Monday, June 29, 2009

Western compo entry 1

Hey woudya lookatdat its a game for a poppenkast competition!


It doesn't have any audio however, but the game is swell nonetheless. Get it there:
DOWNLOAD CRABCOWBOY

Its a platformer! Play dis shit!
Controls:
A jumps
S shoots
D reloads
left and right move
up and down move the pincers position from up and down

When the pincers are low you can aim better with the gun, when the pincers are high you can move faster and jump further.
Your crab nature keeps you from being able to turn around and shoot back... you can only aim forward...towards the setting sun...
Get to the end of the level and shoot down that boss guy! Try to finish with 10000 points for a bonus game mode!
I asked Untitled to whip up some music to make the game less boring audio wise but I didn't hear back from him since, maybe he's busy.

The game was made in around 2:30, for a 2 hour competition. I went over the limit a little....ah well, it was fun to work on.
I worked a bit more on the game since, but I'll only upload the updated version once the voting on the competition is done, which should start around july 1st.

I made another entry for the same competition teaming up with Bisse (I drew he programmed), I will put it up on the blog tomorrow.

Wednesday, May 13, 2009

wow a new blog post

Hey its been a while since I wrote there

Ive been working on lots of stuff but I've been especially busy with college.


The biggest thing I'm working on right now is a game I initially made as a poppenkast 4-hour competition entry, called Recession. The competition's theme was money. You can get the competition version of my entry here : DOWNLOAD RECESSION v.0.21
The looping track heard througout the game is by Chef Boyardee.
The game is pretty simple: You control a little guy who runs around and collects cash. Any action in the game costs money except walking: jumping, shooting, getting hit all cost cash. SO cash is a both your ammo, your life and your stamina. There is an exchange rate that is applied to all revenues and expenses, and the exchange rate drops as time passes, so in other words, the longer you play, the more expensive everything becomes, and treasures are worth less.

That game was made in around 5 hours, I made it in early April. It was cool enough but I felt that a lot of things could improve on it, that I could play with that money concept way further. After the game was ready for the competition I decided to keep working on it, and now we are more than one month later and the game has grown - a lot. I am hoping I will finish the real, final version of the game this month, as college work stops hogging all of my time. Now there's exciting boss battles, much more exploration, more atmosphere, more music, more secrets, weapons, cooler visuals, its all there! Its a lot of fun to work on, too.


In other news


Today I made my first big photo manipulation work. I'm sure that people experienced in photo manips wont find this any impressive but I'm pretty happy with it (click to see in full size, its pretty big):


This is for a college work, where we received a fictional contract to build a website for the upcoming movie of The Hobbit. Its a team effort, and I am the team's art director-ish guy. This is the source image I used. I used it without permission, whoops...
First I took out the guy with a brush, and replaced him with a wood texture in the opening to act as a closed door, added hinges, a door knob-ish thing in the middle and rivets, used a lattice texture found on the web for the windows, added a shadow cast on the door (which instantly added a LOT of realism, its insane the impact this one shadow had on the whole thing), then I added a dark atmosphere using an edited clouds render with a color burn blending mode, added plant silhouettes on the foreground, added flowers and vines, edited the shadow on the door to include shadows of the hanging vine, added a logo of the film I found with google images and edited to fit the colors of my image, and done! It took around 4 hours in all. I think I'm growing to like photo manipulation a lot, so I'll do more in the future. I'll try using strictly photos of my own or open-license free images too for stuff I want to put in my portfolio, just grabbing whatever I find on google images feels a little cheap to me. It didn't matter for that particular college work though.

I did a bunch of other things for college, like a website for Stéphane Turgeon, a francophone rock band.

I worked on this with two other students. I took care of the visuals and the CSS, and the others mostly worked on the MEDIA section (it is empty in this version however).

and also a 3d modeling work of an art studio of sorts, turned into a Quicktime VR that is then connected to all of the other students' 3d rooms. You can access my own 3d room here. From it you can also travel around the network and see the other students' works. I wish I had more time to finish my own, it feels a little empty and some of the textures are wonky. I will eventually get a better, faster computer so I can practice 3d modeling at home, my current machine is too slow for it. I'm beginning to like working in 3d some more but its frustrating to only be able to do it at college, and it slows my learning curve by a lot I'm sure.
We had another, similar project for a video course where the same concept had to be used with photos rather than 3d renders: we had to take many panoramic photos of a place of our choice, then modify the photos somehow and turn them into a Quicktime VR. Mine can be seen here. I took photos of our student newspaper redaction room, and added monsters sitting there. It was fun but took a little too long! I also included a friend Marc-André Trépannier in one of the photos, playing a ukulele. I drew a freaky little monster riding him.
We also had to include short videos in our rooms that would start when the visitor clicks a certain object (mine is a little drawing on one of the room's billboards). Making these videos automatically load a new Quicktime VR file by adding something called an HREFtrack on the video was a real pain in the ass, it usually just didn't work for dozens of stupid, obscure technical reasons.

In another course called "Présentation multimedia" that focuses on nonstandard communications between users and computers (like with heat sensors on input and lasers or motors for output instead of the usual keyboard and screen), we are working on a game!

(that's a mockup though, not a screenshot of the actual thing)
Its a side scrolling shooter where one player uses the arrow keys to move a little ship through a dangerous tunnel, and the other player uses a microphone to influence the level's generation. It's lots of fun to work on, we should finish it soon enough (maybe tomorrow actually).

One final project I'm working on for college is a video clip for a Canadian artist who's name eludes me right now. We recorded him singing his song over a green screen from multiple angles, and next week we will put the clips together and throw in a little animation and have some fun with it. I might put it on youtube when its done who knows.

That's it for now yo, cheers.

Wednesday, March 11, 2009

Aaannnd more stuff again

More stuff since last time!

I participated in a weekly pixel joint challenge again, it had been a while since I did that. I didnt win or anything but I like how my image turned out nonetheless.
Its basically a little troupe of clown fishes (none of which are actually clown fishes heh... how...ironic...)


I also drew a very colorful image for a contest at my college, to decide what would next years' agenda cover look like. This is what I came up with:
Its basically some ridiculous cartoony character taking a lil stroll in fucked-up-land. All of these flowers sure took a while to draw, but in the end the details in them make a pretty cool effect I think. The image being very cartoon-like and colorful, I'm not sure it will be picked at all, they are probably looking for something more boring. Heh, ah well, it was fun to draw anyways....

Last in the round-up is some college work for my "Arts numériques 2d-3d" course, where we had to mix 3 different media in a 15-40 seconds animation that showcased lip sync. Here is the video:
It was fun to do and I learned quite a bit about XSI (the program we use in the course) in the process. My brother did the voice acting sunday, I made the lip sync animations monday within a couple of hours, and I finished the film with the audio effects earlier today, just in time to do the final render and deliver it on a dvd in class.
The 3d scenery and character animation were made last saturday and the filming was done first, about a week ago, with some help from our student TV crew.
Originally it was going to be a bit longer and have more of an ending but I didn't have time to film the missing parts and had to do last minute changes. Too bad!

In other news I also had some freelance work for Electronic Arts Mobile, but I'm not allowed to go into any details.

We have resumed work on Super Banana Nababa recently, that's rad. Were doing more planning now instead of pretty much making it all up as we go. I aught to make more games, I didn't do anything in a while. I will probably participate in this week's poppenkast activity, 4 hours to make a money-themed game. That should de-rust mah game-makin' arm.... Ill do somethin' rad...

Friday, February 6, 2009

More Schtuff

Long time no see. Again.
College taking up some space now, with big projects in every other course, but I still have time to work on some of my own stuff on weekends. Here's the latest new shit:


In that video I first draw the thing and then animate it, its the first time I recorded my animation process....
Thats a flying hippocampus-shrimp-dragonfly monster, fully animated. Its for a new game project of mine where I'll try using all of the unused ressources I made for past projects. Basically its an exploration-oriented platformer, like metroid or castlevania, with a visual style that seems to be somewhere between the NES and SNES, though without really following the restrictions of neither.

Heres a video of an explosion, its for the same project:

Basically, the games' story is that two aliens crash on a strange unknown planet and have to find a way to either repair their ship or find some replacement. The game's main idea is to give it many endings that change how long you spend on the planet, and that the longer you spend on the planet, the stranger and creepier the game gets. For instance, if you finish the game with its earliest ending, the story will have just been about two aliens crashing on a planet and then leaving. Nothing strange, nothing weird, they just come and go. But if you stay just a bit longer, as you gain access to deeper parts of the maze, enemies get more freaky, the game gets a eerier atmosphere and the story unfolds slowly into something pretty ghoulish.

The game also has a few gimmicks I'm working on building up into decent gameplay mechanics: the games' maze is split into many areas with their own visual characteristics and atmospheres, and each of these areas are in a power circuit, and placing power cells in an area powers it up, which significantly changes it around, like doors open, machines turn on, lights turn on, some monsters disappear or change their behavior, some new monsters pop up. So it gives areas two very different perspectives: Areas that are powered down are dangerous and creepy: Your vision range is more limited in them, weapon recharge and healing stations do not work and enemies use the dark to their advantage, staying out of your vision range and suddenly swooping in. Powered-up areas are more combat-oriented: weapon recharge stations work, enemies are all visible and attack on sight.

I'm doing a lot of work on that project, and more importantly I wrote a design document for it instead of just making up shit as I go along. I always stayed away from that approach before, thinking it wasn't really useful to spend hours and hours on a design doc if the project is a lone wolf project anyways. I thought design docs were only useful to make sure all team members always have a clear idea of what the project is as a whole and can just refer to it when they have questions instead of asking the game's designer. But now that I made one, I see even a lone wolf will benefit a lot from that kind of planning.

First, it sets the project in stone psychologically: its written down, its all done, it separates the design and the integration processes clearly, so you don't end up adding new features or changing ideas while you are actually making the thing, and it makes sure that before you even begin programming anything, you already have a clear idea of what you will need later, you know exactly all of the features you will need to implement on the player characters' object for instance.
It also makes a schedule, and you no longer have these "okaaay... whats next now, where the hell was I?" moments, even after a long break from working on the project.

Does it mean I'll ever finish this game? Id like to think YES but heh you know what its like amirite! Well I've been on this one for months now and I still have interest in it, that's probably a good sign. I asked two great chiptune artists for help on the game's music, Untitled and Phlogiston.

And now for something completely different, here's a picture I drew for my colleges' student newspaper, the front cover:


I might or might not make another update soon, with like more game art or sketches or who knows maybe DUCKS

Wednesday, January 7, 2009

wowie sbeen a while

heyyy I haven't updated this in a while! Here's what happened since the last time. I was busy with college so I didn't do much for a while and then things started picking up again.

I drew the cover of this chiptunes album here, a compilation of multiple artists by crunchyCo:
get the album itself here: http://crunchyco.com/music/crcompilation.html
its pretty cool stuff. My favorite tracks are the first two and the last.

Made a new gameplay video of Super Banana Nababa, game I started to help out on in october, along with Bisse, Phlogiston and Im9today.
It shows me beating the shit out of the first boss Voodoo mask at Normal difficulty level without getting hit once! He is way more challenging at NIGHTMARE difficulty however, with more attacks that deal more damage and are harder to avoid.
Heres the vid, enjoy.

On related news, the results of the IGF competition are out, and Super Banana Nababa was not selected as a finalist. Ah well, there's always next year! Meanwhile we might finish it and pimp it up enough to snatch up a nomination next time.

Right now though I'm working on an entirely different project, a still unnamed exploration-based platformer in a sci fi theme with a slightly creepy atmosphere, yet with a cartoony feel with the characters. The protagonist is a firefly-like alien (not the show, the insect). Its a lot of work but I think I could finish it almost entirely during January if I don't get stupidly lazy. So far the game is roughly planned out, movement and basic things work, most of the work that's left is in designing the levels and polishing it out. Right now im programming an inventory screen and a map display.

I also have some commission work I need to deal with, but for now I'm taking a little break on things I consider "work", after that hectic college semester it feels good to work on stuff that doesn't have money attached to it for a little while.