Entity Art

I realized that I posted this art for a game that my brother, Liam, and I have been working on, on a bunch of other sites, but not my own. So here it is!

This is for a game that Liam and I are making over the next few months. The art above was a collaboration between the both of us.

New Website

I decided to update my portfolio today. I thought it was in need of a change. So, I recreated it from scratch. Also note that the entire website now uses WordPress 3.0 (where as before only the blog and contact page(s) used wordpress). I’ve recently been working with WordPress a fair amount due to my job, and have learned quite a bit about it, so was able to (relatively easily) make the entire site, including the game, art, and website portfolio pages run under wordpress.

Opinions?

Adventures of WordPress

A little while ago I got a job doing some web development for a history website, that was basically going to be listing a bunch of different historically significant news articles, publications, pictures, letters, etc, according to the Canadian standard for.. documenting this stuff, I guess. Anyways, it was decided that WordPress would be the best approach, since it already contains many things the people wanted for this website, such as searching, posting individual items (posts), commenting/addition of notes to items, and the handy dandy admin panel.

 

So, it was my job to go searching around figuring out how we were going to be able to “attach” about 25 extra columns of data to these entries. Each item (post, entry, w/e) was going to have all the same fields in them. I searched around for quite a while for a plugin that could do something like this, but didn’t find anything suitable.

 

I mean, sure, there were plugins that added extra fields to the posting page, but the problem was they just added the data to the metadata table. And have you seen that table? It’s not suitable at ALL for storing 1000+ posts containing the same 25 different fields of data. It’s laid out somewhat like this:

 

ID post_id key value
1 1 monkey a
2 1 banana b
3 2 monkey c
4 2 banana d
5 3 monkey e

 

OK, so, now make each post actually have 25 different things (not just two like in the example above) and repeat 1000 times (literally). That’s not going to look very nice at the end of all that, is it, especially if they ever want to export that data from the mysql table. For normal uses, like the every day average blog, where it doesn’t really matter how the data is stored, that’s A-OK. But in this case, it definitely wasn’t what I needed. I needed a seperate table that contained columns of whatever the hell I wanted

 

I needed something more like this:

 

item_id post_id monkey banana
1 1 a b
2 2 c d
3 3 e f

 

 

Which, as you can hopefully see, is far cleaner.

 

But, no one seemed to have made anything like this (Well, I’m sure somewhere out there someone has, but I couldn’t find one that was suitable). So, I decided to dive into the unexplored depths (unexplored for me) of wordpress plugins, excepting some kind of monster to appear and slap me a few times before I finally figured it out and strung together some half working thing that could be called a plugin if you only used it in a very specific way.

 

I’ve had this grudge against wordpress for a while, and I don’t really know why. Actually, I’ve had a grudge against any software on the web that does stuff for me. I used to make my own blog “software” (one actually turning out OK), and my own forum software, because I couldn’t stand using someone else’s. I think it’s kind of like I wanted to be cool, you know, making my own stuff, feeling that these engines were too full of extra crap to make their functionality and ease useful.

 

The last little while though, as I’ve dived into wordpress more and more, that’s definitely changed. From the admin panel alone, it feels like something that’s over complicated and full of junk I don’t need. This, is false. As I was reading page after page on their wonderful codex, ripping apart their source code and going through parts I probably don’t even need to explore, I realized that the software was built quite well. The organization seemed really great, and I loved how the plugins worked. The Actions/Hook idea is brilliant, high-five with whoever came up with that. It’s something I hadn’t considered before, but once I figured it out, I had my plugin done in a mere 2-4 hours.

 

The actions/hooks allow you to, essentially, stick your code in wherever you like, without actually modifying any of the original code. You can say “when someone saves a post, run my function”, or “when the admin logs in, run this function”, or “when the admin page loads, also load my plugin settings navigation”. It’s so smooth and easy to use.

 

So, my expectations with Word Press were low, not going to lie. I knew it had a lot of awesome functionality, but I thought it was a beast that had been worked on to the point where stuff was overflowing. And yes, it does have a lot of functionality, but nothing’s overflowing, it’s kept organized, clean, and everything is just right. It’s not too built up to make it hard for plugins/themes to work, and also not empty enough to make plugins have to do all the work.

 

So, that’s my adventures with wordpress, for the moment. I’m actually not totally done my plugin yet, I have to make a full “preview” of it in action for next Monday, so that’s going to take a bit more work (on the theme + plugin), but I think it will be a pretty smooth ride.

D&D Online Attempts

So, as I mentioned in one of my previous blog posts I’m currently attempting to run some online D&D sessions with some people. So far, I’m running two groups, and I’ve GMed (Game Mastered) one session with each of them.

 

I thought I would write a bit about the differences and similarities between the two groups, and how the adventure went along. Each one varied a surprising amount.

 

So, a bit of background. The adventure starts off as so. One of the players (in both cases, a fighter) have been caught doing something illegal (which isn’t specified) by the Senate Guard. The Senate of the country the players currently adventure in are pretty corrupt, and the average person knows this, though almost none care to admit it. Anyhow, a rich politician, a representative of this Senate, hires some mercenaries (the other players) to go on a “mission” with this one player who’s been caught. This politician is portrayed as a snobby, slightly corrupt, fat guy who’s far more rich than he should be. I don’t think I got this accross as much with the second group (from this point on referred to as Group B). So, this politician has given the caught player a choice – live in jail for the rest of his/her years, or go and exterminate a group of violent protesters, with the help of the other (hired) players.

 

Group A started off by paying high respect to this politician, as they really didn’t want to offend him. The tough fighter who was caught restrained himself from doing anything rash, and let the snobby guy explain what he wanted. The other group did things a bit differently. The caught player acted out, yelling a few times, calling the politician scum. I was a little surprised and didn’t have time to make a good reaction for the politician. Realistically, he should have been angered, but instead he became flustered. Whatever, that’s how it rolls sometimes (not actually rolling of dice, just, how the events transpired).

 

The players are told that they are to go to a place in the city where these rogues (the protesting group) are supposed to make an attack. They have a number of hours to travel to this spot. Group A decided to go to a bar and get some food, and then head on their way to the attack location, where they waited out for the rogues (protesting group) to attack a caravan carrying a friend of the politician.
Group B decided to go get some more equipment. They went into a small, rundown store, where they bought some arrows, and stole a sword from the shopkeeper, the fighter acting quite aggressive to the shopkeeper, while one player stole, and the other player apologized. At this point, it was obvious the group didn’t cooperate quite as much – which is fine, it made the game a bit more interesting!
Anyways, after they travel to the spot, they basically waited in an empty building for the caravan to come and the rogues to attack. Earlier on, the rich, fat, snobby, politician told them not to interfere with the events that would happen below. Only to watch and wait for the rogues to disperse, at which point they were to follow.
The rogues eventually did attack, the guards guarding the caravan were knocked aside (stunned/startled) and the politician was killed. Both groups did not interfere, even when they saw the politician was about to die. This was actually what I hopped for, as if they DID attack, the adventure could be ruined if they whipped out the rogues then and there (well, not ruined, but quite a quick ending).
So, the rogues kill the guy, and then run off down an alleyway. Group A decides to follow immediately, dashing around the corner without being too careful. Group B waits a while, while their party regroups (they had all split up to watch the fight from a different angle), and then went around into the alleyway.
The alleyway was a dead end, with two doors on either side going into peoples homes. One side, contained a faimily eating supper, the other side, a dark building with no one within. Group A searched both buildings, before finding a trap door in the dark one. Group B, using one of the players tracking skills, went directly into the dark room, and found the trap door.

 

At this point, Group A and B immediately lunged down the tunnel (well, it was a ladder going down). They didn’t check for traps, and both times the first two players heading down were hit by arrows that shot out of the wall. Group A, having a rogue in the group, then found a way to disarm the trap, and continue down. Group B, however, did not have a rogue, so they continued down, hoping the trap would only happen once.

 

At this point, both groups entered into a sewer like area, which is where we had to stop for the night. This all took about 3 hours of playing for both groups (Group B was slightly faster).

 

GMing-wise, I definitely explained and gave more details as to how the game transpired, explaining failures in a more detailed ways, and successes in a more exciting way with Group A. Group B I found it a bit harder to explain – I’m not really sure why though.

 

So, some final notes:

 

Group A definitely seemed to work as a party better – they cooperated more effectively. However, they didn’t seem to know quite as well what to do next. I mean, they found what they should do, but it took them a bit longer than Group B.
Group B was a bit faster paced, and bit more evil (stealing from the shop keeper, acting out to the politician). They didn’t interact with each other as well, however they ended up in almost exactly the same situation as Group A, so both “methods” seemed to work.

 

 

Anyways, When I next play with both groups, I’ll keep you updated and explain what happened.

 

 

*Note to players in the groups. If you’re reading this, I mean no harm. I’m explaining this for the enjoyment ant interests of others, and I think that you yourselves may find it interesting to see what the other group did differently (you should be able to tell what group you were in if you read this entire post).

 

 

** Also, to the people interested in playing D&D in winnipeg (like face to face) I’m going to talk to a few people who might be interested in the near future (they’re away on vacation atm, so I still need to ask them about it).

 

Cheers,
Noel.

Roleplaying : West Marches

As you may or may not know, besides making games and websites, I’m really into pen and paper roleplaying games (such as the Dungeons and Dragons, GURPSs, etc). Recently, I’ve created a website so that a few friends and I can play some D&D over the internet, as most of the friends I know who are interested live in different parts of the country (and some in the states). The actual tabletop playing of D&D I was doing a month or so ago has stopped for the summer. I’m currently DMing two different groups, and kind of experimenting with the whole “playing a social game that’s supposed to be played face to face on a table with lots of paper over the internet”. It took me a few weeks to get an engine that I thought was suitable up, but I did and have started playing, and thus far, it’s working out wonderfully well.

 

If you’re interested in experimenting with the engine yourself, you can check it out here.

 

 

Anyhow, that’s not where I’m actually going with this blog post. That’s the introduction.

 

 

The last few days I’ve been reading a blog called Ars Ludi, which, as the subtitle says, is all about the art of the game, roleplaying game theory. It has some really good articles about playing role playing games in general, and it’s been a really useful resource for my own games. One of the really interesting things on the blog is an experiment that the writer had done a few years ago, which he called the West Marches.  West Marches is a very interesting take on role playing games which I had never thought about, though I think it would be a very good experience to try sometime.

 

In case you are unfamiliar with most role playing games, here’s how they basically work: There are several players, who go on an adventure that a Game Master (GM) (or in the case of Dungeons and Dragons, a Dungeon Master (DM)) controls. The GM creates a world, and then creates adventures that the players partake in. The GM controls all of the environments in the world (creatures, people, etc), while the players play through it. Each roleplaying game has it’s own particular set of rules on how to interact with the world, but generally the characters can do whatever they want, within reason. Read up more on them here, they’re super interesting.

 

Anyhow, what West Marches does, is instead of having a GM that creates adventures for the players to take part in (ex. An evil Wizard has taken over the town, and is raining terror over the country, or there is said to be a secret lair of treasure in a forgotten castle, now crumbling away, said to be full of ghosts), the players choose what they want to do. Basically, you have a city, and all around the city (or in this case, all to the West of the city) is wilderness. The players themselves decide what they want to go and explore next, what treasure to hunt down, what they want to do. The GM basically acts as a person who controls everything around the world, and explains what happens. They’re totally neutral, instead of writing up stories and dungeons that the players take part in (and then acting as the game master).

 

In the West Marches that Ben ran (the author of Ars Ludi) he actually had about 16 players, but he didn’t play with them all at once. Instead, they had a big e-mail list, and players would basically say “Hey, on Tuesday, who wants to go and explore [area] with me?” and then they’d get together with the GM and explore that area.

 

This way, you have a number of parties out exploring at the same time, which are switched up now and then as players ask “Hey, who’s interesting playing Thurs. and searching this particular area?”. Over time, the parties explore more and more of the world, and create a map and info on each area of the wilderness that they share with the other players.

 

This is a really interesting way to play roleplaying games that I haven’t really thought about. I really want to try this in real life sometime now (I guess I need to search around in Winnipeg for players that are as interested in this as I am).

 

 

Anyways, if you’re interested, you can read waaaay more about West Marches here. Really cool stuff.

Open Source Platform Engine [FP1.0]

Just a heads up, I’ve made a simplistic open source platform engine for Flash Punk 1.0. I intend to expand it, and properly document it in the near future, along with a full fledged tutorial that explains how to create the game step by step.

You can find the engine here: Weeee!
And the (in progress) tutorial here: Tutorial

Cheers.

Progress Update

Well, it’s been a few weeks since I last posted about my game, Leap4Blue. A few days (well, weeks) ago, the quick preview I stuck together was put on Indiegames.com, the Weblog, which was purely awesome. I’ve never had any of my previous games featured there, so to see something I made up on there definitely made my day (perhaps my week as well).

 

Anyhow, the game is coming along really well. I’m progressing slowly, but am hoping to have this game out within a relatively short time. The music is not yet completed, and I still need to create about 25 levels, but generally, it’s coming together quite smoothly.

 

 

That level features a new type of block I’ve added, called Currents. Currents move blocks around, creating some really tricky puzzles later on (Switches that move around, while you ride blocks you’ve created to catch up to them, etc. It’s all really cool). I’m also intending to add a few more special blocks, that Chevy Ray and I have discussed a fair amount, but I’ll keep those as a surprise for a later post (or the actual game).

 

On another note, I was in a video, and so were a lot of other really cool indie developers! You can check it out here. It’s really cool, and definitely worth watching.

 

Cheers!

TIGJam: Winnipeg


For those of you that don’t know, I went to TIGJam Winnipeg last weekend. I’ve never actually been to one of these before, and previous to this time I had never really met any other indie game makers in my life, so this was an awesome experience. I had a lot of fun (I think everybody did), and some really awesome games were put together in the 48 hours that it lasted.


So, on Friday afternoon I went over to the Fortune Cat Studio (where the TIGJam was being held) and set up a computer to use. I hadn’t met anybody else there, so I didn’t really interact much right away. I’m a bit of a shy guy (haha…).  So, right off the bat I didn’t really know what to do, so I opened up Flash Develop and started making a generic platform game. More people started to arrive throughout the night, and I started running around talking to everyone, meeting people who I have been hoping to meet for a long time (Alec Holowka, Adam Saltsman, Chevy Ray, Kyle Pulver, etc).


In total, there were like 25 people there.

So, Saturday I opened up my game project and decided that it would be cool to add something more to the game than just walking around. I thought that maybe shooting blocks would be a fun idea, so I added it in.. and that’s where my game pretty much started from. But, enough about my game… Everyone at the Jam was kind of working on their own projects, while people would run around giving suggestions, bug testing, talking, going to by food at the local restaurant, etc. Chevy Ray helped out a lot with my little platform game (as it was made it Flash Punk) and I even got some backgrounds made for the game by Jordan Duchnycz which was pretty cool.


Day two was pretty much the same, except at the end we had like a presentation of all our projects, which you can view >> here! << My project was up to go first, but I ran into some technical difficulties, so you can actually see it in action at about 25:00 (maybe a bit later).


And you can see pictures of the event here!

and here’s a random picture of me (like the only good one)

New Design

I updated my site today. Not much is done yet, aside from the blog (RSS feed). I’m hoping to do some freelance web development work in the near future, and to do so, I think I will need to be able to send people to a site that is professional looking. My last site was nice and simplistic, but it didn’t really give off the feeling of a site that a “professional” web developer would have…


I also updated the blog to WordPress, but while doing to it, it seems that the comments were not moved over from the previous blog.. So currently any comments that were here are now gone.


Anyways, any suggestions or feedback are of course welcome… if you have any :D

Another Editor: A level editor

I’ve been trying to create a level editor for my flash games for the last few weeks/months, but on each attempt I never really got it feeling right. Finally, on my 4th try, I think I have an editor that I am pretty pleased with. I thought that, since it worked so well (in my opinion) I would share it with the rest of the world so people can use it for their own flash games (if they like the functionality of it enough).

 

Anyways, you can download it here: DOWNLOAD

It comes with 2 screen sizes, 1400×800 and 1000×800, so if you have a really small screen it may not be the thing for you. If you want though, I can upload a smaller sized window (such as 800×600 or something).

New Site

I updated the site today/yesterday, including the blog design. I simplified it even more, and cleaned it up a bit. I also uploaded all of my games (that are worth playing) on the games page.

 

I’m going to be releasing a few new games within the week, and also hope to update the rBlog engine for all of you who are using it.

 

That’s it for now. Hopefully I’ll be a bit more active with my blog posts :)

2009 is gone

Happy new year everyone. 2009 is gone, and 2010 has come. I still think of the 80s as 20 years ago, and the 90s as 10 years ago, but I suppose that’s a bit off now, more then ever.

 

2009 had a lot of great stuff in it. For me, GameCOG was released and developed considerably, more then I ever imagined it would. I also made a few games here and there, and learned a lot more about the independent game scene in general. I’m sure for all of us 2009 also had it’s draw backs. My 2 year old dog died this year, after being hit by a car, GameCOG still needs a lot of work and has a lot of issues, I still have another year and a half of highschool…

 

But, the good and the bad, 2009 was pretty nice, and I think 2010 will be even more exciting and fun (though, I’m sure that gets said every year :P ).

 

Cheers.

huh.

Random blog post. But I’m curious.

What version of Windows do you use?
Windows 2000 and Less | Windows XP | Windows Vista | Windows 7

Press a button, play a game

Button

I recently heard about the Gamma 4 competition that is being held at Tigsource. I’m not completely sure what it’s all about, but it sounds pretty cool.

 

You have to create a game. A game with a single button. And the game has to be creative an original.

 

I think one button games are pretty cool, and of course the perfect example of a one button game is the recently released Canabalt by Adam Atomic. I may enter the competition, altough according to the rules (link above) the game will be using the xbox controller. You can submit .exe’s and .app (for mac), but I’m not quite sure how you’d sync it with the xbox controller’s “A” button.

Nonetheless, if you can submit .exe’s, you could probably make a game in Game Maker if you figured out the control scheme properly.

 

I’d like love to enter, and it LOOKS like I have the whole winter to do so (unsure of the submission date)…

 

… I just need a game idea…

 

… I’m sure it will come.

 

Anyone else planning on entering?

 

Also, for those interested, here’s an article on 1 button games. I haven’t read it yet, but it looks good. 

 

——————————————————

Some news… according to this blog, the xbox 360 button “A” is recognized by a PC as generic joystick button “1″, in which case yes, you could enter a GM game, I do believe.

Hey there

Hey, and welcome to my new website. I still have to add the games back in, but will do that shortly.

I also set up rBlog with my site, as you can probably see. Hopefully I’ll keep it updated on a regular basis (like I’ve said with all my blogs). I’m going to guess people will like this design less then my last one, but I was getting tired of it and the small width that it had.. so, a new one was needed.

 

Anyways… yup.