Games aggregate.

This was long overdue: a browser for all of my released games, including the terrible ones, and covering all the range up to the mediocre. I used a binary system for highlighting the ones I consider to be less unremarkable; they use up double the space of the others. There’s also a handy tag there called gamey that marks the games that are more traditional in scope, so you don’t have to bitch to me about how my games are not really games.

This blog now looks different.

I have made this blog look different from how it looked yesterday. It is also used somewhat different. I pressed many keys during several days to make this happen.

The design is a relic from 2010 which I never finished implementing, because back then I didn’t know much PHP. Now I decided to finish it, for the large part eschewing WordPress’s redundant, confusing, ill-documented and inflexible functions, which made me give up that time, and rolling my own code. Also for the first time I’ve tasted what it’s like not pulling so many hairs in the process of getting letters and boxes where you want them to appear on the screen, thanks to Less, an alternative to plain CSS.

Below is a picture of how this blog no longer looks. And here is the whole, long first page.

January.

January, the month named after the Roman god Janus. A god of thresholds between past and future, here and there, he is depicted as having a head bearing two faces staring simultaneously forward and back.

Play January in your browser

In my first collaboration with GregWS, we made a small text game about parallels. We each independently created a literary space by way of the description of places and situations, and then combined the two into a criss-crossing meandering. Fun for the whole family.

Viewpoints in Portuguese.

A Brazilian fellow who calls himself Douglas Mitsujii has a website in which he collects Flash games he finds particularly philosophical or emotive. He contacted me about translating my game Viewpoints a month ago, and guess what, it’s done already. The one upgrade I couldn’t resist was the audio quality (lower and more efficient compression), so now the Portuguese version has one slight advantage over the original.

Play the Portuguese Viewpoints

(Sin asunto.)

Una cosa poética epistolar, creo. En español esta vez, para variar un poco.

(Sin asunto) (web)

En verdad tiene su origen hace mucho, de cuando primero jugué hush de Increpare y me puse a desarrollar un par de ideas con esa base, de las cuales ninguna dio fruto. Esta en particular no funcionó porque no hallé la narrativa adecuada para el formato. Me pasa a menudo que tengo una idea formal que no sé solucionar en cuanto a su contenido. En fin, la retomé después de leer un tweet de Terry Cavanagh sobre Catherine (el juego) y su mecánica de escribir mensajes de texto que coincidía más o menos con mi idea.

Frogs Drink Faces.

The surrealistic title for this game has two reasons: one, all three words are words you may encounter in-game; and, two, the game features frogs drinking faces.

This was a lax collaboration that involved me doing the game design and coding and three girls from my family (including my 5-year-old sister) preparing the art assets and coming up with English words of five-non-repeating-letters. Worked on at odd intervals throughout the 2012-in-One Glorious Developers Konference Kollection Pirake Kart weekend, for submission into it.

Play Frogs Drink Faces (Flash)

If you’re having trouble figuring out what to do, here’s how you play it. The letters on the frogs’ backs correspond to keys on your keyboard. Press a key and the frog will lash its tongue upward to meet any face in its way. Drink the angry, evil faces and spare the smiling, innocent ones (that’s how you deal with my sister). Every few seconds, faces will start falling a bit faster, frog letter labels will be removed, and a pair of frogs may get swapped (but their associated letters remain). In short, what started out as a CREAM arrangement of frogs will turn to CAERM, to CMERA, to EMCRA, and so on, making it harder to keep track of what the effect of pressing a key will do. Until you lose and get laughed at by my sister. Enjoy.

Updated front page.

I’ve refreshed the front page. The new design sports a rather subtle effect that nonetheless took me a fair number of hours to pull off, in part because I’m still not that familiar with javascript, but also because it was far more complicated than I originally estimated. It may not work as it’s supposed to in browsers other than Firefox and Safari’s latest versions, since it hasn’t been tested beyond those.

The previous design‘s been archived.

Muévete.

Español

This post should have been written in September, but laziness kept me. The video you see above I only got around to finishing last night. Depicted in the video is an art installation for Centro Cultural Palacio La Moneda‘s freshly opened art and technology space. I undertook programming duties in the project which I was invited to by Sebastián Skoknic and Francisco Fuentes.

The work uses an ordinary webcam to detect user movement, which causes stuff to happen on the screen under five distinct modes that the user can switch between via a menu that’s also motion-activated, located on the far right side of the physical space. This menu was poorly conceived, and causes plenty of user confusion due to how easy it is to obstruct with the body, which would cause random buttons being constantly activated. There are plans to scrap it in favor of a physical interface located on the ground.

An interesting feature is that it silently captures images as seen by the camera every thirty minutes. These might get collated later on and used for a video depicting users interacting with the installation over the months in sped-up form.

If you’d like to give this a try but can’t attend the actual physical space, there’s also a web version that can be used with your computer’s webcam. Go to the site of the exhibit and click the last button in that horizontal bar, the one that says ‘¡Muévete!’ Then, click on ‘Juega!’

[…]