.URL

Aug 26 2014
09:52 PM

1 notes

Super Smash Bros. for Nintendo 3DS / Wii U: Music

http://www.smashbros.com/us/music/

Nothing makes me happier than just reading this list of names. So many composers who do such amazing work, and so many games tied to them.

Kenji Ito. Yuzo Koshiro. Yasunori Mitsuda. Motoi Sakuraba. Yoko Shimomura. So many moments tied to these composers alone.

After Brawl, I can only imagine the music work in the next Smash Bros game if they put the same attention they did last time.

(Also very surprised Yuzo Koshiro’s entry doesn’t mention what I consider to be his best and foremost work, the Ys series. Gotta look into which of those I can nab on Steam.)

.URL

Aug 26 2014
07:27 PM

1 notes

Video Games, Misogyny, And Terrorism: A Guide To Assholes

http://badassdigest.com/2014/08/26/video-games-misogyny-and-terrorism-a-guide-to-assholes/?utm_content=buffera8441&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

This is my crisis right now.

I want to make games. I spend so much time thinking about it it’s starting to annoy me. Waiting at the signal to walk across the street yesterday I figured out a way to perform logic to resolve multiple buffs and debuffs that modify abilities possibly similarly to how WoW does it. This sort of thing is always going on at some level in my mind. I am a game designer.

The technology, the mechanics, the designs, the characters, the storytelling, the sheer potential of the medium give me so much hope and enjoyment.

But no matter how much I consider myself a game designer, I do not consider myself a gamer. I can’t. I hate what they do to people. They’re exclusionist xenophobes as a whole. Whining petulant masses who cannot bear to share an infinite landscape with a finite population, fighting against inevitability as a medium takes its rightful place as a form of expression instead of a form of escapism.

These people disgust me, and seeing what they do to people scares me. Youtubers who spend their time creating thought-out content to enrich the experiences of others are slowly whittled down by an endless torrent of complaints because they dared like or dislike something differently. Developers and even modders subjected to the constant strain and demands, even when they avoid tackling any serious topics, are burnt out and have to escape the entire field.

I don’t want to waste my time. I don’t want to waste my energy making something for ingrates. And as much as I love games, my distaste for the faces of gaming at this time drive me to despair, that the thing I want most will kill me.

But that’s becoming my main reason to do it. To be another one who is different, to make games to help make them better. To push them beyond, and to do so beyond mere technological advancement. Polygon counts and graphics shaders won’t make video games art. Good stories won’t make video games art. Execution and creativity alone will not make video games art.

The freedom to express any idea in any form and by any creator will be what makes video games art. And changing the majority and scrubbing out these voices, drowning them out with something better, something more positive, will be what makes that happen.

But I’ll be damned if these people don’t scare me.

.PIX

Aug 26 2014
06:38 PM

8 notes

I suck at a lot of forms of drawing and sketching, especially sketching. Spitballing ideas and doing it quickly just evades me.

Except when doing pixel art of spaceships.

A while back I started a bunch of ship silhouettes, working at 2x magnification with just one color. I filled in the silhouettes I made with more detail in a SNES-level sort of style and found the silhouettes made it easier to come up with designs, as I was just filling them in, and had different ways to fill in each silhouette.

That top image is all of the results of my original silhouettes being filled in. The parts at the bottom go on the sides of the “body” parts at the top to make complete player ships. These parts are able to be mixed and matched and recolored, as seen in the middle image.

But what about enemies? Those will use some of the player parts, with “elites” looking like player ships and most others using the body parts without sides added. But that’s not enough. I wanted more variety.

I got to work doing more silhouettes, but not working based on the pattern of the originals, which were meant to be mixed together. These could be anything. The result is the bottom image, which has enemy designs with tons of variations, especially in size.

I had so much fun working on them, and filling them out is going to be a blast. I could make these all day.

The trick here, though, is these ships will actually be 3D. Simple blocky-modelled ships that closely follow the original pixel art, but add depth to the appearance, especially in differences in height, allowing me to keep the SNES feel but do some interesting things with it. Hopefully I can show that off soon.

.VID

Aug 26 2014
07:25 AM

2 notes

After the revealfest that was last week, things have calmed down, but that doesn’t mean there isn’t anything new. We saw new gear, new graphics, and new developments as well as some announcements for content in Warlords.

Hit play to catch up on everything you might have missed this week and make sure you’re ready for reset!

.PIC

Aug 26 2014
07:04 AM

144324 notes

sunshinychick:

futurescope:

Solar energy that doesn’t block the view

A team of researchers at Michigan State University has developed a new type of solar concentrator that when placed over a window creates solar energy while allowing people to actually see through the window. It is called a transparent luminescent solar concentrator and can be used on buildings, cell phones and any other device that has a clear surface. And, according to Richard Lunt of MSU’s College of Engineering, the key word is “transparent.”

[read more at MSU] [paper] [picture credit: Yimu Zhao]

sunshinychick:

futurescope:

Solar energy that doesn’t block the view

A team of researchers at Michigan State University has developed a new type of solar concentrator that when placed over a window creates solar energy while allowing people to actually see through the window. It is called a transparent luminescent solar concentrator and can be used on buildings, cell phones and any other device that has a clear surface. And, according to Richard Lunt of MSU’s College of Engineering, the key word is “transparent.”

[read more at MSU] [paper] [picture credit: Yimu Zhao]

image

(via reaction-control)

.VID

Aug 23 2014
08:00 AM

1 notes

Today we have our first impressions of some of the gameplay in Warlords of Draenor as we take a look at how questing is changing and how it works in one of the new zones coming in the expansion, the center of rampant growth that is Gorgrond.

Click play to hear about how questing is coming along and see how Gorgrond is looking in Warlords.

.PIX

Aug 22 2014
08:58 PM

36241 notes

chryswatchesgot:

Chrys Watches GoT [x]

(via askinnyblackman)

.PIC

Aug 22 2014
07:06 AM

5 notes

So in basically one sitting with Unity I figured out about half of the pieces I needed to make a simple character customization method.
I started with a 3D pixel tank. Made of several boxes, it’s made around simple pixel art that is modeling to the scale of the pixels themselves. If the art is 14x8 pixels, the model is 14x8 units to keep a uniform appearance. This created the brown and gray tank.
I then made two new versions of the base texture that took the brown parts and instead alpha’d out the gray metal parts, creating two textures: A grayscale instead of brown texture, the “paint” texture, and the gray “metal” texture.
Then, in Unity, every part of the model was given an additional material so that it instead had two. Unity innately supports stacking materials, and if they use alpha, the other materials are layered underneath it. It also supports tinting a material.
This lead to the simple scripting to allow for the simplest and most important pieces of character customization.
By layering materials with alpha, any combination of effects and appearances can be accomplished, and by targeting any of these materials in a script, it can change dynamically to player choices or even things like a character’s expression. The applications there are immense.
And by using the color attribute with a simple grayscale texture I can recolor any material. By combining that with the ability to layer materials, using a material that alphas out any portion that it doesn’t want colored, I can recolor the tank cannon and treads separately from the rest of the tank.
The code to accomplish this? Thanks to Unity’s robust internal tools to change colors on the fly (removing the need to do so in the code) and deep settings for applying materials, the code to change colors dynamically takes up barely ten lines.
This is just the beginning.

So in basically one sitting with Unity I figured out about half of the pieces I needed to make a simple character customization method.

I started with a 3D pixel tank. Made of several boxes, it’s made around simple pixel art that is modeling to the scale of the pixels themselves. If the art is 14x8 pixels, the model is 14x8 units to keep a uniform appearance. This created the brown and gray tank.

I then made two new versions of the base texture that took the brown parts and instead alpha’d out the gray metal parts, creating two textures: A grayscale instead of brown texture, the “paint” texture, and the gray “metal” texture.

Then, in Unity, every part of the model was given an additional material so that it instead had two. Unity innately supports stacking materials, and if they use alpha, the other materials are layered underneath it. It also supports tinting a material.

This lead to the simple scripting to allow for the simplest and most important pieces of character customization.

By layering materials with alpha, any combination of effects and appearances can be accomplished, and by targeting any of these materials in a script, it can change dynamically to player choices or even things like a character’s expression. The applications there are immense.

And by using the color attribute with a simple grayscale texture I can recolor any material. By combining that with the ability to layer materials, using a material that alphas out any portion that it doesn’t want colored, I can recolor the tank cannon and treads separately from the rest of the tank.

The code to accomplish this? Thanks to Unity’s robust internal tools to change colors on the fly (removing the need to do so in the code) and deep settings for applying materials, the code to change colors dynamically takes up barely ten lines.

This is just the beginning.

.VID

Aug 19 2014
11:25 AM

1 notes

Catch up on everything new this week for August 18 2014 including all of the maybe’s and hopefully’s we heard at Gamescom and new details to crop up in beta including transmog storage, garrison upgrades, the adventurer’s guide and other possible patch content.

Hit play to catch up on everything you might have missed and make sure you’re ready for this week’s reset!

.PIC

Aug 19 2014
02:29 AM

55647 notes

You are freeto do as we tell you.
- Bill Hicks