i released an album! half hour compilation of some of my fav bits from the last decade. if you follow my soundcloud you probably heard lots of it already, but now it’s proper. era2 END. it’s pay what you want, check it out if you like odd chilled electronics ❦
six monthly wobbegong update vid!
(with random music.. no game sound yet)
my friend Mike recently got a gameboy to make music on and i was like, i need that! i started out making electronic music with tracker programs, they are my cup of tea. having one on a little handheld device seems like an ultimate best thing. i had a go making C64 chiptunes a few years ago and found that the harsh limitations make it really fun. so i bought these..
this was my first time using a gameboy (i lived in C64 land back then) and wow they’re so cute! i love how they feel.
so i’ve been learning how to use LSDJ. i’m mega impressed with how its UI works with only dpad and 4 buttons.. it has probably the best navigation/layout/etc of any tracker i’ve used. amazing little program. it’s pretty refreshing using oldskool tech like this. things can go wrong.. i’ve become so used to music progs on computers now, where everything fits together, tempo locked, copy paste export wav, everything’s taken care of. this feels more like a real instrument, reminds me of using hardware samplers n stuff at uni. i’m gonna have to go to a shop and buy a minijack->2xRCA lead if i want to bounce gameboy in stereo =)
whatever the sound chip in gameboys is sounds rad. here’s one of the tracks i made so far..
so yes, gameboys are charming as hell. i’d love to try coding some gb homebrew some time…
i didn’t do anything for a long time and now i’m making this again
I have been swamped with real life work thingies and haven’t been working on games all year so far.. so it goes.. but here’s a cool thing ->
Forget-Me-Not for Android is out!
It’s about the same as the original iOS version.
Many thanks to Jakyl for porting it.
*** You can buy it here ***
i’m having too much fun making this game to stop now.
spent a lot of time making the sea feel wet. fixed tile collision so i can have floating islands (but the island generator doesn’t generate them very well yet). made a few animals… next, more animals! and plants! and sound!
on a break from Forget-Me-Not for a couple weeks and i was in the mood to dust off this old prototype and see what i could do with it. it’s for iOS and it’s called WOBBEGONG LAND and i don’t know
games that i make in dreams always have this cool hallucinatory look to them, all translucent and fluid and skewedly symmetrical broken mirrors, the pieces singing to each other.. like they’re running on something alive and amorphous.. still crystalline but gone all melty. your computer was lying smashed on a creek bed for a thousand years and now some mutated platypus is running a sun dappled arcade made of whorls & eddies washing over really lovely pebbles of CRT glass. >_>
ANYWAYS so it’s obviously not going to reach actually-dreaming levels of dreaminess but i’m pretty happy with Forget-Me-Not Vita’s look! (there isn’t too much more to see since my last Vine video of it, just felt like blogging a blog)
it doesn’t look like much but i’ve spent heaps of time figuring out how to make the vita hardware do this at native resolution, sixty frames a second. various different layers of stuff, rendered into each other multiple times in different orders, assembled, cut up, assembled again and splatted on the screen, and it’s approaching the kind of look i was dreaming of a couple years ago. yay!
i haven’t started tweaking the shaders and colours (and barely any of the critters are in yet) – it just does One Thing so far – but the code’s in place to allow a dynamic range of oddness from super subtle got-a-slight-fever to the occasional full feedback explosion divine moment of truth. it’s not meant to be a particularly trippy game, i just want it to feel alive. and nothing says LIFE like a mob of weird things which wobble and eat each other and get out of control, and an environment whose mood shifts in reaction.
oh yeah i made a cool little menu and textbox system.. something i usually leave til the last minute and end up hating. FMN doesn’t need many menus (or does it!?) but i do like cute and responsive UIs :o)
now i’m moving on to putting together the structure/arc of the game (it will have one, unlike FMN1). might post again about some of the new stuff i’m planning when i get further along.