May 22, 2016

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Couple of weekends ago Jessee and Chris came over and we made this free-standing tree-house-like platform thing for Scout and Orson out of some wooden palettes I'd collected during the preceding week.

When I say "we made" of course I mean they made it and wisely only let me touch one or two power tools during the course of construction.

Jan. 23, 2016

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I am playing algorithmic rave music at Rhetoric in Western Australia.

  • February 5th, 2016
  • Game city { Raine Square / Perth Train Station }
  • Doors open 6pm
  • $10 Entry
  • Free arcade games
  • With: chr15m, cbat, marko maric, atomsmasha, kataplexia, amnesia, polite society & free arcade games.

Rhetoric 
Photo

Dec. 24, 2015

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"An astronaut stranded on an alien planet, with only a few minutes left to live."

Orchids to Dusk had a powerful effect on me.

I dreamed about the game the night after playing it.

The creative power of code is the microwave background radiation of my subconscious and this game made me notice it again in a visceral way.

Inspirational.

Dec. 16, 2015

Over the weekend I built a tiny game for Ludum Dare #34. Here it is:

Instructions: grow the white square's heart by clicking and dragging to the other squares.

Link to the game here.

Source code here.

Play/review/rate it here.

Dec. 11, 2015

Zero Asset Game Mockup

A "zero asset game" is a game that does not use any external art assets.

Game art is instead generated procedurally or by using artifacts of the rendering environment.

The following is a screenshot of a tiny game engine I built a little while ago in ClojureScript.

Tiny CLJS Game Engine Screenshot

The renderer runs on Facebook's React library so it is just a couple of lines of code.

I've spread it over several lines here for readability:

; DOM "scene grapher"
[:div {:id "game-board"}
  (doall
    (map
      (fn [[id e]]
        [:div {:class (str "sprite c" (:color e))
           :key id
           :style (compute-position-style e)
           :on-click (fn [ev] (sfx/play :blip))}
        (:symbol e)])
      (:entities @game-state)))]

The sprites are utf8 characters which are instantiated like this:

(make-entity {:symbol "◍"
              :color 0
              :pos [-20 300]
              :angle 0
              :behaviour behaviour-rock})

The function behaviour-rock here gets called once per frame and returns the new immutable entity-state for the next frame.

When you click on something the blip sound is generated procedurally in the browser using jsfxr.