Yo! I thought Super Hexagon fans might like to know that Chipzel has a new album out today, and it’s amazing. Check it out here!
I’m on Michael Brough’s testflight, so over the past couple of months I’ve gotten to play a lot of his amazing new game 868-HACK. It’s really, really good, just a beautifully designed little thing. It’s easily the iPad game I’ve played the most of ever. It’s an update to his 7DRL 86856527 from earlier this year, only with, like, months and months of careful tweaking and balancing and attention to detail.
I don’t often post other people’s games on this blog, but I think this one is pretty special. Go check it out.
I made a thing! It’s a simple music creation tool, called Bosca Ceoil (pronouced “bus-ka kyo-al”, Irish for “Music Box/Accordion”).
I made this because I find other music programs really confusing and distracting. Too many panels, buttons and knobs! I wanted something really simple, something designed to work the way I tend to create stuff – a process that I suppose I could best describe as: make something super simple, and keep tweaking it until it starts to get good.
Bosca Ceoil is all about looping, and designed that way at its heart. Songs are built up from lots of tiny 16 note patterns – the intended workflow is that you loop over these single patterns until you have something you like, then you start making variations. If you approach it this way, you’ll find it’s pretty decent at doing that – but it’s not very good at other things, like say, long melody lines. It is what it is! I made it for myself, and the way I work, but hopefully some of you out there will find it useful too. It’s free, and open source under the FreeBSD licence. If anyone wants to port it/fork it, go for it! It’s on github here.
[Download for Mac (v1.1)]
(for Linux, more info here)
[download adobe air]
It’s a pretty simple program, and only takes about five minutes to learn how to use. Here’s a tutorial to get you started!
(if Bosca Ceoil is too much of a mouthful, feel free to just call it Bosca)
Sometimes I wonder why I bother making plans, I never seem to stick to them anyway.
I’m on holiday at the moment, but still trying to chip away at Isothingy. I haven’t made a soundtrack yet, but I’ve been working on it – sort of. Decided that I didn’t really like any existing music tools, so I’d have a go at making my own. It’s actually going really well – maybe even well enough to be useful to more than just myself when it’s finished.
Progress report time! I’ve finally finished the “first draft” of my isothingy game. In this particular case, I’ve decided that this means:
– That there are no placeholder lines of text in the story. I’d say quite a lot of the writing will be getting revised before I release it, but the story is all there, intact.
– You can play the game from start to finish. There are lots and lots of incomplete rooms, and some rooms are in the wrong order, etc etc, but the entire game is linked up now.
So how far off finished is it? Still pretty far, really. There are lots of little gaps to fill in everywhere in the game, lots of graphics are missing, and biggest of all, I don’t have a soundtrack yet. (I haven’t really done any music composition in a while, so I’ve been practising.)
It’s hard to work out exactly how long this game has taken, since it’s been so on and off, but I think it’ll be around 5 months, total, when it’s done. Quite a lot for what’s really a very small, simple thing.
Ahhhh I’ve had to keep quiet about this for ages
Last month I took part in a chain game, which has come to be known as Experiment 12. I’m so happy with how it all came together – I think the final thing is incredibly cool, something bigger than the sum of its parts.
All the chapters were made on a game jam timescale – everyone had just three days for their part.
Since I proposed the project, I ended up going first – which was cool in some ways, but I think I’d prefer to start further in if we ever did something like this again.
Anwyay, hope you enjoy it!
(It’s windows only for the moment, but there should be a mac version soonish)
Been back working on this for three weeks now. Maybe it’s time I said something about it? I feel like talking about this one is jinxing it a little…
This is a thing I’ve chipped away at on and off since 2011. Every so often, I get the urge to finally finish it. This time it’s looking like I might actually do it.
It’s been an odd one to come back to again – the big problem with this game is that it accumulates ideas – every time I come back to it, I move in a different direction with it. Figuring out how to finish it has been all about figuring out what it actually wants to be, and focusing on that.
Shouldn’t be much longer.
I was a bit anti-Ouya in the run up its release – what I saw as its stance of championing “Free to Play” made me uncomfortable. Then, at some point before its release, they stopped using the term “Free to Play” and started using the term “Free to Try” – a concept I’m entirely cool with. That was enough to turn me from anti-Ouya to Ouya-neutral – it took getting my hands on one for 10 minutes to make me pro-Ouya. This thing is awesome.
For fun, I ported a bunch of my old flash games to it! Here’s the complete list:
Don’t Look Back
I’m pretty sure I’ll be porting VVVVVV and Super Hexagon to it too, when I have time to get around to them. Probably soon! Ish!
(p.s. If you’re a flash developer looking to port stuff of your own, you might find this joypad class I made useful (with modifications by Hulk Handsome). It requires the AIR 3.8 beta, and the SWC from this adobe tutorial.)