Dec 9th, 2011

Updated front page graphics

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The previous design’s been archived.

Apr 9th, 2010

Colorful new front page graphics

I wanted to highlight some new stuff on the front page, but ended up redesigning it. I like this new version much better than the last one, even though it’s just a retool gone a bit out of hand. Other than still featuring Cleo, it includes a favorite feature of mine: random colors. Another ‘feature’: it doesn’t work properly in IE.

As always, the previous design has been archived.

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Oct 14th, 2009

New portfolio page musings

When agj​.cl first went live, the only thing that was there was my old portfolio website, made in Flash. It was my first experience with actionscript, back in 2007. I took it down a while ago because it had grown too outdated, and since it was so hackishly conceived, I wasn’t planning on updating it. Well, I’ve finally made my new portfolio page. Things have changed enough that only two of the works I selected for it remain from the old Flash portfolio.

I’ve archived the older one (in Spanish) for posterity.

Apr 9th, 2009

In memory graphics, musings

In the tradition of writing a new post for every new front page design I make, I guess I need to write this. My late feline friend, Cleo, passed away yesterday. I spent half my life with her at my side. So, I made a simple new design in her memory.

The previous design has been archived.

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Apr 8th, 2009

Games for a reason games, opinion

After seeing videos and reports of some of the talks at this year’s Independent Games Festival, I’m saddened. Sure, all those indie game developers are having the time of their lives out there, and the scene seems to be growing and doing very well for itself. The problem is, it’s just all a bit empty. There’s a lot of whizbang, but very little substance. Most of these game developers make games for the sake of making games, which is a good thing to do for themselves, but ultimately doesn’t result in a product that will be relevant for the end user, and to society as a whole. So many game developers, from the mainstream industry and the indies, repeat that they want to make fun games, and ‘fun’ is that end goal that every game needs to accomplish. And if you look around, you will see that most games are indeed catering to our senses, because what else is fun if not pleasure? I mean, addictiveness is a desireable quality in a game, according to most game reviewers out there—but do gamers really wanna be playing packs of cigarettes all the time? Don’t they wanna get something positive out of the experience, be stimulated every now and then? Don’t their minds (as opposed to their brains) wanna be challenged, or nurtured?

I, at least, want more communicative games, games with ideals, games that have some new things for me to think about. I want more utilitarian games that explain a process to me, or ease me into a concept, or teach me something. There’s nothing wrong with the videogames being made nowadays; there’s just not enough of them that go beyond being fun. I’m not the only one who thinks like this, either; here are a few individuals and teams who also have things to say on this matter: Chris Crawford, Raph Koster, Jason Rohrer, Values at Play, Serious Games Initiative.

The good news is that there are such games out there—they’re just not exactly the norm. Since I got involved in the indie game making scene, I’ve seen some of them; just a tiny portion of the spectrum, but they still remain largely outnumbered by all of the just fun games. I’m talking about subtle communicative experiments like Coil. About attempts at creating interactive storytelling, like Storyteller. Strong aesthetic games like flOw. Ideological games like The free culture game. Also, a couple of the games that won awards at the IGF went deeper than the standard indeed, like Blueberry garden, and Between. The games that I just linked are brief, and free to play directly from your web browser, so give them a try if you haven’t.

I want more of these games, and games that go beyond. I want games that have a good reason to exist. I hope to make such games!

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Feb 21st, 2009

Front page, Javascript graphics

Since I didn’t like the front page design I made last time, especially because of that glitch in Firefox, I decided to make a quick new one, and, in the process, get a bit more acquainted with Javascript. I think that the end result is pretty cute. It works properly at least in Firefox and Internet Explorer.

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Jan 7th, 2009

New front page graphics

Changed the design of the front page. Tried something different this time—I wanted it to be more disorderly, less clean; a bit more striking, perhaps. It didn’t come out quite how I envisioned it, but it will have to do, for now. The main reason for this redesign was that I wanted all the links to my different accounts at community websites there. I had something else entirely in mind at first, a design that integrated the last few piclog thumbnails and blog headlines, but since I don’t know much Javascript or PHP, all that will have to wait until I have the time to sit down and learn.

There is something I still don’t understand, which happened in the old design too, and that is some Firefox rendering glitches when it first loads the page. After refreshing, it goes away. My guess is that it’s a bug related to blocks with the CSS display property set to ‘none’, which is how I make the popup effect. Well, nevermind the jargon, but the point is that it somehow screws up the design.

Dec 28th, 2008

New design musings

To get my blog up and running as quick as possible, I initially just grabbed the most simplistic template I could find, and used that. It was still not exactly to my liking, of course, but it was only momentary. Well, six months later, and I was still using the same old thing—so I finally got off my lazy bum and created a new template. I kept it as streamlined as I could, and I like the results. Not everything is complete, though, but it’s good enough to use, so things will keep evolving for some time; just expect some rough spots here and there for now (especially if you’re not using Firefox—sorry!). You can see how it used to look.

Nov 6th, 2008

Making a game about making games, projects

In a previous post I explained what motivated me to make the game I am currently making as my final project in college. In this entry I will actually describe what I have achieved so far, and my plans for what’s to come. If you so wish, you may play the game, incomplete as it is, before reading what follows. If you do, I’d be very interested in hearing about your experience, how you approached the game without knowing exactly what it was about, what could have been clearer or better.

What I sought, as I explained in that other post, was to create a game whose main objective is not to rack up points, but to create a visual composition. This is a game about creativity, indeed; a subset of games that, I have found, is not very largely represented.1 Kenichi Nishi said something in an interview that I quote here because I consider to be extremely significant:

Recently, games have been ‘passively interactive.’ Users do not really have to think about what to do; they are guided around until they reach the end of the level. These types of games do not rely on the creativity of the users.

This is why I started to consider my idea more important than at first. Although there have been games like Mario Paint, that are like tools that are given a context of fun, I wanted to make something simpler, something abstract and more concentrated. There was also the question about how this would work as a game; I didn’t want it to become a color-matching, chain-making fest, so how to evaluate what was being made for its own sake? It didn’t need to be competitive, but it also needed a purpose, a raison d’être. There was the possibility of it being multiplayer, and people judging each-others compositions, much like the abovementioned Nishi’s own game, Archime-DS (or LOL, as it’s being brought over to this half of the world). I took a bit of that idea, as I will explain later, but I deliberated some more until I came to the conclusion that the best would be not to judge quality, but to evaluate compositive characteristics, or parameters, as I’ve grown used to calling them. The point being that every visual composition can be evaluated in terms of different characteristics, like how symmetric it is, whether it uses warm or cool colors, whether it is rhythmic or not (presence of visual patterns), etc. We can use these parameters to objectively determine if a composition is harmonic and pleasing to the eye, if it is foreboding, if it is unsettling, etc.

Personally, I am more of a supporter of holistic rather than reductionist approaches to analysis, but in this particular case (and in many others) it is much simpler to compartmentalize the data—especially given that I am hardly a mathematician, or even a programmer, so it simply made my work a lot easier. I realize that to this point I’m still talking abstractly, so let me show you the game proper.

Screenshot

That is what it currently looks like. In the center, but leaning toward the top and left, is the canvas: a grid where the player creates his composition. To the right is the carousel; sort of a conveyor belt of colored groups of circles, that the player can grab at any time and drop on the canvas. In a bar at the bottom there are a series of pictograms of differing sizes: they are actually dynamic, and change depending on the current characteristics of the composition, as perceived by the game (right now the algorithms that calculate this are not very finely tuned). Each pictogram changes to either a neutral, high or low graphic depending on the value: For instance, the fire icon indicates that the colors are mostly warm, and it would change to a snowflake if it was the opposite. Its comparatively small size means that it is not leaning that much toward warmth. The pictograms still need some work for them to be easier to understand, since, as I said in that previous post of mine, this game will use no words, so they need to be self-sufficient. Finally, in the bottom right is the time counter, which, when depleted, will prompt the game to show a results screen, which is pictured below. (continue reading)

Jul 28th, 2008

Round-robin webcomic project! projects

Español

I read some thread on some forum, which was about the webcomics that posters had been involved in. Comparing all the varied styles I thought “I’d like to write a webcomic once too. Too bad that I suck at drawing comics, and also at being persistent.” But the answer to my problem was right before my eyes, and realization suddenly and dramatically hit: “I should make a round-robin webcomic!”

Round-robins are a format in which a group of authors take turns in writing the story. In this case, one comic per author. With this whimsical idea I approached a friend, who okayed me, and then some other people kind of gave me the thumbs-up unenthusiastically. But that’s okay! Because after the first few kick it off, everyone will want in. Especially considering what little effort it takes to just make a comic, and make it part of a larger project.

I will eventually be creating a dedicated website for the comic, and, I guess, draw the very first one myself. In the meantime, in case this idea interests you, here are a few anticipated rules of play, or rather a statement of principles:

  1. Comics should be original, use no copyrighted content and be made specifically for this project.
  2. There will be no restrictions in their aesthetics, plot, characters used, etc. Except for those in the following two points.
  3. At least one element of the preceding strip should be used or developed in yours, to keep a modicum of continuity. Examples: a character, colors used, a part of the plot.
  4. No text may be used at all, no matter what language it’s in (unless it’s a fictional one.)
  5. Strips should consist of a single image file of png, jpg or gif format, in any proportions (there might be a maximum width decided at a later time,) but made to be read on a screen. Maybe we should keep an archive of 300 dpi originals just in case, too?
  6. Those interested in contributing need to be of my acquaintance, or of an author of one of the strips (this is not a completely open project.) No special talent is required.
  7. Authors may not draw a strip again if they have already drawn one before, unless there are no fresh candidates.
  8. The use of a particular logo of the project somewhere in the strip might be a requirement in the future. Maybe a name/pseudonym as well.

Take your strip as seriously or as lightly as you like; that’s the whole point! The rules above are only to make sure that the spirit is maintained, and for basic coherence. Things not mentioned are that I’d like it to be weekly, if we can pull that off, and that we’ll have to decide what to do in terms of authorial rights; some creative commons license should be okay, I suppose. Contact me if you’re totally in, and also to suggest a name for the comic.

(continue reading)

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