Torley once again made some very lovely video-tutorials. This time, he teaches us how to make some freaky alien voice recordings, some topic that should be also interesting for videogame-designers. So much fun watching this. Should be also much fun doing it. Thanks!
June 26, 2009 http://digitaltools.node3000.com/blog/1348-the-lifecycle-of-a-videogame
Fantastic new chip-music magazine. The name is hard to remember: STFUAJPGM. But the music will last. The focus is set on freely distributed music within the chiptune community. The first episode features a selection of precious chip-tunes and small interviews as well. Keep an eye on it. It will be worth it!
PS: The first track from Shnabubula in the first episode seems to be obviously inspired by the ancestors of Tetris music. For a deeper background, watch this video, and also follow the links in the description of the video (on YouTube), for example this one. Thank you guys so much for this great stuff!
June 24, 2009 http://digitaltools.node3000.com/blog/1337-i-quit-lovely-super-mario-version
Indie-developer Farbs from Australia quit his job, to head for full-time indie-game-development. So far eventually not a new or interesting story. But the way he quit, is some kind of interesting, proving his gamedesign-skills in heart and action: We wrote a sort of “Mario clone game”, that delivered the message to his boss. Good job! Just have a play or read the original blogpost. (via)
June 22, 2009 http://digitaltools.node3000.com/blog/1322-public-domain-sound-archive-pdsounds
PDSounds.org is a new project, that can come in handy, if you are last minute searching sounds for a production. Compared to projects like the “Freesound-Project” all sounds on PDsound are dedicated to the Public Domain, so they are totally free of rights - compared to the Freesound, where the sounds are creative-commons-based and you at least have to give credits. Resulting in extra-work at the very end of the project.
So far the sound I discovered on PDSounds are very rough, not very precise, polished or special and still require extrawork to sound well. But maybe the quality of sounds will achieve a new level in some months or years.
I think the archive will be good to get inspired, or to linger around. The sound there are tag-based so exploring is possible. Also browsing the archive by user is given as an option, as well as a “sound chart” and a forum to get in touch.
All this is very fine. But in the end… recording own sounds is quite much more fun after all. (via)
June 21, 2009 http://gamedesignreviews.com/scrapbook/e3-post-mortem/
With E3 Memories almost faded away, I wanted to drop a few of my thoughts. I’ll make it super-quick by putting all the things we saw into categories:
We all know it’s going to be awesome So thanks guys for showing us the game. You could have shown much less of it and we would be equally [...]
Today I finally had the time to take a deeper look under the hood of the Flixel game-framework for Flash/Actionscript. My opinion? Highly recommended! Not only the mini-game “Mode“, that ships with Flixel, is a great one, but also all details of the source-code is well balanced and implemented in a professional way. You just need two hours to pop into game-development, even if you have only little understanding of developing games and Actionscript-code.
Screenshot from the example-game “Mode”
At Flixel you work with “states” and can add Sprites and Text to the states. There are also some handy halpers for doing animations as well, for example particle-systems. Things, game coders should instantly be familiar with. Here is the documentation.
Let’s look at a simple sprite object. Everything is implemented: health system, physics, animation handling, collision handling. It’s all there and it feels just right.
I do not know, how to best express my initial love for this tool.
A) It is open source.
B) It is possible, to extend it every time on your own for your projects.
C) It can be used for any project you like.
D) Even the preset-stuff that ships along is great.
E) There is a well maintained support-forum at Flixel.org, and I am sure, that it will grow into a community. Leaving one question open: Why pay for other tools? Flixel also integrates seamless into the free open-source code-tool (IDE) FlashDevelop.
Friends, I got a new toy to play with! Thanks Adam for this brilliant Flixel.
Picture posted with kind permission of Ross Racine
I do not want to talk about that totally web 0.8 styled website, with all that old-school copyright stuff and even text displayed as graphic, as well as those somehow boring “my work can interpreted as…” texts. But what is interesting about the site is the work from Ross Racine itself: a mixture of hand-made techniques in combination with the computer - and the vision behind it.
“Drawn freehand directly on a computer and printed on a high-end inkjet printer, my works do not contain photographs nor scanned material.”
He paint “suburban cities” from an urban-planning point of view. They are greyscaled, mostly have a bigger idea of a special form in mind (circle, spiral, tree, labyrinth), have a high aesthetic value, but are quite frustrating, if you imagine to live there or even to orientate in suburbs like this. Good, here we are now. Game-designers? Will you now take over and give it a third dimension?
June 16, 2009 http://digitaltools.node3000.com/blog/1281-patapon-ds-gameplay-video
Patapon is an upcoming Nintendo DS homebrew game, that is… somehow different. Look at this video, to see the gameplay in action (on the bottom screen) to understand, that the flow of the game has a very special rhythm. I somehow like it. Read more about it a E-Eragons site, who works on this title. (via)
Patapon is an upcoming Nintendo DS homebrew game, that is… somehow different. Look at this video, to see the gameplay in action (the bottom screen) to understand, that the flow of the game has a very special rhythm. I somehow like it. Read more about it a E-Eragons site, who works on this title. (via)
The DS homebrew above is made after a living PSP-game:
June 15, 2009 http://digitaltools.node3000.com/blog/1268-interview-about-gianas-return
For the German-speaking readers and demoscene-lovers. At Superlevel is an interesting interview with Shahzad “Kojote” Sahaib about his project “Gianas Return” (follow up on Giana Sisters) and the games-scene in general, especially remakes and follow-ups of classic games.
June 13, 2009 http://gamedesignreviews.com/scrapbook/street-fighter-iv-pad-disassembled/
My SF 4 pad’s d-pad didn’t feel right: after a short while of going right, the character would continue going right for a fraction of a second. And to input left, I often have to consciously press left all the way, there was a confusing/irritating wiggle room.
So, I did what any curious gamer would do: disassemble [...]
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