Archive for the ‘Toys / games’ Category

Thursday, December 12th, 2013

I’ve been making more of these types of things over the last couple of days, and these are the two I’m happiest with. I’m looking forward to playing more of Worlds: a near-abandoned mid-90s virtual chat room thing with a lot of now-broken corporate advertising embedded.

RMIT Fine Art Grad. Show 2013

Wednesday, November 27th, 2013

playspace_unityview

Here’s a preview of the main work (Play Space) I have in the RMIT Bachelor of Arts (Fine Art) grad. show, opening tomorrow evening (November 27th). I have two spaces, and will be showing Coober Pedy in the other. My spaces are in Building 4, Level 3; one in each room.

100 Free Assets

Monday, November 18th, 2013

100freeassets pic2 640x

100 Free Assets was made for last weekend’s Klik of the Month Klub, as a response to this list of 100 Free Assets for Unity 3D. I downloaded as many as I could, and used them to construct somewhere interesting to explore. Some of them have built-in behaviors: for example that monster thing moves  with the player.

I’ll also mention that the website I was working on is up and running (while still being expanded upon) at blueberrysoft.ryliejamesthomas.com. Simple websites are not as much fun to make as they used to be.

Let’s Play: UnityCar 2.2 Pro Web Demo (Monza Track)

Monday, November 11th, 2013

* Dream

Friday, November 1st, 2013

waterandratdream

Water and Rat Dream

 

parrotdream2

Parrot Dream

 

Games from dreams. Made using free 3-D models and Google image searches.

Erotic videogame

Friday, October 11th, 2013

I think that maybe I’ve made an erotic videogame (which you can play in your browser)

Which seems as-good-a-place-as-any to start catching the Internet up to what I’ve been making. In this last half, of my final semester I’ve been experimenting with ‘play spaces’, and currently and more specifically digital play spaces. This has come out of something I was doing as a break from art making during the holiday—recording myself playing about in other peoples’ games—and has evolved through thinking about performance in virtual space, to now trying to make open, kinda dumb, play spaces, where the player is asked to make something of / complete the work. I’m putting together a little web page to keep them all which I’ll link to when I’m done.

Outer Wilds

Sunday, July 14th, 2013

Let’s Play: Destroy Your Home

Wednesday, July 3rd, 2013

Today I recorded myself playing Juliette Porée’s Destroy Your Home — a ‘Let’s Play’, they’re typically called. It’s a simple game built around Unity‘s built-in physics, the goal being to destroy your home, which is built of uncertainly stacked discrete objects. It’s the kind of game I like, more toy than game, a space for making your own games. These videos are me playing with this approach; playing, sculpting, performing—.

I would like to write more about these types of games/toys, and I have an empty Tumblr blog reserved for the purpose. I would also like to make more, and make more videos like this.

Videogame catch-up

Monday, May 13th, 2013

I’d been intended to write a post to summarise 2012, but I think that idea’s time has passed. I do still want to highlight the games I’ve made since the last time I mentioned them—which was all the way back in July 2011—though, so here goes:

Click of the Moth

Made for the 50th Klik of the Month Klub, the game is a 50 screen stupid pun. Probably way too long, and way to hard! It plays like a few other games I’ve made, where each separate screen has a different win condition.

Breakanoid Ball

A breakanoid game where you control the ball instead of the paddle. You influence how much you turn the ball by hitting the correlating button more frequently, which is a fun mechanic.

Breaktroid

A clunky adventure game, racing game, and breakanoid that doesn’t really work. It probably could, but I would probably need to use something that wasn’t Klik and Play to do that.

Three Bullets Per Minute (3BPM)play online

This one is pretty good! An action game where you can only fire a few shots before your gun has to regenerate. The early levels are a bit tedious, but it gets nice and tricky by the end. The level design is all based round the game’s logo, which actually worked, and I had a lot of fun making the graphics, and experimenting with enemy placement. It’s probably the most resolved game I’ve done. It was featured as a ‘Freeware Game Pick’ on indiegames.com, which was a nice surprise. I should make a Flash version of this, too.

Glorious Trainwrecksplay online

The most recent thing I’ve done, made for Glorious Trainwrecks’ sixth birthday. It’s pretty simple: the aim is to crash trains, but it’s fun to try and complete as fast as you can.

You can play it online, but you may have to have a Newgrounds account. Don’t make a Newgrounds account just to play it.

I’ve uploaded a proper online version now.

I also made a a bunch of games for Pirate Kart V:

Gavin on Mars

A monkey named Gavin has to ride a horse or a unicorn into a castle. Gavin lives on Mars and wears a crown. He is playing games and stuff in the castle. The name of the game is “Gavin on Mars.” – (Courtesy Eric, age 4)

Pirate Kart V was made to show at the Game Developers Conference, and the funding to get it there was raised mostly through Kickstarter. One of the rewards for donating a certain amount was to have a game made based on a title and description suggested by the donator. I chose to make a few games based on suggested titles, this being the first one that caught my attention. Eric turned out to be the son of the founder of Glorious Trainwrecks, Jeremy Penner, and they both worked on an expansion of the game you can download here.

Make the Bed

Another game suggested by a Kickstarter person, this time only a title was provided. It’s an obtuse adventure game, where the goal is to make a bed. I doubt anyone’s finished it. I’m not sure I remember how to finish it.

Fighting Pilot

In this game you control a helicopter with a big, muscley, arm. The helicopter is vulnerable, but the arm can be used to destroy harm causing things. Problem is it’s kind of awkward to position the arm where you want it to be. But that’s not actually a problem. This is pretty good, and I will make a Flash version soon.

Racing Eightway

A 2-player racing game where the way the car is controlled is changed each lap—sometimes. The control methods are dictated by what is built into Klik and Play; so sometimes it’s like a racing game, sometimes like an overhead game, sometimes like a platformer, etc. It doesn’t work very well! I’ve made a few games exploring ‘wrong controls‘, which I’ve maybe mentioned before?

Breakanoid RC

A Breakout!-like game where the paddle is controlled like it’s a race car—if that makes sense. So you press ‘up’ to go forward, and use ‘left’ and ‘right’ to turn, instead of being able to only move left and right.

Pololo Shodownplay online

I think this is a really fun 2-player competitive game. Or, I assume so, because I think I’ve only played it against myself. Each player controls a paddle, Breakout!-style, and use that to deflect the bouncing ball into the other player’s goal. I intend to do a Flash version of this, too.

Being KK Slider

YOU ARE “KK SLIDER”!

KK Slider is a character from the videogame series Animal Crossing. In those games he appears every Saturday night to play his guitar, and give the player a new song to listen to in their house. In this game you find yourself inside his head, able to, with great will power, control him to a small degree. I mostly just made this because I wanted to make the cover image.

I also worked for a while on a 3-D game, using Unity. Not so much a game, I guess, more of a toy. The environments were made out of bad 3-D models generated from video content I recorded. I may get back to it next Summer holidays.

Out of my way

Wednesday, July 13th, 2011

I’ve been struggling with this post for a couple of weeks. In another introduction I had written about my last six months’ work feeling like a sidestep; I was frustrated. That’s all cooled now. Perhaps it was finally getting round to looking at the work together, (still poorly) photographing paintings, trying to get the colours matched in GIMP. I guess I felt like the things I wanted to do in the approaching semester were pretty distant from these; closer to what I was making the six or-so months prior, in fact. What I have started working on happens to fit with the things below quite snuggley though, and those other plans are fading. Either way this post is being made to collect my thoughts on these things, and I’m quite pleased to notice I’ve been able to develop  a variety of work to satisfying ends. Here’s a selection of the things I’m happy with. Excuse the homebrew grammar.

I posted some of the first batch of these paintings before, but didn’t write about them. I made seventeen in all, all the same height, but with some small variation in width. They started out of a minor frustration: I felt I didn’t have enough people round me that I wanted to paint, nor did I feel comfortable taking people away from their own work. So, I started working from existing images. In the past I’d thought my attempts at portraits from photos to be always lacking, but I hadn’t really spent enough time with the process to make that evaluation. The source images for this series were all degraded in some way. The most useful were from incomplete video files, others were highly compressed Youtube videos, and some came from photos of television screens. I began trying to translate them into oil paint, though the exercise soon became a series of experiments to see how much, and what, information I could remove from the source while retaining the human presence. Three of the images above, and half the final number of works, all came from the same series of source images. I ended up working from sequences of film stills, taking parts from whichever. I’m taking a break from lamp black now.

[soundcloud url=”http://api.soundcloud.com/tracks/39321479″ params=”show_comments=false&auto_play=false&color=16576e” width=”100%” height=”81″ iframe=”false” /]

The above four images, and the sound, come from the project I learned more from than any other. It’s one of the few I specifically made work for, actually, rather than just appropriating whatever else I was working on. Though I am not too thrilled by the work I made for it—working with images that are essentially achromatic was not such a grand idea for this process—the amount of research, and experimentation, that became a part of this project made it particularly satisfying. The task was to transfer works made with the hand, from life, into new, digital, works, considering what this process gave, etc. I hadn’t drawn a portrait for a long time, and the one above is the only one I think is good enough. I’d been meaning to experiment with glitching, datamashing, and/or whatever other slogans the kids are calling the process by, for a while (and I’ve been chipping away at a draft of a post about it for months), so thought that as it’s about the only aspect of digital mediums that interests me I’d try doing it deliberately, rather than waiting to find mistakes. Something I really find exciting about line drawings is that everything is made of the same stuff. Excluding the line itself the face, the clothes, the eyes, the background is all the same matter; the positive/negative space is all defined by the viewer. I don’t think I believe in negative space, but that’s another issue. There’s a, though perhaps vague, correlation to be drawn with digital information. The stuff that makes a JPEG image is the same as what makes a PNG, is the same as a TXT, is the same as a WAV. And this stuff can be transformed by transferring it between different file types. The examples above are me playing with amounts of compression, video effects, opening files in a hex editor and deleting and moving bits round. Not here is one of the images turned into a sound file.

 

The drawings above were made for a class called Spatial Field Drawing. I enrolled in it because I wanted to continue doing installations, but by the time the end of semester project rolled round I was scratching an itch to make something fun, and quick. So I was using gauche on photos and film stills I’d taken, and photos I’d found, making shapes that would exist in the same hypothetical space.

In May I made another game for a Glorious Trainwrecks Klik of the Month Klub. Rapture Raptor is a dumb rapture (remember the rapture?) related joke, but it’s been fun watching people play it, and reading the responses of the members of Newgrounds, where a Flash version is available to play online. On Newgrounds every submission is voted on before it is given a permanent spot on the site, the game that receives the lowest score (after 200 votes you must have scored at least 1.6 out of 5) wins the  ‘turd of the week’ award, and guess who won! It feels like an honour, considering the site’s population.

What’s next? I wanted to start painting portraits again, but I feel like I’ve forgotten a lot about painting. I can’t even remember what to think when I’m doing it, so there’s some catching up to do. I wanted to sculpt some heads, as I always want to do after seeing Rodin’s sculpture; I think it will help my painting, if naught else. I had the thought to depict things by their exclusion, mostly wanting to paint empty chairs again, as a starting point, at least. I have new music I am slowly making something of. But the difference between how it sounds on tape to how it sounded when played is something I can only appreciate with time and memory loss. That step’s over, now I’m waiting for the same process to fix my feelings regarding the differences between how it sounds on tape, and how it sounds badly transferred to my computer. And right now I’m concentrated on the video I posted previously.

I’ve been updating Lost Discarded Abandoned again, after realising I hadn’t done so in six months, and I wonder if those images will come back into my work.

I’ve also been daydreaming about the Internet a lot. Mostly about writing things. Whenever I do all the text online in hand written, and it’s a shame when I realise that isn’t how things are.