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879725 Posts in 33001 Topics- by 24376 Members - Latest Member: xnothegame1

May 24, 2013, 07:05:54 PM
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1  Community / Announcements / Re: (IPad) Loop Raccord on: October 06, 2011, 02:57:43 AM
Hey Lucas, thanks a lot for the detailed feedback!

Yes, the iPad version is much easier than the pc one, but there are still some tricky videos. There are several reasons for this but the main one is an artistic reason:

I did not want to crop, accelerate, slow down or retouch in any way the source material. This is because it's much more interesting to me and it makes a lot more sense if it's truly a "found footage" game. It's about really creating movement between totally disconnected things. If I had strarted retouching things there would be no difference between that and if I directly made the videos myself to fit the purpose. Then you would be synchronizing videos that are meant to be synchronised and that would feel less surprising. One would think that the only way this effect could work it by having videos specificly created to fit it. I wanted to demonstrate that in cinematography movements are just movements and that the continuity effect can be achieved with anything.

So that reason limits me to a very small number of possibilities. Finding videos that fulfill the task without retouching them was very hard, and I know some of them are far from perfect examples.

Then I feel that is nice to have a variable/random difficulty, but I understand this can frustrate some people.

Even if you don't understand where the raccord points shoud be I hoped that the playback at the end of the chain would demonstrate that the effect workedt.

I must say that most of the design choices in this game were done with an artistic mind rather than a game-deeign mind, and I know that can hurt the "game" part of a game.
2  Community / Announcements / Re: Gauge : a free - experimental - sport game for PC on: October 06, 2011, 02:40:21 AM
Hey, congrats con getting it featured on the indiegames blog!
3  Community / Announcements / Re: (IPad) Loop Raccord on: October 03, 2011, 02:48:06 AM
Thanks!

@increpare: I know, this has been an impossible thing to balance. Everybody finds a certain video hard to synchronize but itīs never the same one. Itīs a very subjective thing, it depends on everyoneīs perception, thereīs no truly "correct" answer, just the answer that felt the more correct to me.

Have you had a look to the tutorial video? Wasnīt it helpful enough? After a bit of practice youīll understang how each video works and it will feel much easier, it just takes a while as itīs such an unusual way of thinking.
4  Community / Announcements / (IPad) Loop Raccord on: September 29, 2011, 06:44:12 AM
Hi everybody,

Today my iPad game "Loop Raccord" was released: http://itunes.apple.com/us/app/loop-raccord/id464293817?l=es&ls=1&mt=8




Itīs a video-editing game in which you have to synchronize a chain of videos in order to create an illusion of continuous movement between them.

The trailer video gives a better idea of what itīs like:
http://vimeo.com/troshinsky/loopraccord

As I come from a cinema background with no gamemaking or programming skills this was an attempt to apply what I learnt in one field to another. The idea was to make a game that uses cinematographic language as gameplay.

Originally this was a freeware pc game I did in one week for the Experimenta Gameplay Projectīs "Neverending" theme. It was after it got to be a finalist for the Nuovo award in the Independent Games Festival that I decided to refine and expand the experience. It is at this moment an IndieCade finalist too.

You can still download the original version, although I warn that it feels much clumsier and unintuitive, and many new features are not present: http://pluralgames.blogspot.com/2010/09/loop-raccord.html


Hope you like it!
5  Community / Announcements / Re: Gauge : a free - experimental - sport game for PC on: September 28, 2011, 02:59:18 PM
This is actually quite clever.

It dosenīt feel lika a sport game at first, but it definitely does after a while. I feels like training in a gym. There are some nice surprises and variations and it stupidly addictive.

The visual and sound design is really nice.

Conglaturations!
6  Community / Announcements / Folderworld on: June 03, 2011, 10:08:10 AM
Hello guys,

"Folderworld" is my latest experiment. I call this "a multimedia sandbox exploration game with user created content played through Dropbox".

Basically "Folderworld" presents a world under a system of folders where you can enter inside any object and see what it contains or what itīs made of. You can freely modify the world, explore, look for hidden tresures and craft your own treasures and hide them for other players to find. The world is pretty small right now, more a sketch of a world than a world really, ideally you should be able to explore any object down to itīs atomic composition.

The game is played through the dropbox website.
If you feel interested please join.

More info here:

http://pluralgames.blogspot.com/2011/05/folderworld.html

Cheers!

7  Community / Announcements / Re: Motion Columns on: April 27, 2011, 05:09:57 PM
Just made a gameplay video to show that it is actually possible to play this game properly:

http://www.youtube.com/watch?v=uuw6BjvtQWo
8  Community / Announcements / Re: Cathode Rays on: April 22, 2011, 07:41:22 AM
Great stuff man!
Very clever.

By the visual style and music it reminds me of Cactus's Gamma4 game. In a good way.
9  Community / Announcements / Motion Columns on: April 22, 2011, 07:29:11 AM
Hi everybody!

Just finished an entry for this month's Experimental Gameplay Project challenge, under the theme "cheap clone".

"Motion Columns" is a remake of the classic game "Columns" in which instead of matching three diamonds with the same color you have to match three diamons with the same movement pattern.



At first sight, with the screen filled with objects of different colors moving in different patterns, the game seems unplayable. It takes some effort and concentration but it is fairly playable once you manage to forget about forms and colors and focus exclusively in the motion. An advice: the way the human eye works, the center of the retina percieves the forms and the contour percieves the motion. It is much easier to find groups of diamonds that move the same way when not looking directly at them.

"Motion Columns" is my fifth game under my "Recycling Games" project, which consists in using preexisting audiovisual material as source for gamemaking. This time, to remind the decorative style of the original Columns, the game was entirely done from classic clipart engravings.

The game is here:

http://gamejolt.com/freeware/games/puzzle/motion-columns/5008/

2,8 mb
Windows.


Enjoy!
10  Community / Versus / Re: Low Bitrate Fighters (FINISHED) on: March 05, 2011, 01:38:18 PM
"delete" key works too!
11  Community / Versus / Re: Post Finished Entries Here! on: February 22, 2011, 06:33:46 PM
<div style="padding: 5px; padding-bottom: 0; float: left"><img src="http://www.troshinsky.com/LBFsshotTIG.jpg" width="300" height="200" /><p style="margin-top: 0"><a href="http://forums.tigsource.com/index.php?topic=17749.0">Low Bitrate Fighters</a>, by Nicolai Troshinsky</p>
</div>
12  Community / Versus / Re: Low Bitrate Fighters (FINISHED) on: February 22, 2011, 06:24:15 PM
Finished!
13  Community / Versus / Re: Low Bitrate Fighters on: February 13, 2011, 08:45:43 AM
First playable version available:

http://gamejolt.com/freeware/games/low-bitrate-fighters/files/low-bitrate-fighters/download/4539/6057/

I am going to add more videos so you donīt have the same ones constantly looping, although Iīm not sure if Iīll be able to do that before the deadline, as the encoding process is rather long. This might end up being the competition version... weīll see.
14  Community / Versus / Re: Low Bitrate Fighters on: February 09, 2011, 07:38:00 AM
Been doing some tests mixing ffdshow motion compensation, quicktime, and cinepak compression and itīs not bad.

Although I would prefer colours going mad instead of going to grayscale. Have not found a way for this other than recompressing a houndred times with cinepak, which is way too long and tedious.

If only I could make the game open a video which contains just the vector movement information and apply it over the last frame of the last video in real time...
15  Community / Versus / Re: Low Bitrate Fighters on: February 09, 2011, 03:26:12 AM
Thanks!

Very, very interesting...

Have to look into mpeg2 compression then. I wish they shared that hacked codec on spench.net, itīs exactly what I would need.

The thing is that right now, what I can achieve is to compress each individual video. Ideally, what could be really awesome, is that as different video clips appear one after another they would keep the last frame from the last video and apply the motion compensation of the current one. Unfortunately this is too far away from my skills, I would need a crazy programmer...

Will get back into compression testing see what I can find.

EDIT:

Aha! Found a tutorial:

http://www.youtube.com/watch?v=tYytVzbPky8&feature=related
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