608

Monday, July 1, 2024

Part of doing these writing contests is you have to review and comment on all the other stories entered. As you might have guessed, this is significantly more difficult than just writing a new story. You might think the difficulty might be because you don’t want to insult anyone by being mean to a less than stellar story. No. The issue I usually find is that so many of the stories are so damned good that it’s difficult to find anything real to criticize.

607

Monday, June 24, 2024

Once again, I am working on a short (under one thousand words) story for a contest. This one is a bit different though. Where the past ones I have done are all pretty fast two day affairs, this one offers a leisurely five day window before you have to submit. That, of course, means that I spent the first two days only thinking about writing.

606 - Gunstar Heroes

Monday, June 17, 2024

Best Games - Gunstar Heroes Even before you press start on Gunstar Heroes, you know you are in for something special. There is a propulsive energy to the opening cinematic that sets the tone and the game keeps that same pace for the duration.

605

Monday, June 10, 2024

Early last year, I wrote a post here about a piece of digital art software that I thought was really neat. Pixel Composer was, and is, really neat, but after I wrote that post I didn’t use it again for months. That was no fault of the software. Pixel Composer is great. It just wasn’t something that I could fit into my regular workflow. I do a lot of 3D modeling and rigging and drawing and texture painting and creating shaders and materials. Almost none of that requires the use of a tool almost exclusively designed around pixel art.

604

Monday, June 3, 2024

Over the weekend I participated in the first Calgary Arcade Jam. Our local game developer association has been assembling a few arcade cabinets for years. To get them kick started, we held a jam so that there would be games to play on them when they went out into the world.

603

Monday, May 27, 2024

I have had a small home server running here for years. I never asked that much of it. It hosts some files, a handful of movies and shows, some backups, etc. It just sits in the basement, and spins up occasionally when I need it. Recently I decided to change that.

602 - Star Wars : Dark Forces

Monday, May 20, 2024

Best Games - Star Wars : Dark Forces Before Rogue One or Andor, every Star Wars fan knew that it was former Imperial officer turned rebel mercenary, Kyle Katarn, who stole the Death Star plans. Most of those fans probably even remember exactly where the plans were hidden. In fact, those fans had done it themselves.

601

Monday, May 13, 2024

In the last few weeks I fixed a few things in my game, added some animation, completely broke everything, patched it back together, and then added some control and organization code that will make everything else I have to do so much easier.

600

Monday, May 6, 2024

If you happen to be reading this where it lives on my website, you will probably notice that it all looks a little different. A little simpler. A few of the links and menus are missing. Welcome to the new home of whatever it is I’m doing here.

599

Monday, April 29, 2024

Sometime in the next couple of weeks, this site will probably experience some interruptions. It may even go offline for a bit. The time has come for the move. I have been hosting it in one place for a while, but I am finding that the small amount of convenience that I get from hosting where it is now, does not make up for the lack of flexibility and portability I could have if I hosted it either myself, or at a place like GitHub.

598 - Populous

Monday, April 22, 2024

Best Games - Populous Populous is a game where your primary method of interaction is to raise and lower the level of the ground one small patch at a time. Understandably, that might not sound very compelling, but when you play Populous hours disappear in a snap.

597

Sunday, April 14, 2024

Enjoy this test video!

596

Monday, April 8, 2024

Writing recently has been … slow. I think doing the ‘write a story every week for six weeks’ thing is great for getting a bunch of practice coming up with concepts. It’s even great for completing projects, since you pretty much have to complete them to submit them. It does burn you out on writing for a bit though.

595

Monday, April 1, 2024

If you have read many of these posts, you know that this place has always been about video game ephemera, from actual development talk to musings on old titles. More recently these posts have also been about fiction writing and everything that goes along with it. Well that ends today.

594

Monday, March 25, 2024

The 90’s era arcade game that I have been working on for some time is finally starting to gel. The shaders that were very difficult to get right are nearly perfect. The pixel alignment script that took a while is now rock solid. The scale and angle of objects that didn’t want to comfortably fit under an orthographic camera now seem to work properly. One of the last things I needed to nail down was how to consistently create textures that look and feel like sprite and tile pixel art. In common fashion, I’m not creating them in the traditional way. People have been creating pixel art since the late 70s. Images that can be moved around a screen on discrete pixel unit at a time. That usually meant that they would draw the image out on graph paper, highlight specific colors if that was a capability of the hardware they were using, and then enter that ‘map’ into their game as code. Or, if they were an artist and not a programmer, they would hand that sheet over to someone else to punch into the computer. That went on for quite a long time, well into the late 80’s. Eventually computer aided art tools were developed that allowed artists to handle the art side independently. They would create the graphics and hand the finished file over to whoever was tasked with squeezing it into the game. A much cleaner workflow, but creating pixel art typically meant creating art a pixel at a time. Like a slightly less cumbersome light-bright. Gradually we got to the point where pressure sensitive tablets and screens using extremely sensitive electronic pens can pair with ridiculously sophisticated art software allow an artist to draw and paint as though they were using traditional media. It’s actually sort of amazing. I’m mostly using vector tools. Vectors drawing is like using mathematically defined shapes and regions to create art as opposed to scratching a mark onto a surface. The mark is easy to make, but it’s mostly static. It stays how and where you put it. That can be very useful. Sometimes you just want to make a mark in a specific place in a specific color. But sometimes, you want to make a box, and then have that box remain scalable, rotateable, and variable forever. When I create using vector tools, I am defining the parameters of the image, parameters that I can change at almost any time. Creating pixel art with vectors lets you get away with a lot of strange things. Tiling and palette swaps are trivial. Creating variations on a single tile is not only easy, but kind of leans into how these vector packages work. It’s playing to their strengths. I’m sure that I’m not the first person to do this. There are probably countless artists currently using this workflow for pixel art, but I haven’t really seen it out there in the wild. Anyway, here, enjoy some parametrically created pixel art.

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