Archive for the ‘Toys / games’ Category

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)

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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 Trainwrecks

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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 Shodown

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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 Gnu IMP. 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 snuggly 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.

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.

The 529 in 1 Klik and Play Pirate Kart Part II: Klik Harder

Friday, August 6th, 2010

Much earlier in the year I took part in a 48 hour game making event over at Glorious Trainwrecks. The aim was to make as many videogames as possible, the result being 529 games created by 102 people. That’s sort of amazing.

Every month Glorious Trainwrecks hosts a ‘Klik of the Month Klub‘, where, in the space of 2 hours, participants try make a game. Generally people use very simple tools—most commonly Klik and Play—and work from simple ideas.  It’s very accessible to people, like myself, who have no idea, or want, to learn how to program. The results are often messy, goofy, and not always so good; but it’s a lot of fun!

I made 5 games:

Authentic Celestial Shiv

This was an experiment in making a horizontal shooting game; particularly the part that seemed the most daunting to me: designing the enemy patterns. I think it turned out quite nicely. The player’s avatar is based on a shiv I found in a bin in a hostel. The title is a riff on a Dirty Three song.

Bullet Hell Bulldog

A game for two people, based on a game I used to be quite good at: British Bulldog. Players alternate between trying to get from one side to the other, and trying to stop the other doing so. It’s a bit too fast, so relies on chance too much. I hadn’t played it with another person till recently.

It’s an idea I had a long time ago, but never had the drive to put the whole thing together. That’s one of the interesting things about these events; you have so little time you just have to cobble the thing together, somehow.

Castlevania 10

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Inspired by the videogame series Castlevania, somewhat loosely. It’s the game most like a real videogame: players must complete screens of enemies, and boss enemies. The trick to the game is that you can ‘shoot’ a hell of a lot of swords at once. This is an accidental feature, because I couldn’t figure out how to make a character swing a sword, so I made them shoot, then I accidentally made them not disappear. Being an artist is about knowing which mistakes to keep, and which to discard; right?

It’s the most popular game of mine on the website.

Collecting

This one’s a joke/comment on videogames that are more about collecting baubles than being enjoyable in and of themselves. People don’t seem to like the end, but I do. And I think think the title screen is quite clever!

Colour2

Colour2 is my favourite. It makes images by generating shapes in a somewhat randomised manner. I wanted to recreate another, similar, thing I made many years ago. It would ‘shoot’ coloured squares in the direction of the mouse cursor. That was made in The Games Factory (a later program by the makers of Klik & Play), which allowed the shot squares to mark the screen with their colour. So the player could draw, in a way. Klick & Play doesn’t allow for this, so the game changed a bit. It also has sometimes-troublesome mouse support, that I wanted to avoid.

You can use the number keys to change levels. Number three’s my favourite.

You can download the compilation from here.

I may append some recommendations when/if I play through them all.