My contribution to the internet

For some reason, I was looking at images and youtube clips from the very excellent and canceled too soon cartoon show Mission Hill.

People have already provided many good images about Ska, what is Kafkaesque, and the Republican Vampire, but there were some important gaps, which I have decided to fill:

But you have to see my point too. That this ISNT work

Eh dont FUSS over it

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Fuckbert

I’ve been playing with Unity3D a bit lately. This is something I made, called Fuckbert. It’s really only a proof of concept at this point, if that concept is “QBert with more actual swearing.” There’s only two kinds of enemies and maybe 4 or 5 levels. But I think I fell for the programmer mentality that once I can do two kinds of enemies, then I know “a solution exists” to make a third kind of enemy. So it’s not a good game in its current state, but I’m not in the mood to turn it into a good game, is what I’m saying. 🙂

Because I was just learning, it’s kind of a ridiculous kludge of stuff that I wanted to play with. The pyramid blocks are coloured with a surface shader that uses IN.worldNormal [0] [1] and [2] to determine which of the three colours the surface should display. It would have been simpler (and easier to port to different platforms, since shaders aren’t always supported very well) to make the blocks out of three planes with a different colour applied to each, but then I wouldn’t have an excuse to play with shader code.

I was actually inspired to do a Qbert clone after seeing animation by Mirai Mizue which is maybe a silly response to seeing that, but whatever.

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Patent for a Piano Player Roll Container

Check out the diagrams for this fabulous patent from 1921, showing how to store multiple player piano rolls in a giant chain. Whatever problem it was trying solve, I don’t know, but it’s amazing to picture it in action, turning this crank to bring a different roll down to your player piano.

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Demo Reel

I’ve put together an animation demo reel:

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Star Wars Trench Run

To play around with some techniques, and to analyze the editing of the scene, I’ve made a chart that breaks down the Star Wars trench run sequence, which I’ve made available as a PDF.

I figure I’d put together a quick “how-to” of how I made it:

  1. Ripped Star Wars off of a DVD into a format I could use in Adobe Premiere. This step may be technically illegal.
  2. In Premiere, I cut the sequence into shots, and organized shots into layers according to the subject of the shot.
  3. Used File -> Export -> Final Cut Pro XML to save the sequence to an XML
  4. Used XSLT to convert the Final Cut XML into Open Office Calc XML, as described here and writing this script.
  5. I opened that in Calc and played with the resulting data as a spreadsheet.
  6. The simpler bar and pie charts I could make with Illustrator’s graph tools, but to generate the timeline of colour-coded shots, I wrote an AutoIt script that would draw rectangles based on values copied and pasted from the spreadsheet. Here’s the script I used.
  7. The Movie Bar Code at the very bottom I made with the “Import Video Frames to Layers” tool in Photoshop. Note there is a limit of 500 layers it will import, so I processed the video in After Effects to smoosh each 20 consecutive frames into one.
  8. From there, I just played with the data and ways to visualize it that would interest me from an editing perspective.

I think I learned more about Illustrator and spreadsheets in the process. It was tricky to get some of the objects in explosions to read as a very tiny silhouette. I’m curious about generating randomized edits using the Final Cut XML format, that might be worth exploring in the future. I also know everything I might need to know about the Star Wars trench run.

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Colours

This was something I made just as a test on a selection of colours I had, but I kind of like how it looks:

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Old patents for cameras

For future reference, here’s a link to one of the early patents for a motion-picture camera, also known at the time as a Kinetograph.

Here’s a Kinetoscope, used for viewing movies.

A film-reeling mechanism. A still camera. (I like how the inside of the camera is ridged to reduce reflection.) A panoramic camera. Another motion picture camera. A clockwork camera that sounds like it was intended for time-lapse photography. (And it has a nice illustration of the film-advancing mechanism.) A Motion Picture camera system, again good pictures of the internals. A camera shutter. Another camera shutter.

Film advance mechanism

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We just got guns!

I watched Matewan recently, and kind of love Kevin Tighe’s performance as a villainous Union-buster.

Here is is saying “we just got guns

Here he is intimidating a 15-year-old with a war story.

Here he is when he first arrives in town.

Here he is having dinner conversation.

And just so it exists, here’s my attempt at transcribing his “war hero” speech:

See this medal? You know how I won this, preacher boy? Huh?

I was sitting alone in a ditch in France and this kraut jumps in, right next to me. And I took my bayonet, and I stuck him right in the face.

And then another jumps in and I stick him too. And another, and another. And another. They just kept coming one at a time all night long.

In a little bit I got to worried that they weren’t all dead so I stuck them all again a couple times, just to make sure.

And in the morning they said that I was a war hero.

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Upgrades

I was playing a random game on Flash Game License, it was a fun concept, very nice graphics and music. The controls felt very, very, sluggish and unresponsive.

Of course, the game has a shop, where you spend your experience points to buy better movement.

So from one standpoint, when you make a game, you want to create very nice gamefeel.

In the MDA list of game aesthetics, discovery is a valuable element in a game. And there’s something to be said for discovering new capabilities as you “upgrade” or whatever in the game.

But those two elements come into conflict, where people make games where you have deliberately poor gamefeel to ensure that you have room to grow when you upgrade. And when I’m being cynical I think people put upgrades in their game because they haven’t got any better ideas.

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Criteriological Types

From an analysis of gaming magazines from 1981 to 1995, I like this list of “criteriological types.”

These have been noted and the result is a list of criteriological types including ideas like game affordances (what a game allows you to do, choices, in-game movement, rule structures); space (size, screens, number of levels); graphical qualities (realism, resolution, speed, art qualities); sounds (effects, music, atmosphere); challenge to manual skill (dexterity, virtuosity); cognitive challenge (puzzle solving, things to be understood, finding and searching), and others.

I’ll do the short version here:

  • game affordances
  • space
  • graphical qualities
  • sounds
  • challenge to manual skill
  • cognitive challenge

Or maybe I just like “game affordances” as a term.

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