Archive for the ‘On the Web’ Category

10
Mar 10

Stop Telling Me What To Do!

“Games, you see, are about having control.

Videogames, most often, present the player with a world with a single end goal of “winning”. They are a perfect contrast to the real world, in which one makes one’s own goals, where goals and desires are constantly shifting, and the only ending anyone ever sees involves the main character dying.

News flash: most people in the world are not astronaut supervisors or rock-star-slash-helicopter-pilots. Most people never get an opportunity and/or have the balls to be the guy who shows up to his job in a big stuffy corporate office on his first day in a leather jacket and sunglasses, tell the boss “You codgers need to change your game!”, and be the flip-flop-wearing CEO by Friday. Games like Dynasty Warriors give us a world with the invincibility code turned on: now we are the badass warrior capable of killing 300 guys before learning what a flesh wound is.

We do — and this is a trite a thing as one can say — play games, sometimes, to escape the real world. People talk about that all the time. What I am proposing is that we play games precisely to avoid the parts of the world that tell us what to do, and when to do them, dangling “a more comfortable life” in front of our eyes all the while.

Though that’s not all: games also present us with things we can finish. Things we can see through to an intended end. And we want to see the end. And the makers want us to see the end. Hence their trying to help us.”

From Tim Rogers excellent article. I read it last year, and recently had reason to read it again. It requires a time investment to read it all, but it’s one I feel will pay back on itself many times over.

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09
Feb 10

Droplet Game Updated

After the blissful chaos of preparing for the Droplet 2 launch party, I finally had time to take stock and catch-up. The party was an absolute success. Both the game iLKe and I made, and the Twitter wall I coded for Gav went down a treat. The Twitter wall featured this awesome video that was projected, Bat symbol like, across Bristol’s Park Street onto an adjacent building. People in the queue (and there were a lot of them!) could send their tweets to the wall and see them displayed in near real-time. Here’s a video taken from someone there. And here’s the actual SWF that was projected (give it time to download, there’s a 3MB FLV streaming in)

Before I discuss the game – can I just say you MUST check out this montage picture of the incredible custom Droplets. They were all featured in the gallery, and the level of talent displayed in some of them is nothing short of breath-taking. There’s a whole Flickr group dedicated to the Droplets.

The game was released onto the Droplet web site the day before the party. It was also mentioned on Twitter (lots!), Facebook (lots!) and best of all could be seen running on TVs in both the store and the gallery. The footage was from an earlier build, but it still looked great, and I got plenty of compliments :)

So what’s happened since then? Well there were a couple of bugs in the game, as is to be expected with the last-minute rush we endured. Most notable of which was that the scores didn’t reset when the game was completed! So people could work their way up the highscore board a little too easily ;) Thankfully Katie spotted this one and I promptly zapped it.

There was also a display issue with the background sky scroller, that absolutely no-one noticed except me – but it bugged me every time I played it. iLKe also tweaked the level layout quite a lot, refining a few areas and making others cleaner. He also saw fit to redraw my Pause screen a little. Damn pixel gurus :) I also updated the Droplet page here on my web site, to include the missing Development details.

Anyway the new build is up on the Droplet micro site. And yes I wiped all the highscores to keep things “fair”. Enjoy!

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11
Jan 10

Gravity Crash Anthems Soundtrack Available

I’ve got nothing much more to say other than – it’s out! The Gravity Crash soundtrack by CoLD SToRAGE is available to buy online for immediate download. It costs £10 (which is probably £3 more than it ought to) but you get 16 tracks for your money, including some awesome remixes – most notable of which is a C64 SID rendition of the title track Scarface.

Track previews, downloadable PDF booklet, exclusive mixes and direct support of the composer are included in the price. Have just thrown it on my mp3 player ready for the drive into work tomorrow. Even if you’ve never played the game, still check this out – as the man himself says, it’s a “buffet of 80s electro” :)

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08
Jan 10

Awesome Retroshoot 360 preview video

Dave Munsies classic Retroshoot is coming back in full force as “Retroshoot 360 – Return of the Retronauts”. Here’s a special preview video. Watch it in HD if you have the bandwidth, because this is smegging awesome!

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01
Jan 10

Mescaline Synesthesia by deMarche (ZX Spectrum Demo)

Ok so my first post in 2010 is about a demo for a 28 year old computer (the ZX Spectrum) but bloody hell, what a demo it is! Here’s a collection of grabs (from Pouet):

… and here’s the demo on YouTube.

Bear in mind that the humble Speccy is running on a Z80 at a mere 3.5 MHz – that’s probably significantly slower than the processor in your microwave oven.

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18
Dec 09

Happy Christmas Demo

To celebrate a highly productive 2009, the chaps over at Just Add Water game studio asked me to create a Flash Christmas card for them. They provided all assets and wanted it to showcase the successes of 2009, such as the release of Gravity Crash on the PS3. But also to include a few gentle nods towards 2010.

JAW 2009 Christmas Card

The music is by CoLD SToRAGE (he of Wipeout fame) and is from the Gravity Crash game soundtrack, available next year. Also due out is the PSP version. If you’ve not yet had a chance to try it, then do so!

Click here to see the Christmas card in action.

Check out some monster Gravity Crash videos.

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11
Dec 09

Read our Aardman Digital profile in .NET magazine

Aardman Digital .NET magazine profile

Issue 197 (the super shiny golden Christmas one) of .NET magazine has a two page spread featuring yours truly, and the rest of the awesome team at Aardman Digital. They fired various questions at us about the work we do, which myself, Dan and Gav answered. There’s also a mini showcase of our projects including a few of my games, WebbliWorld and two of Chris’s games he developed for us.

Feel free to download the article (2 page PDF file, 160KB). Sorry about the image quality, it’s pretty low. But you’ll get the general idea!

I know that “print is dead” (yadda yadda) but it’s still nice to see yourself featured in something real and tangible. And I’m a sucker for magazines :)

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08
Dec 09

svn for Photoshop with PixelNovel

timeline_plus_beanstalkAll of my personal (and work) projects are stored in subversion reposotories. For all its quirks and foibles svn does, generally, just work. And is has saved my ass on more than several occassions.

I keep all of my project files under source control including all of the Photoshop PSDs files that compromise the artwork for my games. Up until now this has been fine, as i could commit changes to PSDs and svn would take them quite happily. But when it came to rolling back you had to rely on the comments to really know what the previous PSD may have looked like.

So I was extremely excited to get an email from my svn host, Beanstalk, to say that they now supported use of PixelNovel Timeline direct with their service. PixelNovel is a plugin / stand-alone app for PC and Mac that lets you preview any PSD stored in svn, and any previous version of it too. So you can easily, and visually, roll back to an earlier version. It works in a similar manner to Adobe Version Cue, but the interface is simpler and the software considerably cheaper, plus of course it works with any svn host (be it a 3rd party one like Beanstalk, or your own). You can commit changes to the PSD to svn direct from the plugin, and it only uploads the differences. It works with CS2, SC3 and CS4.

It costs $60 for a single license, but if you use the code BNSTLK you’ll get 30% off that (this offer expires in 2 weeks time from the date of this post).

So if you use Photoshop and svn I’d strongly recommend downloading the free trial and checking this out. It could save you a lot of time in the long run!

Beanstalk – svn hosting at http://beanstalkapp.com
PixelNovel Timeline – svn for Photoshop at http://pixelnovel.com/timeline

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13
Nov 09

Volvic Moon Water

You know it’s gonna happen …

moon-water

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10
Nov 09

Nectarine Radio is Back!

logo24

Sorry if you already knew this, but out of pure chance I thought I would check to see if one of my favourite web sites – Nectarine Demoscene Radio – was back on-line today, and lo and behold, it was! Nectarine had been streaming classic and modern demo scene tunage across the tubes for years. Site admin Yes had built up an awesome collection (18,000+ mp3s!) and like lots of other people I had saved hundreds of favourite tunes on there, voted on thousands, and listened to probably weeks worth of tunes!

And then some script kiddie went and ruined it for us all. He found an exploit in a script, and wiped the whole database and back-up. The site died and the scene lost a little bit of its heart the same day.

Lots of people wanted to help bring it back. I offered my services (as did many others)  but the events obviously took their toll on the Admin, and the site was destined to be nothing more than a fond memory. I would check back every 4 months or so, just in case, and today I struck gold :)

So I putting a shout out – if you used to listen to Nectarine, or are just interested in 24-hour streaming demo scene coolness, then go over there, register and help to breathe life back into the site again.

http://www.scenemusic.eu

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23
Oct 09

Play & Vote the entries in the $10,000 Muse Games Unity Challenge

Wings of Rage

Back in August we wrote about the $10,000 Unity 3D Indie Developer Challenge that was being run by Muse Games. All they were looking for was “A Working Prototype demoing your game concept”. The prize was a healthy sum of money and a distribution contract. Although obviously they were looking for games made in Unity and not Flash, it was still great to see a company supporting indie game devs, regardless of their choice of language.

Well it’s now time for you to play and vote on the games you think should win! There are 35 entries in all, and as you’d expect the game genre and quality of finish differs wildly. A couple of games caught my eye immediately – the first was Water Mania, which was supposed to be all about racing a speedboat against opponents around islands. Lovely stuff. Except it wasn’t. What it really was was a single boat zooming across a flat water plane with some terrain. Zero collision, zero opponents, zero game really. Still, it had nice music.

A bit upset I moved on to the game Wings of Rage. It looked like a 3D WW2 combat flight sim. I’m a die-hard WW1/WW2 flight sim fanatic, and thankfully this one was at least playable. The flight mechanics didn’t feel like you were flying a plane at all, but the gameplay was fun, and I enjoyed blowing the enemy planes and turrets up. It had a lot of niggling issues, but we can forgive that seeing as they only had to enter a prototype.

Feeling buoyed by this experience I tried another, the lovely named SpringyTurret. This involved dragging and sticking gun turrets onto walls, and chaining them together to blow up everything. Despite a quite difficult control system, once you got into it there was a true gold nugget of a game idea there. With more refinement I could see this one being really fun indeed.

That was just 3 out of the 35, sadly I ran out of time to play any more but they did all look interesting for the most part. RPG games, puzzle games, racing games and several FPS style are all represented. The quality of them is no higher than the sort of games I have judged many times in TGC competitions over the years (the Alienware compo being an especially good one). But it’s still early days for Unity in the browser, and it’s exciting to see where it may be headed.

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04
Oct 09

Qubicle – 3D Pixel Art modeller for Windows / Maya

Qubicle

After reading my write-up of Q-Block I was contacted by Tim Wesoly who has just finished his 3D pixel art modeller Qubicle. There are two parts to it: Qubicle Constructor, which is a stand-alone bit of Windows software that allows you to create 3D pixel art, using tools similar to Photoshop. And there is the Qubicle Maya Plugin, which lets you import Qubicle files into Maya and easily animate or rasterize them. You can see some example videos and models on Tim’s (gorgeous looking!) website Mind Desk.

So if pixel art is your thing, and you fancy taking it into the third dimension easily (perhaps for animating) then you really ought to check this out. PhotonStorm’s resident pixel expert Ilija is currently on holiday breezing around Egypt, but when he returns I’ll throw this in his direction to see what goodies he can come up with. Nice work Tim, keep us updated on developments, everyone here loves good pixel eye candy :)

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