Gee I haven't posted in a while. Man have I been ever busy with THINGS. College has started up again and I decided to take considerably fewer classes to ease up the load, but then once things get freed up other crap tends to take its place. But that's not entirely why I haven't done much.
I'd say I hit a stumbling block, but that's boring, so instead I'll say an 11-ton truck by the name of Ennui decided to run me over, leaving me in intensive care for quite some time. They should let me out if I go through the rehabilitation, though. Sometimes I think I ask why too much. But that's a thought for another day. Or at least until after I finish typing this thing out. In the meantime I've been drawing and trying to sort my thoughts, working out what I want to do, and meeting up with Cam occasionally to talk about the usual meaningless crap that end up being the most hilarious things I've ever discussed.
In any case, while everyone is waiting (or not waiting) for this thing to get in the works, enjoy the picture I have posted while I get myself round to work on this thing. This demon was spawned whilst sitting in lecture during my computing class:
Enjoy.
Wednesday, February 18, 2009
Monday, January 5, 2009
Almost Gothic
So, I just got back from the AC/DC concert. Wow. I haven't picked up their new album yet, but the bloke I went with (Matt) said that it was really good. I own five of their albums already so I'll probably end up with it anyway.
We were in the very last row of the Quicken Loans Arena (meh, I still call it the Gund) on the right hand side of the stage. Matt brought his binoculars along but with the big screens it wasn't really necessary, although it was way cooler to watch Angus play his ass off (literally, he did a striptease in the middle of "The Jack" that ended with him dropping his knickers and mooning the entire audience with - what else - AC/DC print boxers) through the binoculars. There was a train. There was a scissor-lift platform. There was a four-story blow-up Rosie. There were the obligatory cannons and the big-ass bell. And right in the middle of it all, a drunk redneck threw beer on someone at the end of the row in front of us and began throwing punches. He was wearing a t-shirt that said "Designated Asshole." Indeed.
I used some of my Christmas money on the Korg DS-10 and I'm still teaching myself how to use it. It's a really cool piece of software for the Nintendo DS that allows you to control two emulations of the classic Korg MS-10 analog synthesizer and a drum machine. It's my intent to make an entire track for Metarract: Aero using this unique little tool. That's right, I'm using a video game to make music for another video game. Ladies and gentlemen, I'm putting the "Meta" in "Metarract." As I use it more I'll be sure to post little updates and maybe even a review.
I started work on the title screen music for the game using one of my Roland JV-80's presets. I usually make a point to avoid using presets but I can make an exception in this case. That's because it's a fairly convincing replica of my favorite sound from the Fairlight CMI sample library, which I'll discuss on another day when I have more time. For now I'll just say that a Fairlight CMI Series IIx is my dream synthesizer.
The PK Cards tournament is this Friday at 1:00 PM at Hobbytown USA, located on 8000 Plaza Boulevard, Mentor, Ohio 44060. It's free to enter unless you've entered a PK Cards tournament before, in which case the core deck and two boosters will set you back $30. Plug that address into Mapquest and be there.
...and props to Matt for getting us the tickets! You're the best, man!
Labels:
AC/DC,
DS-10,
electronic music,
Fairlight CMI,
JV-80,
KORG,
metarract,
Nintendo DS,
Roland
Monday, December 15, 2008
Kid Charlemagne
For those of you curious to hear the demo I played for Tyler, here it is. It's mostly me experimenting with the LFO (with Osc. 2 and Wave as the destination), and playing around with the arpeggiator. The patch is the first one I've made on this machine, and I named it "Nautilus." Expect to hear some of these sounds in the game.
Last weekend I had the opportunity to check out a new trading card game and I suggest that you do too - it's called PK Cards and it's designed & printed right here in Mentor, Ohio. It's like Magic: The Gathering minus the suck. All of the characters come from different cultural mythology, and they do battle against each other to allow your avatar in the game to gain prestige. This can be a lot of fun because you can finally prove that Merlin can indeed kick Quetzal's ass and that the Aztecs were a bunch of pussies. The game is really well balanced and easy to pick up but can be very complicated. Its depth and variety, however, should ensure great longevity, and mean that the game doesn't have to be re-invented every expansion. The core decks come really well built and competetive right out of the box. I played three games (two against my co-worker Pete and one against my girlfriend Lum) and won two of them. Each pack or core deck also contains a Gold Key, which you can enter online to buy MP3 players, Playstation 3s, and more cards.
Today I had the chance to tour the PK offices and see where the cards are printed - believe me, you haven't lived until you've seen sheet upon sheet of exotic uncut foil cards just sitting on a wooden pallet. I also got to meet Yoshinori Ikehara, one of the artists responsible for bringing some of PK's legendary badasses to life. He even signed a Mantis for me and a Lung for Lum. If you're not doing anything the ninth of January, come out to Hobbytown USA in Mentor for a demonstration tournament. As the date approaches I'll get more information posted. I expect to see all of you there (this means you Tyler).
Labels:
electronic music,
Little Phatty Stage II,
metarract,
Moog,
PK Cards
Wednesday, December 10, 2008
Keeping In Touch
Well today I heard my first of Cameron's work, and I must say, I am well impressed. He seems to achieve the perfect sound I'm looking for. My general position on this is that I must now make sure my game lives up to his work!
I got to hear some samples of what he's been doing with his Moog, and the sound is terrific. And with some work, it'll fit perfectly. Afterwards we went around the college to one of the piano rooms (that I had no idea existed), and we spent some time brainstorming things together, him on piano and me working on my laptop. And with both of us going at once, creativity abounded. I certainly got some ideas just from hearing some of the tunes he was putting out. It was a wonderful experience.
Now on to business. With my schedule being what it was, time was scarce, work and school was all I really could do. I would doodle in my off time, but nothing too serious (I even drew a picture of Abraham Lincoln on a slow day at work). That being said, not much headway has been made on my end, though with the college semester over my time opens once again. But another item arises. Back at deviantArt we're doing a little fun flash secret Santa thing. We all submit our topics, and someone gets them and designs something for that person. I'm participating, and obviously I don't want to be the person who doesn't give out a gift, so that'll take up some time.
In the meantime I'll be drawing pictures and making doodles of bosses and working out stage sequences in my head, logging them away for later. Work is being done, I've just got nothing to show for it!
I got to hear some samples of what he's been doing with his Moog, and the sound is terrific. And with some work, it'll fit perfectly. Afterwards we went around the college to one of the piano rooms (that I had no idea existed), and we spent some time brainstorming things together, him on piano and me working on my laptop. And with both of us going at once, creativity abounded. I certainly got some ideas just from hearing some of the tunes he was putting out. It was a wonderful experience.
Now on to business. With my schedule being what it was, time was scarce, work and school was all I really could do. I would doodle in my off time, but nothing too serious (I even drew a picture of Abraham Lincoln on a slow day at work). That being said, not much headway has been made on my end, though with the college semester over my time opens once again. But another item arises. Back at deviantArt we're doing a little fun flash secret Santa thing. We all submit our topics, and someone gets them and designs something for that person. I'm participating, and obviously I don't want to be the person who doesn't give out a gift, so that'll take up some time.
In the meantime I'll be drawing pictures and making doodles of bosses and working out stage sequences in my head, logging them away for later. Work is being done, I've just got nothing to show for it!
Sunday, December 7, 2008
I Got The News
Looks beautiful, doesn't it? For those unfamiliar with Dr. Robert Moog's legacy, click here.
Over the course of the past several months, I've been literally dreaming about owning one someday - the classic analog Moog sound is unrivaled by anything else, period. I was very lucky to be able to get this - Sam Ash was offering a great deal, and I simply couldn't pass it up. With 20% off their already low price, 18 months with 0% financing, and a free CP-251 Control Processor, I would be stupid not to go for it. If you're ever in the greater Cleveland area and need help with synthesizers/keyboards/production equipment, be sure to talk to Rex at Sam Ash in Lyndhurst- very helpful and courteous, and really willing to go the extra mile to make his customers happy.
All plugging aside, I couldn't be happier with my new dream synth. I'm a big fan of analog sounds but until now, I've been restricted to programming Subtractor patches in Reason 4. As I become more proficient at navigating the Moog's interface, I plan on creating some incredible sounds that will make Metarract: Aero's soundtrack a true masterpiece of synthesizer programming. As I create different sounds, I may upload short demos and post them here for you all to enjoy. Stay tuned!
Thanks Bob!
Labels:
electronic music,
Little Phatty Stage II,
metarract,
Moog,
Reason 4,
Subtractor
Wednesday, December 3, 2008
Project: Metarract: Aero
As the title of this post plainly shows, so "begins" our first project, a game that goes by the name Metarract: Aero.
Aero is a shoot 'em up, or put more simply a space shooter, like Galaga and Galaxian, and somewhat more recent titles like R-Type and Gradius. I recall many years ago when the Gamecube was still in its infancy when I made my way through the mall to find a demo of a game sitting in f.y.e. (though if it was f.y.e. at the time, I cannot recall. f.y.e. or a store that was similar). Now, I did not have a Gamecube at the time, but I found the console to be interesting, and Nintendo was quite the contender when it came to video games. So I played this demo, and I fell in love with it. Although I only played it for about five, perhaps ten minutes, I was enthralled with this game, and yet I would not find it again for years to come.
The game I'm referring to was Ikaruga, a fantastic bullet hell style game which employs an incredibly interesting polarity system. The game, though hard, is beautiful in its execution, and flows so cleanly that I made a point that I were to get it one day (which I did). I highly recommend it.
Now the point of that story was to explain where I derived my influence from. And although I will not achieve such brilliance in design, limited as I am in my abilities and tools, I hope that my game will at the very least flow at least half as well, and be one fourth as interesting.
Metarract: Aero is essentially another power-up shooter (vertically scrolling), but with a certain flair to the power-ups. They aren't stacking, nor do they replace each other. Put simply, you will bank each power-up, where you will either get so many shots or so many seconds to use the power-up. I thought this would help increase flow in the sense that rather than being forced to use the power-up you currently have, you can use whatever one fits the situation best, also keeping in mind your limited resources. I didn't particularly like making it with limited resources, but I felt it was necessary to keep your ship from becoming too powerful, and to keep people from using the same power-up over and over again (trust me, with some of them, you definitely would).
It is at this point that I've essentially created the basic engine for the game, and I have begun the finer points of the design stages, namely creating enemies, minibosses and bosses, and then arranging them all just so to create a level that's fluid. After each level I'll send the file to Cameron and he'll work his musical magic out to fit it in nicely with the gameplay. I'm quite excited for this game, and in time, hopefully you will be too.
Aero is a shoot 'em up, or put more simply a space shooter, like Galaga and Galaxian, and somewhat more recent titles like R-Type and Gradius. I recall many years ago when the Gamecube was still in its infancy when I made my way through the mall to find a demo of a game sitting in f.y.e. (though if it was f.y.e. at the time, I cannot recall. f.y.e. or a store that was similar). Now, I did not have a Gamecube at the time, but I found the console to be interesting, and Nintendo was quite the contender when it came to video games. So I played this demo, and I fell in love with it. Although I only played it for about five, perhaps ten minutes, I was enthralled with this game, and yet I would not find it again for years to come.
The game I'm referring to was Ikaruga, a fantastic bullet hell style game which employs an incredibly interesting polarity system. The game, though hard, is beautiful in its execution, and flows so cleanly that I made a point that I were to get it one day (which I did). I highly recommend it.
Now the point of that story was to explain where I derived my influence from. And although I will not achieve such brilliance in design, limited as I am in my abilities and tools, I hope that my game will at the very least flow at least half as well, and be one fourth as interesting.
Metarract: Aero is essentially another power-up shooter (vertically scrolling), but with a certain flair to the power-ups. They aren't stacking, nor do they replace each other. Put simply, you will bank each power-up, where you will either get so many shots or so many seconds to use the power-up. I thought this would help increase flow in the sense that rather than being forced to use the power-up you currently have, you can use whatever one fits the situation best, also keeping in mind your limited resources. I didn't particularly like making it with limited resources, but I felt it was necessary to keep your ship from becoming too powerful, and to keep people from using the same power-up over and over again (trust me, with some of them, you definitely would).
It is at this point that I've essentially created the basic engine for the game, and I have begun the finer points of the design stages, namely creating enemies, minibosses and bosses, and then arranging them all just so to create a level that's fluid. After each level I'll send the file to Cameron and he'll work his musical magic out to fit it in nicely with the gameplay. I'm quite excited for this game, and in time, hopefully you will be too.
Home At Last
The first time I met Tyler, I immediately noticed two things that we shared in common:
- We have really fantastic hair.
- We have really fantastic names.
After further discussion, it also became apparent that we both value creativity to a startling degree - so much so, that we have both chosen to devote our lives to it in our respective disciplines. Tyler showed me some of the games he had programmed; I told him that I was an electronic musician and an immediate bond was formed. Using the computer as our medium, we express ourselves through our art. By combining the two, we hope to create a truly unique, visceral gaming experience. Thanks for stopping by. You're about to witness the birth of something incredible.
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