Earlier I found this amazing 3d interactive site in a thread on Flashkit. Completely breathtaking. Needless to say, I couldn’t wait to make a post about this one!

The Eco Zoo website
The Eco Zoo

This is the best executed 3d Flash site I’ve seen so far. Just check it out. Apparently this isn’t created with any open source 3d engine out there, it’s a custom engine by this guy.

3D on the web is sort of a gimmick right now, as Flash itself was seen as a gimmick in the past (i.e. your site wasn’t cool unless it had a Flash intro). All it really takes is some progressive individuals to define what’s possible with the advances of the medium — beyond spinning cubes and globes. Right now I see opportunities to tell stories in new and exciting ways. I’m hoping to take design elements from motion graphics and create interactive visual masterpieces. Couldn’t you imagine CartoonNetwork.com as a fully interactive playground? Kids would love that stuff. How come we aren’t seeing that yet??

The first short by my good friend Allegra, another student of CSULB film. I worked camera for this one. It was limited to 3 cuts max.

May it be the first of many.
-Christopher J. Rock

I found this Papervision demo while searching for a method of character animation.


Clint Hannaford’s Papervision Character demo

This demo impressed the hell out of me. It was proof that 3d character animation could be awesome in Flash. I’ve been dabbling in Papervision stuff lately. It’s an extra layer of complication on top of AS3 but the payoff is worth it. I created a model in Maya, textured it, and loaded it into Flash and made it interactive. Unbelievable…

For animation, I figured I could either setup some complicated character rig by separating the character at the joints and linking the pieces together. Setting all of that up and creating a system to animate the keyframes would be much to time consuming. renderhjs, from the Flashkit forum, was creating his own custom system of animating the character in the 3d software and exporting the animation frame by frame and playing through the keyframes. I don’t exactly have time to figure that out either so I found Clint’s post searching Google in distress.

Clint explained to me that his character demo uses .md2 format, from Quake 2. It’s similar to, if not the same as, renderhjs’ method of character animation. He linked to this Papervision md2 parser and recommended that I try loading in some Quake 2 models and seeing how it works.

I spent much of today beating 2 flash games. I like the sound of that: beating flash games. Not just playing them but beating them, because there is enough in the games to play that when you’re done you can actually say the games are beaten.

Dino Run: I found this beauty c/o the blog over at indiegames.com and I was very impressed with PixelJam‘s work. I’d label it under the Sonic the Hedgehog genre of games, one I’d like to play more of. It’s a full game with a lot to play with. The look and feel is nice, some of the physics are a tad weak, but they do the job and beat the norm. I love the tension, the atmosphere of fleeing. It would be excellent setting for a simple story because the nature of a chase is that it is linear. Not to say that stories must be linear, but game-stories tend to be (due to laziness). Unfortunately, the game is lacking in the story department, but it’s alright because it does well everywhere else. GO PLAY IT.

Warlords: I was linked to this piece from Ben Olding after playing Dino Run and was really surprised by such a simple design adds up to strategy on multiple levels. It’s not only about unit selection, but timing, and tactics as well. Again, the game has tons built into it: multiple races and unit types, unlockable races and unit types, leveling-up, a filled out campaign mode and the unit purchasing/upgrading system really gives players a place to craft a style of play. It’s all very simple, but the game is much more than the sum of its parts. PLAY THIS ONE TOO.

As a bonus, each of these games has a form of multiplayer. Dino Run is actual online play and Warlords allows 2 people to play on the same keyboard. Both options are pretty cool if you ask me.

Man, it’s nice to find good games.

-Christopher J. Rock

Two new films up. The Submariner and The Noise.

This is a trailer for my thesis film at CSULB. Its my latest work and will be completed over this next summer. You can watch it in full screen and at a higher resolution at YouTube.

I’m taking a lot inspiration from Soviet propaganda filmmaker Sergei Eisenstein.

Shooting started at the end of last semester when we did all of the live action footage, then miniatures and effect shots were done in April. Now I have many hours to spend editing and scoring the whole thing. It’ll add up to a great lot of sweat, but definitely worth it. Continue Reading…

While you were too busy playing GTAIV, Nintendo launched the “Nintendo Channel” for the Wii. As per usual Wii owners can download the new channel for free from the online shop. With it, you can stream videos of game previews or (as is the case for WiiFit) interviews with developers. You can also download game demos for your Nintendo DS and of course Nintendo has given us the power to volunteer market information. Continue Reading…

Grassfields and Highways

Ever since I read his interview on Rock, Paper, Shotgun; I’ve had my eye out for anything on Eskil Steenberg‘s MMO, Love. It’s a fascinating project demanding ambition enough that I have instant respect for the guy taking it on alone. He says on his blog that he’s gotten offers for help but turned them down:

Lately I have gotten a bunch of Emails from people who want to help me and as grateful as I am, I don’t really know what to do with them since I know i can do the job myself.

Stonehenge

Taking on the world, now that’s a lifestyle. And doing it as an auteur too. He says the game is called Love because that’s why he’s making it. It’s not about money, just the love of the game. Seems to be a major theme he has going. Not a bad one. Continue Reading…

LE screen 1

It’s been a while since I updated on the old Liberty Engine so here it is with a lot more polish than the last demo. You still can’t modify the objects or forces just yet, but I sharpened up everything else. It’s running much more efficiently, with stats, an improved console and new keyboard commands. It also includes a “Help” button that will explain all of its functions on mouse-over.

Here is a swf copy as well as an exe. I haven’t seen much of a performance difference between the two:

The default “memory” setting is 60 seconds, so if you play more than 60 seconds it will begin deleting old data. This is meant to prevent the program from filling your computers memory and lagging or crashing. However, you can set the memory value to Infinity and see how much you can hold without slowdown. I found a loss of about 2 or 3 fps with 1 hour of data. I average about 6 or 7 calculated seconds per actual second (Scalc/S) so you should be able to set the rate of time passage to as high as 6 without playback time ever passing up calculation time. But play around with it and let me know how it runs on your machine. I could use the feedback!

With your time rate set to 6, you can get through an hour of simulation in 10 minutes.

Continue Reading…

Series: Robot Music I, Robot Music II: Modes, Robot Music III: The Circle of Fifths, Robot Music IV: Scales of the World

Robot Music Logo - Circle of Fifths

So far everything has been derived from the Major Scale, but now I have some new scales to introduce. These are foreign and exotic scales with fascinating new sounds!

After RM1 as a proof of concept, RM2 introduced the Major modes and RM3 explained how they work. Now RM4 will introduce new scales and–guess what?–RM5 will explain how they work. This episode also includes a bit more information on chords.

TO THE SCALES!

Continue Reading…

Contra_4_Coverart

You have to understand that I can rarely complete a conversation on games without bringing up the Contra series, and most importantly, Contra III: Alien Wars. I played the previous big Contra games when I was a kid and had fun with them, but when Contra III showed up, it exploded my brain. You have to understand this if you hope to imagine the excitement I felt when Contra 4 was announced for the Nintendo DS.

Needless to say, I’ve played the game and it’s great . . . but I have my complaints. Continue Reading…