Thursday, 24 September 2009

Organ Demo Released!


So, here's a little tech demo of Organ. It runs through the 4 current patterns, and is generally quite lovely. You have to supply your own MP3's because I can't distribute other people's music with it. Read the readme in the zip file for more information. Basically you just drag and drop a bunch of MP3s into the same folder as the Organ application and run the application (it will detect the MP3's it's self). Once a track is playing use left and right arrows to skip forward and backward.

Wednesday, 23 September 2009

Visceral and Organ. 2 Audio Visual Toys.


For a long time I've been fascinated by the visualisers for applications like iTunes and Windows Media Player, and I've wanted to do something similar. This urge was intensified earlier this year when I went to a SoundClash even featuring Luke Vibert and Clark, which was billed as an "audio visual extavaganza". It was a great gig but the video was prerecorded, and was not for the most part in sync with the music. Also, because it was recorded and the set was longer than the video, it looped 2 or 3 times, so you saw the same thing again and again.....

I decided at that point that I wanted to make something that was able to create random, abstract and generative visuals, either at home or live. The idea being that even if you play the same song through it twice, you wouldn't get the same result.

So, what I have so far is Visceral and Organ. Which are really little digital toys. You can dump any Mp3 into them and they will generate patterns and shapes from the sound data in the Mp3. Moving and changing seamlessly and in sync with the music. The idea is to take this much further in future. The wish list:

  • Many, many more algorythms, so that there are perhaps a total of 100 different patterns the visualiser can adopt.
  • Generative algorythms. Ideally, it would be beautiful if the program could generate new code based on the music. Meaning it's core patterns would not be pre-made, and it would in effect become self generating.
  • Better live input. Currently it's limited to 4 minutes, in order to eliminate memory overloads and general instability. Ideally this needs to be something that can run the length of a live gig!
  • Dual Screen. For a live environment divide the application into 2 screens. The Live display (which the audience see), and the background GUI, which would be displayed on the engineer's laptop. Allowing them to control elements of the application without the audience seeing mouse cursors etc...
Below are 2 videos, one of Organ, and one of Visceral. Give Organ a chance... it takes a minute or 2 to get going!! Please note that the screen recorder I'm using causes my PC to have some issues, especially with the Sync Rate and the sound quality. I'm sorry. There'll be a demo soon, so you can see it in all it's HD glory.


Visceral


ORGAN

Monday, 21 September 2009

Bushido Shuffle - ScreenShots from test level


Just a little update, with some screenshots . Mainly very gory! You can click the hell out of it to make it bigger

Wednesday, 16 September 2009

Bushido Shuffle - Update!

So, I've decided to flip Bushido Shuffle a little. I started thinking about the actual dynamics of the game, and in reality it's not that different from some of those old Megadrive games like Shinobi or Ninja Gaiden, so instead of making it a gigantic 3D world (that is going to kill me programming and bug testing), it's going to be a slightly more linear 2.5D affair!

Obviously this limits the amount of free-roaming that the player can do, but I've figured that abilities such as the double/triple jump and wall running will be unlocked as you play, and so you will be able to return to previous levels and reach new areas where you can collect new power ups.

Gameplay wise, the way the game actually works is alot more clear now.

There are 2 fighting styles, each kind of relating to the concept of ki. Initially you are only able to fight with combos of slashes. As you build ki you start to see flashes of light from your opponents swords. If you can time your attacks to coincide with the flashes you can instant strike your opponent and kill them in one hit.

Building ki to even higher levels allows you to become shinshin toitsu (unified bod and mind), ah who am I kidding, it's basically slowmotion, that means the milisecond flashes of "instant kill" time last longer, meaning you can chain together strings of instant kills.

Actual deaths have been improved, it's gone from 4 to about 12, with multilple ways to chop your enemies up including my personal favourite where you chop them vertically in half!

So, check the new video, comments and crit welcome! And subscribe and support!

PS. I advise watching in fullscreen High Quality (as the camera is quite far away, and it's all tiny otherwise!)

Friday, 11 September 2009

Invaders gets branded!


So, Invaders has had some lovely 2D treatment from The Edge! It's looking alot crisper now than it was before. Game play has had some minor tweaks - such as improving the wingman feature, limiting bombs, level selection, a longer and more challenging powerup route and some real work on the learning curve. levels 1 thru 10 are a walk in the park, but by 30 things are getting mad flamboyant! Here's a screenie to whet your appetite for laser based destruction, and there should be a new 4 level demo out soon!

CLICK THE THUMBNAIL FOR A MUCH LARGER VERSION!