisticated vendors might offer reporting capability so you can track your sales. However, I've found satellite stores and mall locations to be extremely ineffective, so I have no reason to employ vendors in distributed locations.
Payments may be split by a vendor into separate payments by multiple owners, where two or more people are to receive income from sales. However, this is often problematic, since a typical situation involves Maker A placing a vendor on Resident B's property. Who makes sure that the vendor's payment-splitting script actually does a fair split? A? or B? Who made the script? Who owns the script? Who can change the script? My enquiries about this scenario suggest that Resident B should simply rent space to Maker A by the week and avoid the problem entirely. So much for payment splitting.
And I think that's about it for the good things. But what about the bad?
Vendors suffer from rez-disease, that terrible affliction that occurs when you try to painfully page through each offering. The rezzing doesn't start until the new texture is exposed, which means you are constantly standing there waiting for the next pic to appear. "It's a bit blurry yet. I think it's a shirt. Yes! No. What does it say? Oh, it's a Moose. But I wanted a shirt! Argh, press the NEXT button... again!" So you give up and move on to avoid the tedium. After all, there are so many other great places to shop! This often happens because people are generally impatient, particularly when the Lag Demons are loose.
You are frequently required to flip through many pages before you (might) find the item you seek. I've seen vendors with 20+ items in them. Does anyone actually expect you to page through all of them? Again, people are impatient and simply go somewhere else where it's easier to shop. Am I being picky? Perhaps, but I've found that if there is a barrier to sales, even a small one, it will deter some portion of customers from proceeding. To be successful you must remove as many barriers as possible.
The manner in which you flip through buttons is usually inconsistent, since there are many species of vendors to choose from. Indeed, some sellers even create their own vendors with totally unique control mechanisms. This leads to the uncomfortable situation where the buttons are marked and placed differently from vendor to vendor. Sure, the vendor "works", but it's just more difficult for customers to figure out how they work. "Do I press the top button or the left one?" If you don't agree with me, consider the case where you are renting an automobile. Do you immediately drive off after getting in? Or do you take a few minutes to familiarize yourself the with alien controls? (especially if it's a Volkswagen.) Why make it difficult for customers at all?
While I mentioned that some vendors are networked and provide sophisticated functions, many vendors are in fact not networked at all and do not provide any such features.
Finally, in-world search scans objects marked as "For Sale" and "Include in Search". This simply doesn't work with vendors since the for-sale objects are hidden inside and don't get indexed by searchbots whizzing by.
Is there a case for using vendors? Certainly - I believe you must use vendors if you happen to be prim-starved. It may be your only option on a 512sm parcel or a 30 prim mall-stall. But don't ever expect a similar level of sales as you might have had if all objects were out on display for all those reasons above.
Splashy Ideas
Sunday, February 3, 2008 Sunday, February 03, 2008
Filed Under: exploration, Ideas, secondlife, shopping |2 commentsShopping is definitely not one of my fortes. In fact, I foolishly try to build any item I need first. Or at least I contemplate building before finally giving in and undergoing a shopping ordeal. Why is it an ordeal? I am not exactly sure, but usually I end up doing what seems to be an endless search for something that may not even exist. It typically takes a very long time and I often get frustrated when lag slows my store visits even more. Am I being too picky? Probably. Am I impatient? Um, Yes.
Fortunately, my friends keep me honest by directing me to the best shops in Second Life. This week a very dear friend took me to Splash Aquatics, which sells a variety of watery goods. According to their directory, they sell:
- Marine, tropical & freshwater fish
- Fishtanks & bowls
- Aquarium & pond decor
- Fountains
- Natural freshwater pods
- Bridges
- Ocean wildlife
- Aquatic animals & birds
- Scuba diving
- Aqua-scaping
I wasn't looking for fish on that day, but if I did I would certainly come back to this very interesting store.
Readers will recall that I often rant about store structure and organization. But this time I wanted to point out the good things I observed at Splash Aquatics. Not only does Splash Aquatics have a great selection of high-quality items that all follow the same theme and are grouped in very sensible ways, it also has a couple of interesting twists that I believe many shops should consider.
First, there is a very strong element of realism throughout the area. Buildings and landscape appear just as they would in real life. But one of the most interesting realism aspects was the manner in which fish were sold. Pictured above is the "Nursery" where small fry fish apparently are spawned. To the right of the tank are buttons for purchasing said small fish. What struck me was how different this was from a typical store display. Instead of merely having an array of product boxes lined up on a wall, the nursery tank seems to bring the concept to life by showing you precisely how the product can be used. And even better, it is exactly what you would see in a real life aquarium store.

Someday I will build a feature attraction at Electric Pixels. I've already been thinking of some ideas, but I haven't quite got the right one yet. A feature for an aquatics store might be obvious, but for particles? Stay tuned!
And by the way, you can visit Splash Aquatics here, in the unfortunately named sim, "Gooruembalchi".
Staffed!
Wednesday, January 30, 2008 Wednesday, January 30, 2008
Filed Under: customer service, experiment, Ideas, secondlife |1 commentsWhen "real life" people hear that I own a successful virtual business, they are usually puzzled or amazed. What will they say now when I tell them I have employees?
You might be wondering what staff would do at a particle shop? It's pretty simple, really, they are doing what I often do at the store: talk to visitors and help them. I've found that it is a great way to ensure everyone has a good experience, and it's also the best way to find out what people are looking to buy.
In spite of my efforts to make the store easy to navigate, trigger demonstrations, access informative notecards, some people still have problems finding items in the store. Perhaps they are simply impatient, or maybe they can't read. It's then that they really appreciate a friendly someone to guide them to the correct place.
But this work does take a lot of time, and lately my Second Life existence seems to be getting busier than ever. So, after chatting with friends who make a not-so-great living camping, I realized I could provide a better paying job for them and handle visitors with a lot more care. After buying a timeclock (well, two of them, since the first one didn't do what I needed) and some negotiations, I have staff!
This is definitely an experiment, and experiments are one of the actions I've advised Second Life businesses to do in previous posts: keep trying things. Eliminate that which doesn't work, and do more of that which does work. In this case, I intend to compare results before and after to determine the effect of in-store sales personnel.
The best part so far: staff say, "This is so much more interesting than camping! You get to talk to people who aren't zombies!"
SL Ergonomics, Part II: Building Tips
Saturday, January 26, 2008 Saturday, January 26, 2008
Filed Under: Building, ergonomics, secondlife, tips |2 commentsIn a previous article I described what I refer to as "Second Life Ergonomics". It's all about the appropriate design of virtual structures to make it easy for avatars to use and enjoy. My main complaint is that many builders tend to build virtual structures using real-life ergonomic considerations, and fewer realize that avatars have significantly different characteristics that must be accounted for.
Here are a few tips that I have learned during my brief virtual existence (well, brief except for last week when I was online for far too many hours!) This list is certainly not exhaustive - I am thinking of new ideas all the time, and I am positive there many great ideas I have yet to learn.
Phantom Objects - On those days when it's really hard to turn, walk and especially precisely navigate through a crowded area, it's really annoying to get hung up on items in your way. Yes, I know you should walk around them - but sometimes you just can't.
- TIP: Unless the object has some physical purpose make it phantom. That way the object cannot interfere with an avatar's motion, but still adds to the visual effect. Don't phantomize objects that require physical characteristics, such as furniture to sit on or ramps to walk up.
Solid Objects - I can't stand it when I am trying to walk along a narrow path and end up falling off the side, sometimes to my virtual death. Why does this happen? Because the builder didn't account for the sloppy avatar movements.
- TIP: When ever there is a danger of falling, place some kind of solid object to prevent disaster. Avatars need railings, walls or even a slight hump sometimes to channel their movement and overcome occasional inadequate navigation. Even a transparent barrier would be helpful and not interfere with the visual effect. It's quite simple, really - just assume all your visitors are drunk and stumbling around!
Head Space: All avatars by default have their camera position behind and above them. That way you can see exactly what your virtual counterpart is doing, and with whom. Unless, that is, there is a wall or roof in your way. Cramped quarters are really difficult to deal with, especially if the Grid is laggy.
- TIP: Building material is free in Second Life: you can afford to have taller rooms that accommodate the normal camera position. Make rooms with very tall ceilings. Or better yet, don't have any ceilings! In some cases, even walls aren't really necessary.
Curves: The last time I looked, my keyboard did not include a curved arrow. That's why I have a lot of trouble walking accurately along curved walkways. Avatars can most easily walk straight, but curves are harder to follow. Spiral staircases are the worst, and few can successfully navigate them without bumping into the walls or falling off.
- TIP: Don't build curves for avatars to traverse. Do build curves for avatars to admire.
Dexterity: While it is easy to click with a mouse, it's difficult to do so when you must do so precisely. A vending machine with tiny buttons is not good, since it becomes very easy for someone to push the wrong buttons. Misdirected clicks often happens on websites, and it happens in Second Life too.
- TIP: Click areas should be sufficiently large to avoid any confusion with neighboring buttons. This is especially important for buttons that perform actions that count - like paying money or ejecting that annoying person from your land. Use contrasting colors to ensure they stand out and are identifiable.
Smell and Taste: As I said in the previous ergonomic post, thankfully these senses are not yet implemented in Second Life. I can imagine what some people might do if they were. But how can you reasonably approximate these senses?
- TIP: Since smell and taste are absent, you must use a visual experience to hint or remind visitors of smells and tastes. Appropriate images, carefully chosen particle effects, sounds and textures can sometimes convey a message of smell and taste.
Item Layout: Upon entering a store or gallery, experienced avatars simply stay put and motor their camera around to check out the wares. Unfortunately, most younger avatars (and even some old ones) are poor camera drivers. Instead of camming they move their avatar around the area, turning and pausing to examine every item one by one. They walk, turn, tilt, examine. Then repeat. And again. How many times must they do this? Sometimes once for every item in the store or gallery. This is at least tedious and sometimes frustrating when the lag demons are prowling.
- TIP: Make items big enough to see clearly (especially product boxes or photo displays), but not so big as to cause enormous amounts of walking and turning.
- TIP2: Consider displaying items in a circle or semi-circle, where the avatar needs only rotate to easily view a lot of items. I use this technique at my store, and it has proven quite successful. Even better, it really isn't that difficult to build.
Wide Size: Yes, I know the diving board ladder looks realistic, but it is a huge pain in the a** to line up your avatar precisely so that when you go up, you don't fall off. Similarly, smaller doorways are often hard to get through, especially if you have a larger avatar.
- TIP: Assume that avatars are large and size things accordingly. Also assume that it is hard to navigate precisely, so don't make things very narrow if you expect avatars to use them. Use invisible railings or equivalent if there is danger of falling off.
Colors and Textures: Avatars have relatively poor eyesight. They often cannot see distances clearly and even up close they can't make out details unless they are able to zoom in. Also, sometimes poor graphics capability means they can see only a limited amount of textures.
- TIP: Try to minimize the number of textures in use, so that once a texture is loaded, it is rapidly displayed on all applied surfaces. If you use many different textures, visiting avatars will spend a long time rezzing all the textures and generally experience local slow downs.
And those are some ergonomic tips for you. As I learn more, I'll post a follow up article with new ones in the future. Good luck with your build!
Sculptured Fireworks
Wednesday, January 23, 2008 Wednesday, January 23, 2008
Filed Under: effects, fireworks, particle effects, secondlife |0 commentsOnce in a long while I accidentally make something that I believe is very interesting, and Mini Candles is certainly that. What are they? They are simply small versions of the giant Roman Candle effect I released earlier. Five colors (red, white, blue, green and gold) are included in the Mini Candle kit.
So? What makes them interesting?
Since they are copyable, you can make lots of them - and then merely by linking them together they automatically synchronize and act as one unit. In other words, you can instantly create a "bank" of roman candles that fire at exactly the same time.
Since they have "COPY" permission, you can use as many as you dare to create the most outrageous fireworks displays ever! By making enough copies and arranging them in the appropriate patterns, you can create banks of roman candles that fire in coordinated sequences within minutes. You can make a wall of white or a circle of red or a star of gold.
Still not convinced? Using Mini Candles I was able to quickly create the display pictured here, which includes a ROTATING pinwheel! Feel free to drop by Electric Pixels to see this in person. Well, "in avatar", at least. I will leave it up on our stage for a while.
And you can use Mini Candles not only for fireworks displays, but all sorts of interesting applications: parties, themed areas, animated sculptures and even secret initiation ceremonies. Well, having never been invited to a secret ritual, I gotta assume that's what goes on in them. Doesn't it?
Mini Candles. It's not just five roman candles - it's a fireworks construction kit!
Fences, Spheres and a Gas Burner
Saturday, January 19, 2008 Saturday, January 19, 2008
Filed Under: burner, effects, fence, gas, secondlife, sphere, stindberg |0 commentsThere are three unusual new items at Electric Pixels this week, and they are of a type I've never made before. I've created a new category at the store called, "Gadgets". These are definitely not particle effects you would ever want to wear, but they may come in handy in certain situations.
The first gadget is one of the most complex items I've built so far. It's a Gas Burner! You can place these on your virtual stovetop to make it look and operate just like the real thing. Flickering blue-white flames come from the emitter at a touch. Touch again and you go through all the settings: Off, Low, Medium and High. Just don't burn yourself! The box contains a set of four, suitable for most kitchen installations.
The second two products are really construction tools. Let's say you are setting up a site where you have a sensor in place to detect avatars at a distance of 26m, for example. While it's easy to place your sensor, where exactly does the 26m detection range lie? Now you can easily find the range with these two new particle products:
Particle Fence: It looks like a simple cylinder, but when you touch it, a series of highly-visible fence boards appear in a circle around the emitter. By default the radius is 10m, but with a simple chat command you can change it to any distance from 1m to 96m. Definitely not for use on the dance floor!
Particle Sphere: A two-dimensional fence is not what you need? Three Dimensional required? Well, the Particle Sphere performs precisely the same operation as the Particle Fence, but in a sphere instead of a 2D circle. No fence boards, it uses little dots instead as seen in the picture.
Both Particle Fence and Particle Sphere have large emitters so that you can easily find and click on them from a distance, and both also have an automatic shut off to avoid having them pollute your space with particles.
Amazingly, all three of these products were inspired (well, suggested might be a better word) by my blogging friend Peter Stindberg. Thanks muchly, Peter! The best ideas for new products are always found by talking to others who need them.