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	<title>agj writes: &#187; event</title>
	<atom:link href="http://blog.agj.cl/tag/event/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.agj.cl</link>
	<description>where agj pours his mind</description>
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		<title>Charade</title>
		<link>http://blog.agj.cl/2010/12/charade/</link>
		<comments>http://blog.agj.cl/2010/12/charade/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 22:48:52 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[projects]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=518</guid>
		<description><![CDATA[The game I posted last about, Ascension, was made by talented game author Jonathan Whiting. I will ramble. Please forgive. One day, on a whim, I contacted a few fellow game makers to see if they would be interested in taking part in a little experiment. Following up on my whims has been my modus [...]]]></description>
			<content:encoded><![CDATA[<p>The game I posted last about, <em>Ascension</em>, was made by talented game author <a href="http://jonathanwhiting.com/">Jonathan Whiting</a>.</p>
<p>I will ramble. Please forgive.</p>
<p>One day, on a whim, I contacted a few fellow game makers to see if they would be interested in taking part in a little experiment. Following up on my whims has been my modus operandi since I started making games, so this just seemed appropriate. A few caught on, and what we set out to do was make a game each, and then switch around the credits, so each of us would release a game that was not of our respective creation.<span id="more-518"></span></p>
<p>As me and the friends I contacted discussed the finer points, I got questioned as to why something like this could be a good idea, what I was trying to achieve. I truthfully responded that I was not trying to achieve anything, that this was just a game, something fun to try out, a bit of a silly prank. I never explained where the idea came from, though.</p>
<p>I have a hard time reconciling my selfish desires with my outlook on life. I believe that everyone and everything is just a part of a whole, and that any sense of self that we have is an illusion that is normally convenient to let us do the best we can, but, for our species, has gone out of control, and selfishness has become the norm. Copyright law is just one concrete expression of this selfishness, in the realms of culture and economics. This belief clashed with my need to become good at what I want to become good at, and be recognized for it as an individual, to be favored in some fashion. So, I guess I had this in mind when I became suddenly intrigued by the thought of having another person take the credit for a game I’d made.</p>
<p>The people who participated were <a href="http://jonathanwhiting.com/blog/?p=56">Jonathan Whiting</a> (a.k.a. MrPiglet), <a href="http://mightyvision.blogspot.com/2010/12/masquerade.html">Michael Brough</a> (a.k.a. brog), <a href="http://noyb.retroremakes.com/Games/tsoc.html">Noyb</a>, and I. A theme was convened, ‘masquerade’, which seemed appropriate. The games are the following:</p>
<ul>
<li><em><a href="http://www.thegamescollective.org/index.php/topic,129.0.html">Ascension</a></em></li>
<li><em><a href="http://forums.tigsource.com/index.php?topic=16151.0">The sense of connectedness</a></em></li>
<li><em><a href="http://forums.tigsource.com/index.php?topic=16154.0">Face time</a></em></li>
<li><em><a href="http://forums.tigsource.com/index.php?topic=16155.0">Doppelganger</a></em></li>
</ul>
<p>They were all released on December the 1st. During this last month or so I haven’t been in my best mind, so I didn’t concern myself as much with the outcome (or even the preparations) as I could have, but I believe that it was a positive experience for us all. From reading my fellow conspirators’ thoughts, I understand that they were not entirely comfortable throughout, and this mirrors my initial dilemma; I think that being aware of such unpleasant emotions results in a higher understanding of our self, so I’m not sorry for having sparked this charade. Me, I was surprised to find myself so anxious about what to do with the game I was to display, not because of the game itself, but because I had to consider the actual author’s feelings for their own game, their attachment to it, their willingness to place it in my hands. Even though it wasn’t my game, I made it a point to treat this one as I would any of my releases, but whatever I usually did with one, Jonathan might not have agreed. Frustratingly dealing with this dual standard (in my own mind, as he never argued) was the low point of the experience for me.</p>
<p>But now, game’s up.</p>
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		<title>Prosopamnesia</title>
		<link>http://blog.agj.cl/2010/05/prosopamnesia/</link>
		<comments>http://blog.agj.cl/2010/05/prosopamnesia/#comments</comments>
		<pubDate>Thu, 06 May 2010 02:53:19 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Prosopamnesia]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[The Games Collective]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Wirewalk]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=461</guid>
		<description><![CDATA[After Wirewalk, I felt inspired to do more work using images acquired through web searches. Yes, I failed to mention it when I released that one, but the images are obtained at run-time through Google Images. I’m rather proud of this particular result: Prosopamnesia (Flash) It was made for The Games Collective negative capability pageant. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-463" title="Prosopamnesia screenshot" src="http://blog.agj.cl/wp-content/uploads/2010/05/prosopamnesiascreen.png" alt="" width="300" height="200" /></p>
<p>After <a href="http://blog.agj.cl/tag/wirewalk/">Wirewalk</a>, I felt inspired to do more work using images acquired through web searches. Yes, I failed to mention it when I released that one, but the images are obtained at run-time through Google Images. I’m rather proud of this particular result:</p>
<p><strong><em><a href="http://www.agj.cl/files/games/prosopamnesia/">Prosopamnesia</a></em></strong> (Flash)</p>
<p>It was made for The Games Collective <a href="http://www.thegamescollective.org/index.php/topic,44.0.html">negative capability pageant</a>. For sound, I used the <a href="http://code.google.com/p/as3sfxr/">port</a> of DrPetter’s <a href="http://www.drpetter.se/project_sfxr.html">sfxr</a> to AS3, by Thomas Vian. Also used the <a href="http://code.google.com/p/googleas3api/">Google API AS3 library</a> by Joris Timmerman, as for Wirewalk.</p>
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		<title>Wirewalk</title>
		<link>http://blog.agj.cl/2010/04/wirewalk/</link>
		<comments>http://blog.agj.cl/2010/04/wirewalk/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 00:00:48 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[The Games Collective]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Wirewalk]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=446</guid>
		<description><![CDATA[I’ve made a thing for an event that Stephen Lavelle describes as a ‘pageant’ —a competition sans the competitive aspect—, with the theme ‘bricolage’. (I made a promotional picture for the event, too.) The thing I made is called Wirewalk. It’s something that, I feel, is best not to describe. Just try it and see [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.agj.cl/wp-content/uploads/2010/04/wirewalk.png"><img class="alignnone size-full wp-image-448" title="Wirewalk screenshot" src="http://blog.agj.cl/wp-content/uploads/2010/04/wirewalk.png" alt="" width="500" height="100" /></a></p>
<p>I’ve made a thing for <a href="http://www.thegamescollective.org/index.php/topic,8.0.html">an event</a> that <a href="http://www.increpare.com/">Stephen Lavelle</a> describes as a ‘pageant’ —a competition sans the competitive aspect—, with the theme ‘bricolage’. (I made <a href="http://piclog.agj.cl/index.php?showimage=69">a promotional picture</a> for the event, too.)</p>
<p>The thing I made is called <em>Wirewalk</em>. It’s something that, I feel, is best not to describe. Just try it and see if you like it—shouldn’t take you over a couple of minutes.</p>
<p><strong><em><a href="http://www.agj.cl/files/games/wirewalk/">Wirewalk</a></em></strong> (Flash)</p>
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		<title>Climbrunner</title>
		<link>http://blog.agj.cl/2009/12/climbrunner/</link>
		<comments>http://blog.agj.cl/2009/12/climbrunner/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 07:23:55 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Climbrunner]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Flixel]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=394</guid>
		<description><![CDATA[I couldn’t pass up the opportunity to participate in this weekend’s Ludum Dare, as it had been too long since I last made (and released) a game. This time I didn’t make a fancy timelapse video or anything like, but I did spend some time on Friday learning to use the beautiful Flixel, and then [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-396" title="Climbrunner screenshot" src="http://blog.agj.cl/wp-content/uploads/2009/12/climbrunnershot.png" alt="Climbrunner screenshot" width="500" height="150" /></p>
<p>I couldn’t pass up the opportunity to participate in this weekend’s <a href="http://www.ludumdare.com/compo/">Ludum Dare</a>, as it had been too long since I last made (and released) a game. This time I didn’t make a fancy timelapse video or anything like, but I did spend some time on Friday learning to use the beautiful <a href="http://flixel.org/">Flixel</a>, and then the weekend bending it to my nonstandard needs. The result is a game, unlike last time, though not exactly what I set out to do. Still, it’s playable. And it fits the ‘exploration’ theme.</p>
<p><img class="alignnone size-full wp-image-395" title="Original climbrunner animation" src="http://blog.agj.cl/wp-content/uploads/2009/12/climbrunner01.gif" alt="Original climbrunner animation" width="48" height="48" /></p>
<p>I made this animated GIF over a year ago, thinking of an idea for a game I envisioned for the Game Boy Advance. This game was to be a bichrome, <a href="http://nifflas.ni2.se/index.php?page=1003Knytt">Knytt</a>–inspired platformer. I decided to reuse the core of this idea: that is, the running on walls and ceilings, and a tad more. It was simplified to the essence, though: the little guy won’t stop running, so all you can do is jump in order to steer him where you want to go. It feels a bit like controlling a jumping, sticky train.</p>
<p><a href="http://www.agj.cl/files/games/climbrunner-ld/"><strong>Play <em>Climbrunner</em></strong></a> (Flash)</p>
<p>This time around I didn’t neglect to provide the <a href="http://www.agj.cl/files/games/climbrunner-ld/climbrunner-source.zip">source code</a>.</p>
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		<title>Claridad</title>
		<link>http://blog.agj.cl/2009/11/claridad/</link>
		<comments>http://blog.agj.cl/2009/11/claridad/#comments</comments>
		<pubDate>Sat, 14 Nov 2009 01:28:54 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[bycicle]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[exhibition]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=389</guid>
		<description><![CDATA[Made this video quite a while ago, but neglected to post it here. It was made for an art exhibition (Expo Arte y Bicicleta) open to submissions by anyone, and in pretty much any format (other than video, it included paintings, sculptures, volumetric collages, music, poetry…), as long as it featured the bicycle in some [...]]]></description>
			<content:encoded><![CDATA[<p><object width="500" height="375" data="http://vimeo.com/moogaloop.swf?clip_id=6187924&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6187924&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /></object></p>
<p>Made this video quite a while ago, but neglected to post it here. It was made for an art exhibition (<a href="http://www.bicicultura.cl/2009/09/07/con-exposicion-de-arte-y-bicicleta-se-inauguro-iv-festival-internacional-de-bicicultura-de-santiago-2009">Expo Arte y Bicicleta</a>) open to submissions by anyone, and in pretty much any format (other than video, it included paintings, sculptures, volumetric collages, music, poetry…), as long as it featured the bicycle in some way. Fun idea. I quickly made this with recycled footage from <a href="http://blog.agj.cl/2009/01/volcano/">Volcano</a>. I love these kinds of collages, as you can see <a href="http://piclog.agj.cl/index.php?showimage=63">here</a> and <a href="http://piclog.agj.cl/index.php?showimage=64">here</a>. In the end, the one day I visited the exhibition (which was in a public area in a Metro station, here in Santiago), the projector that was supposed to rotatively display the videos wasn’t even on. Ah, well.</p>
<p>Also with stuff from Volcano, but more recently (just five days ago) I made <a href="http://www.vimeo.com/7512616">this 5 by 5</a>: five clips, five seconds in length. A quickie, just for fun.</p>
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		<title>Tenth twice</title>
		<link>http://blog.agj.cl/2009/09/tenth-twice/</link>
		<comments>http://blog.agj.cl/2009/09/tenth-twice/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 07:23:04 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Sheets]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Viewpoints]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=371</guid>
		<description><![CDATA[I forgot to report back then, but my game, Viewpoints, got tenth place in the competition it was created for, TIGSource’s Cockpit Competition. Considering that there were 41 entries, that’s not too bad. More surprising is that Sheets, the game I entered in TIGSource’s latest, the Adult/Educational Competition, also got me in tenth place. This [...]]]></description>
			<content:encoded><![CDATA[<p>I forgot to report back then, but my game, <a href="http://blog.agj.cl/tag/viewpoints/"><em>Viewpoints</em></a>, <a href="http://tigsource.com/articles/2009/05/04/cockpit-compo-results">got tenth place</a> in the competition it was created for, TIGSource’s Cockpit Competition. Considering that there were 41 entries, that’s not too bad.</p>
<p>More surprising is that <em><a href="http://blog.agj.cl/tag/sheets/">Sheets</a></em>, the game I entered in TIGSource’s latest, the Adult/Educational Competition, <a href="http://tigsource.com/articles/2009/09/10/adult-educational-compo-results">also got me in tenth place</a>. This is so surprising due to my making the game in a rush to get something in at all, and it being mostly just a ‘choose your own adventure’ interactive story. More so, because there were a few very good games that didn’t even make it into the top ten, such as Gregory Weir’s <a href="http://forums.tigsource.com/index.php?topic=7192.0">Silent Conversation</a>. All I can say is that I got lucky, this time.</p>
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		<title>Cave Trip</title>
		<link>http://blog.agj.cl/2009/08/cave-trip/</link>
		<comments>http://blog.agj.cl/2009/08/cave-trip/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 05:22:43 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Cave Trip]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=354</guid>
		<description><![CDATA[I had things to do and places to be Friday night and all Saturday, so only got started on my Ludum Dare entry by Saturday night. LD is a 48 hour competition in which I also participated four months ago; back then, I made Heart. This time, I didn’t get to make such a complete [...]]]></description>
			<content:encoded><![CDATA[<p>I had things to do and places to be Friday night and all Saturday, so only got started on my <a href="http://www.ludumdare.com/">Ludum Dare</a> entry by Saturday night. LD is a 48 hour competition in which I also participated four months ago; back then, I made <a href="http://blog.agj.cl/tag/heart/">Heart</a>. This time, I didn’t get to make such a complete game. The theme was ‘caverns’, so I had planned to make a rhythmic game about flying through a cavern (okay, more like a tunnel) and avoiding obstacles to the beat. It was actually pretty hard to just get the visual effect right, so I got only as far as adding some randomized obstacles, and throwing in a sound effect upon hitting one. So, it’s far from a complete game. The code that would allow me to add in a music track and have it be synchronized to the images is already there, at least.</p>
<p><a href="http://www.agj.cl/files/games/cavetrip/"><strong>Play <em>Cave Trip</em></strong></a> (Flash)</p>
<p>This one was made using FlashDevelop and Flex SDK 4, coded in actionscript 3. Below you can see all those hours of work, squashed into just a few seconds.</p>
<p><object width="500" height="313" data="http://vimeo.com/moogaloop.swf?clip_id=6353166&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6353166&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /></object></p>
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		<title>Heart &amp; Hope</title>
		<link>http://blog.agj.cl/2009/04/heart/</link>
		<comments>http://blog.agj.cl/2009/04/heart/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 21:19:28 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[Construct]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Heart]]></category>
		<category><![CDATA[KOTM]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=175</guid>
		<description><![CDATA[What you see above is my computer screen during the past weekend (each hour reduced to 2.5 seconds), as I make two games for two events that were held concurrently. One is a competition called Ludum Dare, on which, during the 48 hours of its duration, participants are expected to create a game by themselves [...]]]></description>
			<content:encoded><![CDATA[<p><object width="500" height="313" data="http://vimeo.com/moogaloop.swf?clip_id=4235554&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=4235554&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /></object></p>
<p>What you see above is my computer screen during the past weekend (each hour reduced to 2.5 seconds), as I make two games for two events that were held concurrently. One is a competition called <a href="http://www.ludumdare.com/">Ludum Dare</a>, on which, during the 48 hours of its duration, participants are expected to create a game by themselves and ‘from scratch’. The week prior, participants vote on a theme. ‘Advancing wall of doom’ won this time, which is not one I’m too fond of, but I did participate and make a game. Or two, in fact, because for the other event, my <a href="http://blog.agj.cl/tag/kotm/">usual</a> two-hour <a href="http://www.glorioustrainwrecks.com/node/44">Klik of the Month</a>, I made a game based on the same theme.</p>
<p><a href="http://www.agj.cl/files/games/heart-ld/"><em><strong>Heart</strong></em></a> is the name of <a href="http://www.ludumdare.com/compo/?category_name=ld14&amp;author_name=agj">my Ludum Dare entry</a>. The game is not final, and neither is the name, so let’s say it’s the competition version’s name. It was inspired by Stephen Lavelle’s <a href="http://www.increpare.com/tag/defect/"><em>Defect</em></a>. It was made for Flash, using the Flex SDK and coded in Actionscript 3. I’ll probably post more about it in the future, when I decide that the game is finished.</p>
<p><a href="http://www.agj.cl/files/games/hope.zip"><em><strong>Hope!</strong></em></a> is what I called <a href="http://www.glorioustrainwrecks.com/node/291">my Klik of the Month</a>. It was made in Construct, so it’s Windows only. You will need <a href="http://www.softpedia.com/get/System/OS-Enhancements/DirectX-9.0c-Redistributable.shtml">the latest DirectX</a> to run it.</p>
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		<title>Viewpoints</title>
		<link>http://blog.agj.cl/2009/04/viewpoints/</link>
		<comments>http://blog.agj.cl/2009/04/viewpoints/#comments</comments>
		<pubDate>Fri, 03 Apr 2009 05:20:38 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[Viewpoints]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=145</guid>
		<description><![CDATA[I’ve completed a new videogame—another entry in another TIGSource competition. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original Out Run, since I’m such a [...]]]></description>
			<content:encoded><![CDATA[<p>I’ve completed a new videogame—another entry in <a href="http://tigsource.com/articles/2009/02/20/cockpit-compo">another TIGSource competition</a>. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original <a href="http://www.youtube.com/watch?v=WiWiTXq4yYY"><em>Out Run</em></a>, since I’m such a big fan of the series, and because I love the aesthetic of that kind of low-tech 3D. I might do this in the future; we’ll see how creating such an engine will go for me. But the game I ended up conceiving, because I only had roughly a week to make it (until the deadline was extended another week), is not about driving anything at all, it is merely about <em>looking</em>; how much more simple can a game’s interface and set of verbs get? You are still in some kind of convertible sportscar, but you’re just sitting on the passenger’s seat.</p>
<p>I’ve coined the term ‘narrative exploration’ to describe Viewpoints, because the very core of the concept is about exploring, but not a physical space, like in, say, <em>Metroid</em>, but, instead, a space of different possible stories—a narrative space. The concept itself was shamelessly ripped from Terry Cavanagh’s <a href="http://distractionware.com/blog/?p=650"><em>Pathways</em></a> —a short game I can wholeheartedly recommend—, though his execution is different from mine (I’m not quite that flagrant).</p>
<p><img class="alignnone size-full wp-image-148" title="Viewpoints screenshot" src="http://blog.agj.cl/wp-content/uploads/2009/04/viewpointsscreen_small.png" alt="Viewpoints screenshot" width="400" height="320" /></p>
<p><a href="http://www.agj.cl/files/games/viewpoints/"><strong>Play <em>Viewpoints</em> in your browser</strong></a> (requires Flash)</p>
<p>Also, for this past April Fools’, I made a variation of Viewpoints and released it as if it were the finished game for the competition. I took the Out Run and Sega inspiration further, and created something quite ridiculous. I call it <a href="http://www.agj.cl/files/games/winner/"><em><strong>Winner</strong></em></a>. (It may be worth mentioning that some of the contents of this variation were taken straight from Sega-made games.)</p>
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		<title>The Lake</title>
		<link>http://blog.agj.cl/2008/11/the-lake/</link>
		<comments>http://blog.agj.cl/2008/11/the-lake/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 20:54:17 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[Construct]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[surrealism]]></category>
		<category><![CDATA[The Lake]]></category>
		<category><![CDATA[TIGSource]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=28</guid>
		<description><![CDATA[I made a very quick game (though not quite as quick as the Klik of the Month ones) for a competition that is due today. The game is called The Lake, and it’s for the TIGSource Commonplace Book Competition. The objective was to create a game inspired by one or several of the brief ideas [...]]]></description>
			<content:encoded><![CDATA[<p>I made a very quick game (though not quite as quick as the <a href="http://blog.agj.cl/tag/kotm/">Klik of the Month</a> ones) for a competition that is due today. The game is called The Lake, and it’s for the TIGSource <a href="http://tigsource.com/articles/2008/10/17/tigcompo-commonplace-book">Commonplace Book Competition</a>. The objective was to create a game inspired by one or several of the brief ideas that H.P. Lovecraft jotted down in his <a href="http://www.lapetiteclaudine.com/archives/011196.html">Commonplace Book</a>, most of which never got turned into full stories. This is what I did; my game is not ‘based on’ as much as it’s just ‘triggered’ by one of these ideas, though.</p>
<p><img class="alignnone size-full wp-image-29" title="The Lake title screen" src="http://blog.agj.cl/wp-content/uploads/2008/11/lakescreen.png" alt="" width="320" height="240" /></p>
<p>You can <a href="http://www.agj.cl/files/games/lake_1_0.zip">download The Lake v1.0</a>, for Windows.</p>
<p>My goal was to create a game that would not take me too long to make. I wanted just a full day’s work, it ended up being three, but that’s quite okay. It was created in Construct, which truly is a great promise for the future, but so full of bugs for the time being. I managed, though. The end result is more of a <em>short interactive story;</em> it’s completable in about a single minute, which is a common factor for all my games so far, but in this case the experience is more focused on the narrative. I’m pretty proud of the fact that everything in the game was created by me (well, except for the engine, of course), though I wish I had the time to do something more with the sound design, which was part of the original plan.</p>
<p>As I mentioned above, the idea for the game just came to my mind as if it was a dream when I read one of the entries in the Book. This sounds pretty romantic, but rather than describe the creative process, I want it to be apparent that I applied very few filters on this initial flash. This is why the game may not be very coherent, or have a palpable meaning; nevertheless, it’s there, and I tried to make it as close to this initial spark as it was possible in the time that I had available to do it. I think I’ve just always had a thing for surrealism and their techniques, and this is why I like this kind of pure, unadulterated slice of subconscious, which I oftentimes value more than very produced and over-thought pieces of work. There’s more to life than logic, is what I say.</p>
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