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<channel>
<atom:link href="http://pixelante.com/rss.xml" rel="self" type="application/rss+xml" />

<title>Pixelante</title>
<link>http://pixelante.com</link>
<description>Games, art, tech, humour and cats. What more do you want?</description>
<lastBuildDate>Sun, 18 Dec 2011 14:33:20 -0800</lastBuildDate>
<language>en-us</language>

<item>
<title>Pixel Legions now on the Nook Color</title>
<link>http://pixelante.com/index.php?b=pixel-legions-now-on-the-nook-color</link>
<guid>http://pixelante.com/index.php?b=pixel-legions-now-on-the-nook-color</guid>
<pubDate>Sun, 18 Dec 2011 14:31:20 -0800</pubDate>
<description><![CDATA[Pixel Legions (Deluxe) has made it's way from the Playbook to the Nook Color.<br />
<br />
<a href='http://www.barnesandnoble.com/w/pixel-legions-difference-games-llc/1108000354?ean=2940043872289'>Get it now in the Barnes & Noble app store!</a><br />
<br />
Thanks to <a href='http://www.flashgamelicense.com/'>FGL</a> and <a href='http://differencegames.com/'>Difference Games</a> for all their hard work in making this happen!]]></description>
</item>

<item>
<title>Alpha Tester Sign-up for Sky Riders</title>
<link>http://pixelante.com/index.php?b=alpha-tester-sign-up-for-sky-riders</link>
<guid>http://pixelante.com/index.php?b=alpha-tester-sign-up-for-sky-riders</guid>
<pubDate>Wed, 14 Dec 2011 13:31:58 -0800</pubDate>
<description><![CDATA[Making a multiplayer platform racing game is pretty tough when you don't have any players! Now that Sky Riders is in a playable state, it's time to open the floodgates a wee little bit and starting letting people in to <strike>break everything and make me miserable</strike> make sure it works!<br />
<br />
So if you're interested in helping out and getting a sneak peak at the game (albeit, in a <i>very</i> unfinished state) <b>post your Armor Games account name in the comments below or email it to me at <a href='mailto:evan@pixelante.com'>evan@pixelante.com</a></b><br />
<br />
If you don't have an Armor Games account... <a href='http://armorgames.com/register'>sign up for one!</a><br />
<br />
<span class='edited'>Keep in mind this is ALPHA testing, not beta. That means the game is VERY ROUGH AND INCOMPLETE.</span><br />
<br />
Testing will start some time next week, and we'll be setting specific times of day to meet up and race. More details coming soon!]]></description>
</item>

<item>
<title>The Social Revivial</title>
<link>http://pixelante.com/index.php?b=the-social-revivial</link>
<guid>http://pixelante.com/index.php?b=the-social-revivial</guid>
<pubDate>Thu, 24 Nov 2011 19:35:57 -0800</pubDate>
<description><![CDATA[<div class='quote'>“... we're doing microtransactions you won't hate, social gaming that isn't manipulative, and competitive multiplayer without the elitist walled-gardens.”</div><br />
That’s what I said when I announced Sky Riders and there’s been considerable interest in what it actually means. I’ve been itching to reveal the details, so today I’ll start with social gaming and walled-gardens.<br />
<br />
<center><b>Social gaming is broken</b></center><br />
The current trend of ‘social games’ is to create anti-social experiences. People play single-player games and then spam their friends to extort items from. They pressure each other to sink more time into the game out of a selfish desire to progress faster by literally using one another as tools.<br />
<br />
Single-player games? Notification spam? Peer pressure? Using people like tools? <br />
<br />
Anti-social.<br />
<br />
MMOs make up another genre plagued with anti-social design practices. Developers are so scared of griefing they’ve all but eliminated multiplayer from their ‘massively multiplayer’ games altogether. Instancing prevents people from even seeing one another. Party systems and match-making have been marginalized, often relegated to the ‘end-game’, or are not even implemented in the first place.<br />
<br />
This is ‘social gaming’. This is ‘massively multiplayer’.<br />
<br />
This is broken.<br />
<br />
<br />
<br />
<br />
<center><b>Enter stage right: Sky Riders</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/villes_suck.jpg'><br />
<span class='edited'>Damn right it ain't! <a class='editlink' href='http://www.vg247.com/2011/02/02/gameon-conference-free-to-play-social-networks-arent-huge-earners-hard-times-ahead-for-big-publishers/cityville_12/'>(image source)</a> </span></center><br />
Sky Riders is my first step towards correcting this.<br />
<br />
Now let me be clear: Sky Riders is not an MMO. Sky Riders is not a point-and-click social game. I’m only one guy with a meagre budget and limited time and I can only do so much. Flash has meager networking capabilities that limit the sorts of player interactions I can add.<br />
<br />
But I can still take the first step.<br />
<br />
<br />
<br />
<br />
<center><b>Soloing can be part of multiplayer</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/mmo_singleplayer.jpg'><br />
<span class='edited'>So true it hurts <a class='editlink' href='http://massively.joystiq.com/2009/07/16/redefining-mmos-massively-singleplayer/'>(image source)</a> </span></center><br />
<br />
Look, sometimes you just want to sit down and relax. Sometimes you don’t want to chat and definitely don’t want to rely on other people to accomplish everything. I know I do!<br />
<br />
But other riders don’t need to be a barrier to this. Multiplayer does not mean ‘dependency’ and yelling in chat rooms.<br />
<br />
1. In Sky Riders, you typically race with other players but your personal goals are still your own. This includes traditional progress like gaining experience and levelling up, collecting loot during the race, and also personal targets to shoot for like maxing out your top speed for 5 seconds or finishing a race without ever needing to use a checkpoint.<br />
<br />
2. You can ride in solo races that are tied into the multiplayer environment.  There are frequent challenges that provide rewards to entire clans, letting you participate in a group event even if the other players aren’t right there with you, or let the successes of others drive you forward. It builds camaraderie without needing to chat.<br />
<br />
3. Challenges and leagues let players join on their own time. This means that if your is friend not online at the only time of day you can play, or you want to join a league but can’t show up at 7PM every day, you can still join in the fun. Sky Riders never forces you to be present at a specific time. You can engage in multiplayer competitions by setting your best times and scores on your own schedule when you’re tired of live races against other players.<br />
<br />
4. Players are always, always part of a clan. It might be one of the default clans or it could be a custom player-run clan. Either way, they’ll always be part of a group experience.<br />
<br />
<span class='edited'>In an <a class='editlink' href='http://pixelante.com/index.php?b=analyze_realm_of_the_mad_god'>article on Realm of the Mad God</a> I introduced a concept called “Implicit Co-op” which is a big driving force in the multiplayer design for Sky Riders. Solo play can be part of the multiplayer landscape by using implicit co-op!</span><br />
<br />
<br />
<br />
<br />
<center><b>Remove the barriers to multiplayer</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/multiplayer_wall.jpg'><br />
<span class='edited'>Really great multiplayer is just on the other side of this wall. <a class='editlink' href='http://blog.trick-bike.com/category/climbing/'>(image source)</a> </span></center><br />
<br />
There is always a barrier to meeting and interacting with new people. For some of us, that barrier is rather large. I don’t want to sit in a chat room yelling “LFG” for hours. I don’t want to risk my presence ‘ruining’ someone else’s experience because I wasn’t good enough or don’t play for 12 hours a day.<br />
<br />
1. Players are automatically part of a clan. I may be repeating myself, but it’s worth repeating. You don’t need to be recruited to a clan, you just make your character and instantly you have people to play with.<br />
<br />
2. No-risk multiplayer. There are no fees, obligations, or penalties in any of the special multiplayer events in the game. If you can’t keep up in your league, it doesn’t matter. If you have a bad ride when in a clan competition, you won’t drag the team down. You will never lose an item, you will never be marked as a failure, and you do not have a friggin’ win-loss ratio to obsess and worry over*.<br />
<br />
3. Play on your own time. Again, I’m repeating myself, but the special events can always be done on your own schedule when it’s convenient.<br />
<br />
<span class='edited'>*Win/loss or kill/death ratios should only be in the most hardcore of hardcore games! They make players focus on failure and spend more time worrying about their reputation then playing and having fun.</span><br />
<br />
<br />
<br />
<br />
<center><b>Open Clan System</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/open_clans.jpg'><br />
<span class='edited'>This is more social than anything Zynga has made. <a class='editlink' href='http://warriorcatsrpg.com/the-help-den/a-badge-totally-open-clans-167008.0.html'>(image source)</a> </span></center><br />
<br />
Now we come what will undoubtedly be the most controversial system in the game, the Open Clan System.<br />
<br />
Any player can join any clan. Clan leaders are democratically appointed with a voting system that is always on-going. It’s a big, frightening change to the typical clan system of most games, but it’s a change with a purpose: less elitism and fewer walled-gardens.<br />
<br />
1. First of all, being part of a clan carries no obligation and your presence can not bring the clan down. Thus, why limit joining? Why present a barrier to joining a group? There is none here. Find a clan that seems cool and just join it. You can see for yourself what it's like, right away.<br />
<br />
2. You can still be banned from clans in case you’re offensive or spamming. Of course, you can also get suspended and banned from the game entirely for misbehaving.<br />
<br />
3. The open voting system encourages leaders to act like leaders! Every member gets one vote and they can appoint it to whoever they want, whenever they want. Whoever currently holds the highest point count is the current leader until the situation changes. This means even if you’re leader, a couple members changing their minds about you could make you lose the position unless you take steps to prove you deserve it.<br />
<br />
4. Clans need to recruit based on what they can offer to players, rather than just trying to snag up as many clanless players as possible. People can jump ship frequently or vote in better leaders if they don’t like how you run things!<br />
<br />
<br />
<br />
<br />
<center><b>Events, events and events</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/extreme_event_planning.jpg'><br />
<span class='edited'>These guys are in charge of event planning. <a class='editlink' href='http://trender.deviantart.com/art/extreme-event-planning-ad-81232610'>(image source)</a> </span></center><br />
<br />
What good is multiplayer if there is nothing to do? Many online games have special events... once every few months. Sky Riders will have lots of events to do on a daily basis.<br />
<br />
1. Daily Challenges: Set your best time or score on daily tracks, competing on a global scale.<br />
<br />
2. Clan Challenges: Everyone in your clan gets to set their best run against another clan’s riders for fame and reputation. You can challenge multiple clans at the same time for even more activity.<br />
<br />
3. Solo Leagues: Engage in a persistent competition where your performance is tracked over time.<br />
<br />
4. Clan Leagues: Engage in a persistent competition over time with your whole clan behind you.<br />
<br />
This is all in addition to the regular races and other game modes and there are no obligations and no penalties related to any of these events!<br />
<br />
<br />
<br />
<br />
<center><b>The Social Revival</b></center><br />
<center><img src='http://pixelante.com/img/skyriders/revival.jpg'><br />
<span class='edited'>Preach it! Amen! I'm not actually religious!<a class='editlink' href='http://royaldaughter.blogspot.com/2008/11/revive-us-again_27.html'>(image source)</a> </span></center><br />
<br />
I hope reading this has gotten you excited for the direction we’re taking. I believe multiplayer needs a revival and since no one wants to do it, I’m giving it a shot.<br />
<br />
If you’ve been feeling disenfranchised with social and multiplayer gaming lately, keep your eye out for the<br />
<b>closed beta in December.</b><br />
]]></description>
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<item>
<title>Sky Riders Level Art WIP</title>
<link>http://pixelante.com/index.php?b=sky-riders-level-art-wip</link>
<guid>http://pixelante.com/index.php?b=sky-riders-level-art-wip</guid>
<pubDate>Tue, 22 Nov 2011 14:44:28 -0800</pubDate>
<description><![CDATA[<center><a href='http://pixelante.com/img/skyriders/skyriders_wip_level_art.jpg'><img src='http://pixelante.com/img/skyriders/skyriders_wip_level_art_t.jpg'><br />
Click for full image</a></center><br />
I've been bad and haven't blogged for a while now. With a project this ridiculous in scope -- and such a short development cycle -- I'm finding myself either buried in work or very burned out.<br />
<br />
But things are moving along at a brisk pace and I played with some environment art today. This is another behind-the-scenes look at what the game's level editing looks like.<br />
<br />
Needs some work, but it's getting there!]]></description>
</item>

<item>
<title>Sky Riders Character View WIP</title>
<link>http://pixelante.com/index.php?b=sky-riders-character-view-wip</link>
<guid>http://pixelante.com/index.php?b=sky-riders-character-view-wip</guid>
<pubDate>Tue, 18 Oct 2011 11:05:03 -0700</pubDate>
<description><![CDATA[<center><a href='http://pixelante.com/img/skyriders/skyriders_wip_rider_viewer.jpg'><img src='http://pixelante.com/img/skyriders/skyriders_wip_rider_viewer_t.jpg'><br />
Click for full image</a></center><br />
<br />
I needed to whip together a tool for artists to see how their sprites will look on the in-game character. It's simple and ugly, but it gets the job done and you can bulk import a whole texture set (or swap in individual pieces) and see various animations <br />
<br />
I'm looking forward to being able to show something nicer than my silly placeholder crash test dummy!]]></description>
</item>

<item>
<title>Hiring freelance artists for Sky Riders</title>
<link>http://pixelante.com/index.php?b=hiring-freelance-artists-for-sky-riders</link>
<guid>http://pixelante.com/index.php?b=hiring-freelance-artists-for-sky-riders</guid>
<pubDate>Tue, 11 Oct 2011 09:25:20 -0700</pubDate>
<description><![CDATA[<b>UPDATE: Positions have been filled. My thanks goes out to everyone who applied.</b><br />
<br />
<br />
<b>Original post:</b><br />
I'm looking to fill a bunch of freelancee contract positions for concept, logo, 2D environment and 2D character artists for <b><a href='http://pixelante.com/index.php?b=announcing-sky-riders'>Sky Riders</a></b>, a multiplayer platform racing game developed for <a href='http://armorgames.com'>Armor Games</a>.<br />
<br />
<b>All contracts are:</b><br />
<ul><li><i>paid work</i> open to anyone from professionals to amateurs.<br />
<br />
<li>part-time with highly flexible hours (8-24 hours a week, any time of day, paying hourly).<br />
<br />
<li>long-distance, work-from-home jobs; you are responsible for your own software.<br />
<br />
<li>pretty casual but don't mistake that for a hobbyist project. I expect work to get done consistently to spec, on time, with revisions, etc.<br />
<br />
<li>fully credited and immediately usable on your portfolio (even pre-launch). However, as per usual for freelance, all assets produced for Sky Riders belong to Pixelante because Pixelante is basically <i>just me</i> and I can't afford any legal shenanigans with a long-term project like this. Seriously, if you ask, I'd let you use your assets elsewhere anyways.<br />
</ul><br />
It's greatly preferred if you have PayPal so I don't need to run around mailing cheques.<br />
<br />
Email applications to: <b><a href='mailto:evan@pixelante.com'>evan@pixelante.com</a></b>. You are welcome to apply for as many positions as you feel qualified for. Don't waste your time with wordy cover letters just introduce yourself, let me know your availability and show me a portfolio :)<br />
<span class='edited'>I may or may not respond to all applications. Sorry, it's a big project so I'm busy and don't have an HR department. I'll try.</span><br />
<br />
<hr><br />
<b>Contract #1: Concept Artist - Characters</b><br />
I need someone to develop concepts for 4 NPCs and a few iconic riders to represent the game.<br />
<br />
The project is open to both western and manga styles; whoever gets hired will basically decide which one we go forward with. Strong portolio is a must. Experience with fashion is a plus, particularly with urban or post-modern styles.<br />
<br />
<u>Tasks:</u><ul><li>- brainstorm, thumbnail, iterate and finalize the designs of 4 major NPCs.<br />
<li>- sketch designs for numerous outfits and accessories that players can find and purchase.<br />
<li>- create a full-body portait for each NPC to be used as marketing materials and in-game displays (PSD).<br />
<li>- create a full-body portait for several representative riders for marketing materials (PSD).<br />
</ul><br />
<hr><br />
<b>Contract #2: Concept Artist - Environments</b><br />
The game takes place on a planet with crazy, massive, cylindrical towers that are used as tracks for racers.<br />
<br />
I need someone to draw up some concepts for various towers and the riding elements (rails, boosters, etc.) that are built into them. I don't have a lot of specifics in mind so if you want to play with massive, abstract architecture it could be a lot of fun. Experience with designing environments for 2D gameplay is a big plus.<br />
<br />
<u>Tasks:</u><ul><li>- brainstorm, thumbnail, iterate and finalize the designs of several towers.<br />
<li>- create final images of each tower to be used as marketing materials and in-game displays (PSD).<br />
<li>- design the basecamp lobby area (a tiny makeshift town with a couple of shops).<br />
</ul><br />
<hr><br />
<b>Contract #3: In-Game Artist - Characters</b><br />
Characters in Sky Riders use a 2D skeletal animation system that lets us switch out each major body part (legs, arms, head, etc.). I need an artist to create a large number of outfits and accessories for this system.<br />
<br />
You have to work at a small size, each body part ranges from 16x16 to 32x64 pixels at the moment (might increase slightly, I'm still deciding). <b>Photoshop is required.</b><br />
<br />
<u>Tasks:</u><ul><li>- experiment with and establish a style that works in-game at low resolution with our animation system.<br />
<li>- create many variations of each character part.<br />
</ul><br />
<hr><br />
<b>Contract #4: In-Game Artist - Environments</b><br />
I'm looking for someone to produce in-game assets for the game's towers and hub area.  <b>Photoshop is required.</b><br />
<br />
Maps are created using an in-house editor that mixes traditional 2D tiles with freeform shapes and decals. I'm looking for bright and colourful environments, but without going too over-the-top and kiddy with it.<br />
<br />
<u>Tasks:</u><ul><li>- experiment with and establish a style that works in-game with a tile-based format.<br />
<li>- create tilesets for several tower environments.<br />
<li>- create additional decorative artwork for each tower.<br />
<li>- create general game objects (traps, boosters, rails, etc.) for use in all areas.<br />
<li>- create assets for the small basecamp lobby area.<br />
</ul><br />
<hr><br />
<b>Contract #5 Logo & Emblem Artist</b><br />
Sky Riders currently has a temporary logo I made really quickly. It's fine but I'm looking for someone to spruce it up more professionally.<br />
<br />
Additionally, I need a set of emblems that players can use to represent their clans in-game.<br />
<br />
<u>Tasks:</u><ul><li>- brainstorm, thumbnail and iterate on logo design<br />
<li>- produce final logo in a vector format (flash or illustrator)<br />
<li>- create several clan emblems for in-game clans (vector or PSD)<br />
</ul><br />
<hr><br />
<br />
Phew, that's a lot. This is my first time doing hiring of this scope, so bear with me as I go through the process. Hopefully we can have a lot of fun putting this together.]]></description>
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<title>Best Chrome Extensions</title>
<link>http://pixelante.com/index.php?b=best-chrome-extensions</link>
<guid>http://pixelante.com/index.php?b=best-chrome-extensions</guid>
<pubDate>Mon, 10 Oct 2011 15:44:38 -0700</pubDate>
<description><![CDATA[I'm a bit of a fiend when it comes to tricking out my browsers. It wasn't unusual for me to run 30+ extensions back when I used Firefox. Nowadays I use Chrome, and have been meaning to write a list of my favourite Chrome extensions for a while now.<br />
<br />
Here we go, in alphabetical order: <br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/ecpgkdflcnofdbbkiggklcfmgbnbabhh'>Autocomplete = on</a></span><br />
<br />
Some sites disable browser auto-completion of pages with sensitive information like your login username and password. This is great for important things like online banking, but gets annoying for that random forum you visit with the security obsessed admin.<br />
<br />
This extension will attempt to force all pages to save your auto-complete information. It doesn't work everywhere but it sure is handy when it does.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/fjccknnhdnkbanjilpjddjhmkghmachn'>Chrome Toolbox</a></span><br />
<br />
When I switched from Firefox to Chrome there was one little difference that drove me absolutely insane. Were it not for Chrome Toolbox I'd never have stuck with it.<br />
<br />
That feature? <b>Don't close current browser window when closing last tab, create a new tab instead</b><br />
<br />
It also comes with a bunch of other tweaks but I don't really care; it's my #1 extension anyways.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/aeoigbhkilbllfomkmmilbfochhlgdmh'>ChromeAccess</a></span><br />
<br />
This is one of those "Why isn't it standard?" types of extensions. Simply put, it adds a button with a drop-down menu that lets you jump to all of the <b>chrome://</b> pages of your browser including Downloads, Plugins, Extensions and a lot more.<br />
<br />
You can even choose which ones you want to appear in the listing so that it's even faster and easier to use!<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/khagclindddokccfbmfmckaflngbmpon'>Image Properties Context Menu</a></span><br />
<br />
Some crazy fool at Google decided there shouldn't be an Image Properties option when you right-click a picture. This "Why isn't it standard?" extension fixes that blunder very simply.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/dhnaagndnllbblbgeimdkknegobbpohk'>ImageZoomer</a></span><br />
<br />
An old classic type of extension that allows you to zoom image in and out by holding right-click and scrolling. Why isn't it standard, you say? I was thinking the same thing.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/pidkbnhjgdngcfcaikoocdanfijkgdli'>Plus Minus</a></span><br />
<br />
This is a recent favourite of mine for <b>massively improving</b> Google+. The name suggests it would add a -1 button, but that's incorrect. What it actually does is allow you to filter out what Circles you see in your G+ stream.<br />
<br />
It's the sort of spam-management tool that should have been available from the start. Not sure why Google continues to drag their feet, but extension writers are picking up the slack.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/jpfpebmajhhopeonhlcgidhclcccjcik'>Speed Dial 2</a></span><br />
<br />
The default blank page in Chrome has a handy selection of dials to sites you've previously visited. Unfortunately, Google didn't give you any control over that... so it's not very handy after all. Speed Dial 2 is by and far the best Chrome extension for replacing Google's lackluster system. It's not as good as some of the Firefox speed dials, but it's good enough I use it a million times a day.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/hggcfgkjbmhbehobdgjcfbcmhckhhpad'>Subtle+</a></span><br />
<br />
<b>Shameless plug:</b> This is an extension I wrote myself almost immediately after Google+ was released. It's incredibly simple but I'd feel naked without it. It takes the glaring red notification icon on the Google menu bar and gets rid of it so it's far, far less distracting.<br />
<br />
It can also put the amount of notifications you have in the tab title. Keep a G+ tab open and you can always see when new messages come in.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/ceabifbfdgibpkmbmlmnckcdlphlbfba'>YouTube quality selector</a></span><br />
<br />
You would think that YouTube would want to promote high quality videos as much as possible, but no, they insist on making each video default to 360p even when HD versions are available. This quality selector lets you choose what quality level you want to prioritize. By default you'll always view the highest quality, but you could also choose to put 720p first or any other settings you can think of.<br />
<br />
<br />
<span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/kmonhedbcpagbphilnoajiencllnpoii'>Plus One Button</a></span><br />
<br />
Do you use Google Chrome? The +1 system is a nifty way to recommend content without having to spam your friends, but it only works if that site has installed the +1 button.<br />
<br />
Install this extension and you can +1 any page you want.<br />
<br />
<br />
That's it for now. If you know of any extensions that beat the pants off of these, let me know in the comments below! (no registration needed) I'm always on the lookout for better alternatives.]]></description>
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<item>
<title>Final Food Fantasy VII</title>
<link>http://pixelante.com/index.php?b=final-food-fantasy-vii</link>
<guid>http://pixelante.com/index.php?b=final-food-fantasy-vii</guid>
<pubDate>Sat, 08 Oct 2011 08:57:49 -0700</pubDate>
<description><![CDATA[<center><a href='http://pixelante.com/img/other/cosplayfff.jpg'><img src='http://pixelante.com/img/other/cosplayfff_t.jpg'><br />
Click for full image</a><br />
<br />
The ultimate battle of ultimate obesity.</center>]]></description>
</item>

<item>
<title>Pikachew</title>
<link>http://pixelante.com/index.php?b=pikachew</link>
<guid>http://pixelante.com/index.php?b=pikachew</guid>
<pubDate>Fri, 07 Oct 2011 21:23:25 -0700</pubDate>
<description><![CDATA[<center><img src='http://pixelante.com/img/other/animal-lipstick-art-pikachu.jpg'><br />
<br />
It was too great not to post.<br />
<a href='http://www.boredpanda.com/animal-lipstick-art-by-paige-thompson/'>(source)</a></center>]]></description>
</item>

<item>
<title>Uplift #3: Double Fine is Doubly Kind</title>
<link>http://pixelante.com/index.php?b=uplift-3-double-fine-is-doubly-kind</link>
<guid>http://pixelante.com/index.php?b=uplift-3-double-fine-is-doubly-kind</guid>
<pubDate>Tue, 04 Oct 2011 08:14:08 -0700</pubDate>
<description><![CDATA[<span class='edited'>Uplift is a recurring segment on Pixelante where we take a moment to escape the overwhelming negativity of the internet and appreciate something positive in life.</span><br />
<br />
Chris Machado was a big fan of Double Fine when Psychonauts was released, going so far as to bribe them with homemade cookies for a tour of their studio (<i>well played</i>, Chris).<br />
<br />
Fast forward a few years and Chris was struck with a an illness called Hydrocephalus which affects the brain. He underwent two successful surgeries and prepared for a third. While in hospital, he received a mystery package from Double Fine who had (somehow) gotten word of the situation and tracked him down to give their support. It had a pack of Double Fine swag and a fantastic hand-illustrated card signed by the entire staff.<br />
<br />
<center><a href='http://pixelante.com/img/other/tumblr_lsgw36sG0T1qzozj1.jpg'><img src='http://pixelante.com/img/other/tumblr_lsgw36sG0T1qzozj1.jpg' height='200'></a> <a href='http://pixelante.com/img/other/tumblr_lsgw3pEspn1qzozj1.jpg'><img src='http://pixelante.com/img/other/tumblr_lsgw3pEspn1qzozj1.jpg' height='200'></a></center><br />
It's a wonderful gesture of kindness from a game developer to one of their fans, years after meeting each other. Get better, Chris! We're all rooting for you.]]></description>
</item>

<item>
<title>Sky Riders 1000 Particle Test WIP</title>
<link>http://pixelante.com/index.php?b=sky-riders-1000-particle-test-wip</link>
<guid>http://pixelante.com/index.php?b=sky-riders-1000-particle-test-wip</guid>
<pubDate>Mon, 03 Oct 2011 18:18:37 -0700</pubDate>
<description><![CDATA[<center><br />
<a href='http://pixelante.com/img/skyriders/skyriders_wip_particle_test.jpg'><img src='http://pixelante.com/img/skyriders/skyriders_wip_particle_test_t.jpg'><br />
Click for full image</a></center><br />
<br />
Spent the day wrapping my head around GPU-based particle systems with the Adobe Graphics Assembly Language (AGAL). So far I can manage 1000 particles with a fairly steady 60fps in HD but I still need to add scaling, rotation, and colour-grading functionality.]]></description>
</item>

<item>
<title>The first ImmorTall concept image</title>
<link>http://pixelante.com/index.php?b=the-first-immortall-concept-image</link>
<guid>http://pixelante.com/index.php?b=the-first-immortall-concept-image</guid>
<pubDate>Fri, 30 Sep 2011 17:29:55 -0700</pubDate>
<description><![CDATA[<center><br />
<a href='http://pixelante.com/img/shots/immortall_concept_image.png'><img src='http://pixelante.com/img/shots/immortall_concept_image_t.png'><br />
Click for full image</a></center><br />
<br />
This is the image I created immediately after deciding to start development of ImmorTall. I don't normally do concepts like this but I felt it was important to nail down the stark visual style before I got too far into it.<br />
<br />
As you can see, the end result didn't deviate very much.]]></description>
</item>

<item>
<title>Sky Riders Map Editing WIP</title>
<link>http://pixelante.com/index.php?b=sky-riders-map-editing-wip</link>
<guid>http://pixelante.com/index.php?b=sky-riders-map-editing-wip</guid>
<pubDate>Wed, 28 Sep 2011 08:28:55 -0700</pubDate>
<description><![CDATA[<center><br />
<a href='http://pixelante.com/img/skyriders/skyriders_wip_level_editor.jpg'><img src='http://pixelante.com/img/skyriders/skyriders_wip_level_editor_t.jpg'><br />
Click for full image</a><br />
</center><br />
<br />
The first thing I did for this game was build a custom level editor using Stage3D.<br />
<br />
In past games, I would lay out maps using the pre-existing tools in Flash Pro and my 2D engine. Now that I'm working with 3D (even if the polygons are all flat) some of those techniques don't work, or don't work as well. I needed a new editor and making it in-game allowed me to develop the new renderer at the same time.<br />
<br />
Another side benefit is that at some point -- either at launch or post-release -- I can unlock this in-game editor for players so that they can make and share their own levels.<br />
<br />
I want a lot of regular community events in Sky Riders so it's likely I'd promote the best user maps in-game, like a Pick of the Week.]]></description>
</item>

<item>
<title>Sky Riders animation system WIP</title>
<link>http://pixelante.com/index.php?b=sky-riders-animation-system-wip</link>
<guid>http://pixelante.com/index.php?b=sky-riders-animation-system-wip</guid>
<pubDate>Tue, 27 Sep 2011 11:27:29 -0700</pubDate>
<description><![CDATA[<center><a href='http://pixelante.com/img/skyriders/skyriders_wip_skel_anim_tex_atlas.jpg'><img src='http://pixelante.com/img/skyriders/skyriders_wip_skel_anim_tex_atlas_t.jpg'><br />
Click for full image</a></center>]]></description>
</item>

<item>
<title>Design Detail: Platformer Nuances</title>
<link>http://pixelante.com/index.php?b=design-detail-platformer-nuances</link>
<guid>http://pixelante.com/index.php?b=design-detail-platformer-nuances</guid>
<pubDate>Thu, 08 Sep 2011 18:11:39 -0700</pubDate>
<description><![CDATA[I'm very obsessive when it comes to motion in games. The feel of controls and fluidity of movements is a passion of mine; no detail is too small when it comes to getting the movement system just right.<br />
<br />
So I thought some people might be interested in a <i>massively in-depth explanation</i> of how I'm approaching platforming in <b>Sky Riders</b> and why each choice was made. In the process it ought to help me double-check my own designs and result in a superior game.<br />
<br />
<span class='edited'>Sky Riders is very early in development so this article may not reflect the final product.</span><br />
<br />
<br />
<b>Collision Shapes</b><br />
<br />
Before we can have any meaningful platforming we need to have working collision, and this means we need to decide what form of collision to work with.<br />
<br />
Typically programmers approach collision with boxes. I imagine this is because tile-based engines are easy to make and sprites are naturally square textures to begin with.<br />
<br />
I'm not a fan of box collision in most cases. Box collision is generally either a) very rigid or b) flexible at the cost of performance and mathematical complexity. Option (a) is out since I like fluidity. I don't like (b) either as math scrambles my brain and I need the collision routines to be running very, very fast.<br />
<br />
So rather than boxes I'm going to use <i>circles and lines</i>.<br />
<br />
Circles are fantastic for characters because they:<br />
<ul><li>are very simple mathematically,<br />
<li>have very fast collision routines,<br />
<li>allow you to smoothly ease characters around corners.</ul><br />
The downside is that circles are round while characters, especially bipeds, tend to be narrow and tall; so I'll have to work around that.<br />
<br />
<span class='edited'>There is a construct called a 'swept-sphere' or 'capsule' that can be tall and narrow and shares a lot in common with circles, but is more complex and slower to calculate. Some characters in the Dragon Age Legends: Remix 01 use capsules but I'm trying to avoid it in Sky Riders.</span><br />
<br />
For the environment I use lines to define collision surfaces instead of boxes because:<br />
<ul><li>lines are more flexible and free form,<br />
<li>line-circle collision is also easy and fast,<br />
<li>boxes can be made with four lines anyways.</ul><br />
<br />
<b>Gravity and Standing</b><br />
<br />
You wouldn't think gravity and standing on a surface would get complicated, but no detail is too small.<br />
<br />
First of all I use two different normal vectors for a character's gravity. There is the global gravity direction normal (gravNorm) and the character's local gravity direction (fallNorm). Even if gravity always points down in the game, I still give the character a fallNorm.<br />
<br />
Why? Well think of this: If the character stands on a slope, the slope is pushing them <i>outwards on an angle</i>. If gravity is pushing straight downwards they're going to constantly slide down the slope!<br />
<br />
So when a character stands on a surface I temporarily <b>change fallNorm to match the surface normal</b>. Now when they stand still they are 'falling' directly into the slope rather than downwards, so no sliding occurs.<br />
<span class='edited'>It's important to reset fallNom to aim downwards again the instant they leave the surface!</span><br />
<br />
<br />
<b>Parallel and Perpendicular Movement</b><br />
<br />
Another carry-over from tile-based design is the tendency for developers to handle motion purely on the X and Y axis. By this I mean: if my character moves to the right then I add to the X axis and if he jumps then I add to the Y.<br />
<br />
Now let's say you've got a character going up a 45 degree slope. The direction 'right' to the character is +X but the direction 'right' to the slope is +X <b>and</b> +Y. Adding to X is just going to push the character into the slope rather than up it, so their speed will appear to be drastically reduced.<br />
<br />
That's fine in many cases but it's really a bug and not something the developer is controlling. In Sky Riders I'll be be dealing with lots of slopes, walls, and maybe even some gravity changes; I can't afford to lock movement down to fixed axes and don't want to leave control to a bug.<br />
<br />
So instead of X/Y you can think of movement as parallel & perpendicular. With that sort of system you can do whatever you want and control its exact behaviour in all cases. Want to ride up a wall? Just switch fallNorm from the regular gravity (-Y) to the wall's angle and now your parallel motion will follow it just like the regular ground. Want to walk around a sphere? Just constantly point gravity into the middle.<br />
<span class='edited'>I was working on an unreleased game called Gravity Runners when I started using this technique.</span><br />
<br />
This also makes friction calculations far easier and more accurate. If you calculate friction only on the X axis you'll get funny results when moving on slopes and nothing when riding a wall. Take your friction from parallel motion, however, and it works in all situations.<br />
<br />
Same goes for objects that need to bounce. Rather than reversing Y, which only works on flat ground, you reverse the perpendicular motion and get accurate results on all surfaces and directions.<br />
<br />
<br />
<b>Acceleration</b><br />
<br />
While we have parallel and perpendicular velocities for our character, we still need to figure out how strong those velocities should be. There's no hard rule to this sort of thing; you need to try it yourself, see what you like and what is appropriate for your game.<br />
<br />
The simplest route is to just have a flat speed and no acceleration at all. The user presses a key to run and the character moves a certain distance each frame (or tick, second, etc.). Release the key and the player stops immediately. It works, but it's very basic.<br />
<br />
Another approach is to have separate values for acceleration and top speed. On each frame, you add the acceleration to the velocity, and then cap the velocity so it can't go over your top speed. This gives a smooth ramp-up to your speed instead of having the character blast off the instant you touch the keyboard.<br />
<br />
But what if you want to let players build up speed beyond their maximum, for example by running down slopes or using a booster? Rather than accelerating and then capping velocity, check the velocity <i>first</i> and then <i>prevent acceleration</i> if it's over the top speed. This let's outside factors affect your speed and lets you retain that speed, but not accelerate further.<br />
<br />
<br />
<b>Friction</b><br />
<br />
When you stop moving, what happens?<br />
<br />
Often it's best to stop the character instantly. This is good for games with slow moving characters and where very high precision is needed. This sort of all-consuming friction gives a very concrete and sturdy feel to a game character.<br />
<br />
If you want faster and more fluid motion, you may not want to stop dead in your tracks every time the user takes their finger off the keys. In Sky Riders, each player is moving on a futuristic type of rollerblade, so dead stops would be pretty weird.<br />
<br />
At the same time I don't want everyone constantly sliding all over the place. What to do, what to do?<br />
<br />
Well, when riding a bike in real life, you can stop very quickly if you aren't moving fast to begin with. So when my characters have a low velocity I use a high friction value that I apply each frame. If they've built up a lot of speed, I use a low friction value so they can keep coasting along. Eventually they'll stop, but they can also continue moving again and retain most of the speed they started with.<br />
<br />
<span class='edited'>Sky Riders also has a 'stall' input which lets the player manually choose to do a dead stop -- even if the air -- so they can line up their character with full precision at the expense of lost momentum.</span><br />
<br />
<br />
<b>To Be Continued</b><br />
<br />
That's all for this post. Next time I'll cover some of the other movements in the game including jumps, afterburners and wall-riding.]]></description>
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<item>
<title>Fix Pre-Multiplied Alpha in PNGs (Stage3D Tutorial)</title>
<link>http://pixelante.com/index.php?b=fix-pre-multiplied-alpha-in-pngs-stage3d-tutorial</link>
<guid>http://pixelante.com/index.php?b=fix-pre-multiplied-alpha-in-pngs-stage3d-tutorial</guid>
<pubDate>Thu, 08 Sep 2011 17:20:09 -0700</pubDate>
<description><![CDATA[PNG files are handy for Stage3D games since they offer great compression and alpha channel support for transparent textures. If you make your PNG files in a program like Photoshop and try to render them, you might notice ugly black 'halos' or 'outlines' around any transparent parts and that even the solid colours don't look quite right.<br />
<br />
Photoshop has always been terrible at handling PNG files. The reason you're seeing blackness behind transparent pixels is because it saves PNGs with pre-multiplied alpha and that really messes them up if not handled properly.<br />
<br />
Luckily, we can fix this by 'un-multiplying' in the fragment shader quite easily.<br />
<pre class='brush:as3'><br />
//First, here's the most basic texture sampling shader you can get<br />
fragmentShader = "tex oc, v1, fs0 <less>2d,repeat,linear<more>"; //sample texture and output RGB<br />
<br />
//Here's what it looks like un-multiplied<br />
fragmentShader = <br />
"tex ft0, v1, fs0 <less>2d,repeat,linear<more> \n" + //sample texture<br />
"div ft0.rgb, ft0.rgb, ft0.a \n" +  // un-premultiply png<br />
"mov oc, ft0" //output fixed RGB<br />
</pre><br />
<br />
Of course a better solution would be for Photoshop to provide proper options for saving PNGs correctly in the first place... but that will <i>never happen.</i>]]></description>
</item>

<item>
<title>Compiling for Flash Player 11 in Flash Pro CS5</title>
<link>http://pixelante.com/index.php?b=compiling-for-flash-player-11-in-flash-pro-cs5</link>
<guid>http://pixelante.com/index.php?b=compiling-for-flash-player-11-in-flash-pro-cs5</guid>
<pubDate>Sat, 13 Aug 2011 17:32:03 -0700</pubDate>
<description><![CDATA[This is a tutorial on how to set up Flash Professional CS5 to compile for Flash Player 11.<br />
<span class='edited'>(also works for CS5.5. Not sure about CS4)</span><br />
<br />
<br />
<u>1. Getting the necessary files</u><br />
<ul><li>a) Download and install the <a href='http://labs.adobe.com/downloads/flashplayer11.html'>Flash Player 11 Beta 2 32-bit Content Debugger</a> for whichever browser you want to work with (there is no 64-bit debug version).<br />
<br />
<li>b) From the same page, download the <b>Flash Player 11 Beta 2 Global SWC</b> and then rename it to "playerglobal.swc".<br />
<br />
<li>c) Download and extract <a href='http://code.google.com/p/flash-tracer/'>Vizzy</a>, a free tool which will let you capture <i>trace()</i> calls from within the browser so you can do basic debugging.<br />
<br />
<li>d) Download this <a href='http://pixelante.com/demo/FlashPlayer11beta2.xml'>XML file</a> <span class='edited'>(right click and Save As...)</span></ul><br />
<br />
<u>2. Setting up Flash Pro</u><br />
<ul><li>a) Open your Flash Pro installation directory.<br />
<span class='edited'>example: <i>C:\Program Files (x86)\Adobe\Adobe Flash CS5.5</i></span><br />
<br />
<li>b) Navigate to <i>...\Common\Configuration\ActionScript 3.0</i> and <b>create a new folder named "FP11beta2".</b><br />
<br />
<li>c) Place the <b>playerglobal.swc</b> file from step 1b into the "FP11beta2" folder you just made.<br />
<br />
<li>d) Place the XML file you downloaded in step 1d into <i>...\Common\Configuration\Players</i><br />
<br />
<li>e) If you used any name other than "FP11beta2" for step 2c, open the XML file and adjust this line:<br />
<span class='edited'><less>playerDefinitionPath as2="..." as3="$(AppConfig)/ActionScript 3.0/<b>FP11beta2</b>/playerglobal.swc" /<more></span></ul><br />
<u>3. Compiling and Debugging</u><br />
<ul><li>a) <b>Flash Player 11 Beta 2</b> should now appear as an option in the Publish Settings of your FLA.<br />
<br />
<li>b) Select that option, make sure Flash is set to export an HTML file as well, and build the project.<br />
<br />
<li>c) If it throws errors during the build process: double-check you've followed all instructions correctly so far.<br />
If it builds but crashes immediately from a "VerifyError": you're fine, move on to the next step.<br />
If it builds correctly and runs: you're either fine or magic, move on to the next step.<br />
<br />
<li>d) So now you've successfully built a SWF for Flash Player 11 but Flash Pro won't run it once you start mucking with Context3D and you don't have a standalone player either, so instead open that HTML file you just published in step 3b.<br />
<br />
<li>e) If it runs: you're fine, move on to the next step. Otherwise? <span class='edited'>*shrug*</span><br />
<br />
<li>f) We need to modify the HTML file so Flash can actually use your GPU for hardware acceleration.<br />
First, turn off the HTML option in Publish Settings from now on so it never gets overwritten.<br />
Now open the HTML file in any editor and <b>set all 'wmode' parameters to the value 'direct'</b>.<br />
<br />
<li>g) Before you go test it, boot up <b>Vizzy</b>. No special configuration or installation; just start it up.<br />
<br />
<li>h) When you run your SWF, Vizzy should automatically pick up any <i>trace()</i> calls and errors, and Context3D.driverInfo should be able to list your video card and the renderer being used (DirectX/OpenGL).<br />
</ul><br />
<br />
Congrats! You're done and ready to start making awesome stuff!<br />
<br />
<br />
<u>4. Additional Troubleshooting</u><br />
<ul><li>If Vizzy isn't picking up any traces, make sure you installed the Content Debugger version of the flash player in step 1a and not the release versions.<br />
<br />
<li>If <i>driverInfo</i> says you're in software mode, check the HTML and make sure wmode is ALWAYS set to 'direct'.<br />
<br />
<li>If that doesn't help, make sure you aren't running any browser extensions that change the wmode when you load the page. HoverZoom on Chrome caused problems for me, it's likely not the only one.<br />
<br />
<li>If that doesn't help, try a different browser.<br />
<br />
<li>If that doesn't help, contact Adobe with your OS/Video Card/Browser versions so they can work on better compatibility.<br />
<br />
<li>If that doesn't help, throw a hissy-fit and run down the street naked.</ul>]]></description>
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<item>
<title>The mother of all collector's editions</title>
<link>http://pixelante.com/index.php?b=the-mother-of-all-collectors-editions</link>
<guid>http://pixelante.com/index.php?b=the-mother-of-all-collectors-editions</guid>
<pubDate>Mon, 08 Aug 2011 13:35:43 -0700</pubDate>
<description><![CDATA[<img src='http://i.imgur.com/0qEN4.jpg' width="600" height="936"><br />
Damn.]]></description>
</item>

<item>
<title>Auto-Generate Stage3D Texture Mip-Maps (tutorial)</title>
<link>http://pixelante.com/index.php?b=auto-generate-stage3d-texture-mip-maps-tutorial</link>
<guid>http://pixelante.com/index.php?b=auto-generate-stage3d-texture-mip-maps-tutorial</guid>
<pubDate>Sat, 06 Aug 2011 17:57:12 -0700</pubDate>
<description><![CDATA[<a href='http://www.mcfunkypants.com/'>Breakdance McFunkyPants</a> was kind enough to share his code for auto-generating mip-maps using Stage3D.<br />
<br />
Mip-mapping means using low-resolution versions of textures to:<br />
<ul><li>prevent rendering errors when viewing surfaces at severe angles<br />
<li>increase performance on distance objects</ul><br />
Let's say you have a 256x256 texture but are viewing an object that's so far away it only takes up 16x16 pixels of your screen. That's pretty wasteful, so mip-mapping tells the renderer that it should automatically choose the most appropriate texture size. You can make all the sizes by hand, or do it automatically with this code:<br />
<br />
<pre class='brush:as3'><br />
/*Note: All code is by McFunkyPants (http://www.mcfunkypants.com)<br />
<br />
Keep an eye out for his upcoming book on Stage3D game programming, too!*/<br />
<br />
public function uploadTextureWithMipmaps(dest:Texture, src:BitmapData):void<br />
{<br />
    var ws:int = src.width;<br />
    var hs:int = src.height;<br />
    var level:int = 0;<br />
    var tmp:BitmapData;<br />
    var transform:Matrix = new Matrix();<br />
<br />
    tmp = new BitmapData(src.width, src.height, true, 0x00000000);<br />
<br />
    while ( ws >= 1 && hs >= 1 )<br />
    { <br />
        tmp.draw(src, transform, null, null, null, true); <br />
        dest.uploadFromBitmapData(tmp, level);<br />
        transform.scale(0.5, 0.5);<br />
        level++;<br />
        ws >>= 1;<br />
        hs >>= 1;<br />
        if (hs && ws) <br />
        {<br />
            tmp.dispose();<br />
            tmp = new BitmapData(ws, hs, true, 0x00000000);<br />
        }<br />
    }<br />
    tmp.dispose();<br />
}<br />
<br />
private function init_texture(bmp:Bitmap):Texture<br />
{<br />
    var tex:Texture;<br />
    tex = context3D.createTexture(bmp.width, bmp.height, Context3DTextureFormat.BGRA, false);<br />
    uploadTextureWithMipmaps(tex, bmp.bitmapData);<br />
    return tex;<br />
}<br />
</pre>]]></description>
</item>

<item>
<title>Announcing: Sky Riders</title>
<link>http://pixelante.com/index.php?b=announcing-sky-riders</link>
<guid>http://pixelante.com/index.php?b=announcing-sky-riders</guid>
<pubDate>Wed, 03 Aug 2011 11:03:11 -0700</pubDate>
<description><![CDATA[I'm incredibly excited to announce Pixelante's next big project, in partnership with <a href='http://www.armorgames.com'>ArmorGames</a>.<br />
<br />
<center><img src='img/skyriders/skyriders_logo.png' alt='Sky Riders' title='Sky Riders'><br />
<span class='edited'>temporary placeholder logo</span></center><br />
Sky Riders is an intense multiplayer platform-racing game with extensive competitive, team, and casual play. It'll also be free!<br />
<ul><br />
<li>Race up mysterious towers that grow ever higher as you touch the heavens with jet-powered skyblades.<br />
<br />
<li>Combine the frantic speed of Sonic, the fluid parkour of Mirror's Edge, and the technical skill of Meat Boy.<br />
<br />
<li>Customize your play-style by tuning skyblades and collecting gear like grappling hooks, nitros and gliders.<br />
<br />
<li>Enter daily competitions or form clans to challenge other teams for influence on the global scale.<br />
<br />
<li>Compete with speed, style or endurance.<br />
</ul><br />
<center><img src='img/skyriders/moodboard_characters.jpg' style='width:800px;height:auto;'><br />
<span class='edited'>Mood board for characters. Sources: Air Gear, Jet Set Radio</span></center><br />
There's so much more I'd like to talk about, like how we're doing <b>microtransactions you won't hate, social gaming that isn't manipulative, and competitive multiplayer without the elitist walled-gardens</b>.<br />
<br />
That will have to wait as development is just starting... but in time I'll explain just how much design philosophy is going into making this a different breed of F2P game, as well as talk about how development is going and show behind-the-scenes screenshots.<br />
<br />
At some point I'll also be posting contract jobs so if you're a logo / UI / concept / environment artist looking for some paid freelance work, or just interested in watching the game evolve, follow me (<a href='http://twitter.com/pixelante'>twitter</a> | <a href='https://plus.google.com/109946807601595824255/'>Google+</a> | <a href='http://pixelante.com/rss.xml'>RSS</a>) to get the latest info.]]></description>
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<item>
<title>Creating Stage3D Textures (tutorial)</title>
<link>http://pixelante.com/index.php?b=creating-stage3d-textures-tutorial</link>
<guid>http://pixelante.com/index.php?b=creating-stage3d-textures-tutorial</guid>
<pubDate>Sat, 30 Jul 2011 10:56:29 -0700</pubDate>
<description><![CDATA[This is a quick tutorial on how to set up Texture objects for rendering models in Stage3D. I'll cover how to:<br />
<br />
1) create a Texture from some BitmapData<br />
2) create a Texture from an image file in the library (Flash Pro)<br />
3) tell the GPU which Texture to render with<br />
4) sample the texture in your fragment shader<br />
5) optimize your texture usage<br />
<br />
<pre class='brush:as3'><br />
/* #1. create a Texture from some BitmapData */<br />
import flash.display.BitmapData;<br />
import flash.display3D.Context3D;<br />
import flash.display3D.textures.Texture;<br />
<br />
var bdata:BitmapData; //assume we already have image data in here<br />
var context:Context3D; //assume we have a rendering context<br />
<br />
var tex:Texture = context.createTexture(bdata.width, bdata.height, "bgra", false); //ask the rendering context for a Texture object<br />
tex.uploadFromBitmapData(bdata); //upload out texture to the GPU<br />
<br />
<br />
<br />
/* #2. Create a Texture from an image file in the library (Flash Pro) */<br />
import flash.display3D.Context3D;<br />
import flash.display3D.textures.Texture;<br />
import flash.utils.getQualifiedClassName;<br />
<br />
var context:Context3D; //assume we have a rendering context<br />
var X:uint, Y:uint; //assume we know the dimensions of the image we'll be using<br />
<br />
var c:Class = getDefinitionByName('myImage.png') as Class; //get the image file's class name from the library <br />
var tex:Texture = context.createTexture(X, Y, "bgra", false); //ask the rendering context for a Texture object<br />
t.uploadFromBitmapData(new c()); //create the BitmapData from the library class and upload it<br />
<br />
/* Note: you can store 'new c()' in a BitmapData variable<br />
and then use .width and .height if you don't know X and Y */<br />
<br />
<br />
<br />
/* #3 Tell the GPU which Texture to render with */<br />
context.setTextureAt(0, tex); //this Texture is now 'fs0' in the fragment shader. Simple!<br />
<br />
<br />
<br />
/* #4 Sample the texture in your fragment shader */<br />
"tex oc, v1, fs0 <less>2d,repeat,linear<more>" //sample texture (fs0) using UV coordinates (v1)<br />
<br />
//Note: 'repeat' allows you to tile textures on a surface while 'clamp' locks the texture to the 0-1 UV range<br />
<br />
<br />
</pre><br />
<b>#5. Optimization Tips:</b><br />
<ul><br />
<li>Texture swapping is expensive; group models that share the same texture so you only need to swap once for the whole group.<br />
<br />
<li>If you have an animated character, put all their frames in the same texture sheet ('sprite sheet') and adjust the UV coordinates to point to the right section rather than using a bunch of separate image files.<br />
<br />
<li>If possible, combine textures for environments as well, or just try to use the same textures on as much as you can get away with (you can even combine textures in a BitmapData at load time!).<br />
<br />
<li>Always make your texture sizes are powers of two (e.g. 256x256). GPUs are designed to take advantage of these numbers for extra performance.<br />
<br />
<li>Keep your texture size as low as possible! Painting textures at high resolution is a good idea, but always scale them down as far as you can stand before exporting them from Photoshop (or whatever you use). You'd be surprised how small you can get things before losing detail!<br />
<br />
<li>Don't waste rendering power; use different fragment shaders for textures that are fully opaque and textures that have transparency. You can even use <b>BitmapData.transparent</b> (boolean) to check for alpha transparency data dynamically!<br />
<br />
<li>Use 'repeat' in fragment shader texture sampling to save on performance (render one model with a tiling texture vs. multiple models with the same texture) and load time/file size (one small texture repeated vs. a large texture)<br />
</ul>]]></description>
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<item>
<title>Subtle+ Chrome Extension for Google+</title>
<link>http://pixelante.com/index.php?b=subtle-chrome-extension-for-google</link>
<guid>http://pixelante.com/index.php?b=subtle-chrome-extension-for-google</guid>
<pubDate>Thu, 28 Jul 2011 15:17:53 -0700</pubDate>
<description><![CDATA[I love Google+ but that bright red box showing notifications on the black menu bar is incredibly distracting when I'm trying to read messages in GMail or articles in Google Reader. I decided to fix it.<br />
<br />
<center><span style='font-size:36px;'><a href='https://chrome.google.com/webstore/detail/hggcfgkjbmhbehobdgjcfbcmhckhhpad'>Subtle+ for Chrome</a></span></center><br />
<b>Subtle+</b> is a small free extension with four <b>configurable options</b> that change how G+ notifications appear.<br />
<br />
1) Remove the red box when you have unread notifications<br />
2) Remove the grey box you have have 0<br />
3) Show the notification count in the page title in the tab bar<br />
4) ... but hide the tab count when its 0<br />
<span class='edited'>(you can turn each effect on and off!)</span><br />
<br />
Now you can keep a G+ tab open and automatically see when you have new notifications in the tab bar, and you can use other Google services without being distracted by the glaring red box on the menu bar.<br />
<br />
Leave a comment below if you found this useful, had any problems or would like to see more features added. You don't need to register to comment!<br />
<br />
<a href='https://chrome.google.com/webstore/detail/hggcfgkjbmhbehobdgjcfbcmhckhhpad'>Grab Subtle+ on the Google Web Store now (its free and lightweight)</a><br />
<br />
<br />
<center>Bonus GIF<br />
<img src='http://pixelante.com/img/humour/google_plus_fuuuu.gif'></center>]]></description>
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<title>Three Point Lighting and Improved Ambient Lighting (Flash Tutorial)</title>
<link>http://pixelante.com/index.php?b=three-point-lighting-and-improved-ambient-lighting-flash-tutorial</link>
<guid>http://pixelante.com/index.php?b=three-point-lighting-and-improved-ambient-lighting-flash-tutorial</guid>
<pubDate>Mon, 25 Jul 2011 12:38:50 -0700</pubDate>
<description><![CDATA[I've been meaning to update the old Ambient Lighting tutorial for a while now as I found that the effect it accomplished was not exactly what I intended. It could still be useful in its own right, but let's look at how to do ambient lighting the way you would <i>expect it to work.</i><br />
<br />
And while we're at it let's throw in a three point lighting setup because <strike>I'm lazy and that is what is in the copypasta shader I'm grabbing from a project of mine</strike> having multiple lights is really useful!<br />
<br />
Much of this tutorial is identical to the last one with some additional constants (multiple lights!) and a new fragment shader. Don't be daunted by the length, much of it is just copy/paste and tweaking values.<br />
<br />
<pre class='brush:as3'><br />
/* First we'll set up lighting constants for the fragment shader */<br />
context.setProgramConstantsFromVector("fragment", 0, Vector.<Number>([0,0,0,0])); //fc0, for clamping negative values to zero<br />
context.setProgramConstantsFromVector("fragment", 1, Vector.<Number>([0.25,0.25,0.25,0])); //fc1, ambient lighting (1/4 of full intensity)<br />
<br />
//key light<br />
context.setProgramConstantsFromVector("fragment", 2, Vector.<Number>([0.37, 0.56, 0.74, 1])); //fc2, INVERSE light direction<br />
context.setProgramConstantsFromVector("fragment", 3, Vector.<Number>([0.9,0.9,0.9,1])); //fc3, light color & intensity<br />
<br />
//fill light<br />
context.setProgramConstantsFromVector("fragment", 4, Vector.<Number>([-0.82, 0.41, 0.41,1])); //fc4, INVERSE light direction<br />
context.setProgramConstantsFromVector("fragment", 5, Vector.<Number>([0.6,0.5,0.4,1])); //fc5, light color & intensity<br />
<br />
//backlight<br />
context.setProgramConstantsFromVector("fragment", 6, Vector.<Number>([0, -0.1, -1,1])); //fc6, INVERSE light direction<br />
context.setProgramConstantsFromVector("fragment", 7, Vector.<Number>([0.2,0.25,0.3,1])); //fc7, light color & intensity<br />
<br />
/* Our vertexbuffers are set up like so */<br />
context.setVertexBufferAt(0, vertexbuffer, 0, "float3"); //va0 (x,y,z)<br />
context.setVertexBufferAt(1, vertexbuffer, 3, "float3"); //va1 (normalx,normaly,normalz)<br />
context.setVertexBufferAt(2, vertexbuffer, 6, "float2"); //va2 (u,v)<br />
<br />
/* Assume these matrices have been set up with values already. */<br />
var proj:PerspectiveMatrix3D; //the perspective<br />
var view:Matrix3D; //the camera<br />
var mod:Matrix3D; //the model<br />
<br />
/* Set up our vertex transformation constant */<br />
view.append(proj);<br />
var modview:Matrix3D = mod.clone();<br />
modview.append(view);<br />
context.setProgramConstantsFromMatrix("vertex", 0, modview, true); //vc0<br />
<br />
/* Set up our normal transformation constant */<br />
var invmat:Matrix3D = mod.clone();<br />
invmat.transpose();<br />
invmat.invert();<br />
context.setProgramConstantsFromMatrix("vertex", 4, invmat, true); //vc4<br />
<br />
/* make sure you set a texture. I'll write a quick tutorial about creating Texture's later */<br />
context.setTextureAt(0, modelTexture);<br />
<br />
/* vertex shader is the same as before and quite simple */<br />
vertexShader = <br />
"m44 vt0, va0, vc0 \n"+ 	//transform vertex x,y,z<br />
"mov op, vt0 \n"+ 			//output vertex x,y,z<br />
"m44 v1, va1, vc4 \n"+		//transform vertex normal, send to fragment shader<br />
"mov v2, va2";				//move vertex u,v to fragment shader<br />
<br />
/* Now the real work: going through each light (including ambient) and adding all of their effects together.<br />
Note the reuse of temporary registers (especially ft1) in this shader. Why are we doing this?<br />
Temporary registers are limited in number so if you don't reuse them you will run out! */<br />
fragmentShader = <br />
"nrm ft0.xyz, v1 \n"+		//normalize the fragment normal (v1)<br />
"mov ft0.w, fc0.w \n"+		//set the w component to 0<br />
"tex ft2, v2, fs0 <less>2d,clamp,linear<more> \n"+ 	//sample texture (fs0) using uv coordinates (v2)<br />
<br />
"dp3 ft1, fc2, ft0 \n"+		//dot the transformed normal (ft0) with key light direction (fc2)<br />
"max ft1, ft1, fc0 \n"+		//clamp any negative values to 0<br />
"mul ft1, ft2, ft1 \n"+		//multiply original fragment color (ft2) by key light amount (ft1)<br />
"mul ft3, ft1, fc3 \n"+		//multiply new fragment color (ft1) by key light color (fc3)<br />
<br />
"dp3 ft1, fc4, ft0 \n"+		//dot the transformed normal (ft0) with fill light direction (fc4)<br />
"max ft1, ft1, fc0 \n"+		//clamp any negative values to 0<br />
"mul ft1, ft2, ft1 \n"+		//multiply original fragment color (ft2) by fill light amount (ft1)<br />
"mul ft4, ft1, fc5 \n"+		//multiply new fragment color (ft1) by fill light color (fc5)<br />
<br />
"dp3 ft1, fc6, ft0 \n"+		//dot the transformed normal (ft0) with back light direction (fc6)<br />
"max ft1, ft1, fc0 \n"+		//clamp any negative values to 0<br />
"mul ft1, ft2, ft1 \n"+		//multiply original fragment color (ft2) by back light amount (ft1)<br />
"mul ft5, ft1, fc7 \n"+		//multiply new fragment color (ft1) by back light color (fc7)<br />
<br />
"add ft1, ft3, ft4 \n"+		//add together first two light results (ft3, ft4)<br />
"add ft1, ft5, ft1 \n"+		//add on third light result (ft5)<br />
						<br />
"mul ft2, ft2, fc1 \n"+		//multiply original fragment color (ft2) by ambient light intensity and color (fc1)<br />
"add oc, ft2, ft1"			//add ambient light result (ft2) to combined three-light result (ft1) and output<br />
<br />
</pre><br />
<br />
<center><a class='threadlink' href='http://pixelante.com/tutorials.php'>Other Stage3D Tutorials</a></center>]]></description>
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<title>Action Gameplay Flow principles</title>
<link>http://pixelante.com/index.php?b=action-gameplay-flow-principles</link>
<guid>http://pixelante.com/index.php?b=action-gameplay-flow-principles</guid>
<pubDate>Sun, 24 Jul 2011 11:02:14 -0700</pubDate>
<description><![CDATA[Joakim Sandberg has been making <a href='http://www.konjak.org/'>incredibly great action games</a> for quite a while now. If there's any guy you should listen to when it comes to designing 2D action gameplay, he is the one (and if you don't play Noitu Love 2 and Legend of Princess you're a <i>terrible person</i>).<br />
<br />
I was overjoyed to watch this video he put together on some principles of good action game design. It's concise, to the point, informative and all held together rather nicely with some silly animations and entertaining narration. Do yourself a favour and give it a look!<br />
<br />
</iframe><br />
<br />
Fun fact: I played Noitu Love 2 as research for <a href='http://pixelante.com/games.php?g=dal_remix_01'>Dragon Age Legends: Remix 01</a> and <strike>stole</strike> <strike>copied</strike> <strike>ripped off</strike> <i>was inspired by</i> the dash-to-attack mechanic!]]></description>
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<item>
<title>The Pixelante Post #6</title>
<link>http://pixelante.com/index.php?b=the-pixelante-post-6</link>
<guid>http://pixelante.com/index.php?b=the-pixelante-post-6</guid>
<pubDate>Thu, 21 Jul 2011 16:25:21 -0700</pubDate>
<description><![CDATA[It’s a transition time here at Pixelante. Lots of projects are coming to a close while exciting opportunities keep popping up. Future plans are finally starting to come into focus and I’ve got lots to talk about.<br />
<br />
<b>Hunting Mobiles</b><br />
<br />
<a href='http://appworld.blackberry.com/webstore/content/50436?lang=en'>Hunted Forever is now available on the BlackBerry PlayBook</a> for 99 of your hard-earned cents. I’m pretty happy with how the controls turned out and it was interesting to look back at such old code to see how far I’ve come. With this release, my time as a mobile developer is done, and I'm pretty happy to return to the desktop.<br />
<br />
<b>Fowlest of Spaces</b><br />
<br />
Fowl Space in the final stretches! Of course, it’s been there for months, so that doesn’t mean much. What does mean a lot is that we’re actively setting it up for digital distribution now. Slow progress is still progress?<br />
<br />
<b>Long Live the <strike>Forum</strike>New Forum!</b> <br />
<br />
The <a href='http://pixelante.com/forum.php'>forums</a> have been massively improved, streamlined, and updated to match the new look of the blog better. Blog comments now run off the forums system as well so everything is centralized in one place and a little less barren.<br />
<br />
The best thing about this is that <i>unregistered guests can now post on the forums too!</i> In the future I'm going to try to support logins from other services like Twitter and G+, but that may be a while.<br />
<br />
Oh, and you might notice a bunch of +1 buttons around the site now. I'm enjoying G+ and actually using it unlike Facebook. Feel free to <a href='http://gplus.to/pixelante'>circle me</a>. <br />
<br />
<b>Diss-content and Derp-pressed</b><br />
<br />
I’ve talked about my battle with chronic depression/anxiety before, and that sort of battle never really ends. Recently I had a couple of rough weeks and realized I needed more methods of coping. Since then, things have improved tremendously and I’m feeling much healthier most of the time.<br />
<br />
My attitude towards the blog is changing. I’ve found it’s better for my mood and productivity to avoid ranting and have lost interest in being yet-another-mirror of news you already read elsewhere. Instead my focus now is on original content, productive content, and positive content. You’ve seen the beginning of this with the addition of tutorials and Analyze.<br />
<br />
<b>So...</b><br />
<br />
That's most of what's going on. I've got some more updates to the site coming up, an announcement about my next big project <i>(so excited!)</i>, and if I find the time some more tutorials for Flash Player 11 and Stage3D.]]></description>
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<item>
<title>Analyze: Demon's Souls</title>
<link>http://pixelante.com/index.php?b=analyze-demons-souls</link>
<guid>http://pixelante.com/index.php?b=analyze-demons-souls</guid>
<pubDate>Tue, 19 Jul 2011 11:23:51 -0700</pubDate>
<description><![CDATA[Demon’s Souls is an Action RPG for the PS3 by <a href='http://www.fromsoftware.jp/en/'>FromSoftware.</a><br />
<br />
With its punishing and unapologetic difficulty, Demon’s Souls became a beloved cult hit and unexpected success story almost immediately. Modern games are often designed to be far easier than games of old -- or scalable with various difficulty levels -- so that they can appeal to a wide audience and so more players will be able to enjoy the full experience. Demon’s Souls tosses out that philosophy and appeals directly to gamers who are looking for old-school challenge dressed in more modern trappings.<br />
<br />
While difficulty is the focus in most coverage of this game, From Software did many other things extremely well and all of them combined were the true recipe for its success.<br />
<br />
On their own, many of these design choices could ruin a game.<br />
<br />
<br />
<br />
<b>Self-Aware Design</b><br />
<br />
Above all else, Demon’s Souls is extremely self-aware, and this helped it avoid ruin.<br />
<br />
In <i>Analyze</i> articles, I focus on what games do right rather than spend time on what they do wrong. Demon’s Souls is somewhat of an embodiment of this. It does not bother trying to fix issues in other types of games. It does not follow conventions or try to do too many things. It has major faults but to the right audience its strengths are far more enticing.<br />
<br />
<div class='quote'>Each system supports every other system. It is focused, pure, consistent and always aware of itself.</div><br />
<br />
<br />
<b>Skill-Gating the Audience</b><br />
<br />
This game does not waste any time in explaining itself to the player. At the end of the tutorial is a large boss who can and will kill you in one hit. This is not an obstacle to overcome or an unfair challenge; it is a natural part of the game’s learning curve. It is teaching you.<br />
<br />
Your dead character’s soul moves on to the next part of the game and a seed of fear is planted in your mind. You learn immediately not to take things for granted. You learn what type of game you’re playing. You learn to expect death and that death is not the end of the game.<br />
<br />
That is good, but where the introduction truly shines comes soon after. As an Action RPG, you might expect to be able to grind monsters for experience and level up. This is true, but <b>not until you complete the first level.</b><br />
<br />
<div class='quote'>Rather than allow unskilled players to grind their way through the beginning only to be decimated repeatedly later on, Demon’s Souls forces them to learn to play well.</div><br />
From Software removed the easy route and in doing so both:<br />
<br />
a) ensured that their intended audience would get tremendous satisfaction from mastering it.<br />
<br />
b) prevented unintended audiences from investing dozens of hours before realizing they don’t enjoy this particular style of challenge.<br />
<br />
<span class='edited'>Even after gaining the ability to grind, each level up is a very minor boost and each major threat requires more skill and strategy than it does stat points and equipment.</span><br />
<br />
<br />
<br />
<b>Atmosphere</b><br />
<br />
Demon’s Souls is largely dark, dreary, and desaturated. The audio is subdued and ambient. The environments are haunting, the monsters are grotesque, and the bosses are intimidating.<br />
<br />
Your character is slow, weak and vulnerable. Mistakes are deadly, healing is costly, and magic is limited. You are alone in a hostile world. You are a tiny ant in an entire country of death. The corpses of other fallen adventurers are frequent reminders of your futile quest.<br />
<br />
The levels do not offer any sense of security. A wrong turn may take you to a powerful foe capable of destroying you in an instant. A reckless approach may pin you between enemies from all sides. Monsters lie in wait around corners to punish complacency and expertly placed traps prevent you from rushing ahead. Every opponent is a threat. Sometimes, just being seen can spell your doom, and you’re not always sure when until you try.<br />
<br />
<div class='quote'>The atmosphere is tense, oppressive and powerful. The difficultly feeds into the atmosphere and the atmosphere accentuates the difficulty.</div><br />
The result of such well executed, appropriate and consistent atmosphere is strong sense of immersion, and that is difficult to do in a third-person game.<br />
<br />
<br />
<br />
<b>Canonical Death</b><br />
<br />
Death is a challenging aspect of game design. Simply put, losing progress and replaying things is not frequently counted among the more enjoyable aspects of gaming.<br />
<br />
But there are ways to mitigate that. Team Fortress 2 did it by showing you information about how you died so that you could learn, understand and adapt.  Realm of the Mad God did it by turning death into a means of progression. Demon’s Souls does it by making death a part of the canon. Death is turned from ‘failure’ into a regular part of the game.<br />
<br />
Many experienced players will immediately commit suicide so that they can play in their ‘Soul Form’. The soul form is quieter and takes less damage at the expense of having lower maximum health. In some ways it becomes a reward for dying (once, at least; it can be hard to get your physical form back).<br />
<br />
Since death is integrated into the story, the game does not have to reset everything each time you die. For the most part it does, but any Souls you were carrying when you died are left on the ground and can potentially be retrieved. In this way, death is not a complete failure, and a second attempt at that level may allow you to both regain your loss and collect more in the process.<br />
<br />
<div class='quote'>It’s a little nudge of encouragement to try again rather than accept defeat. It’s a feeling of learning to adapt rather than having no hope. When death is an integral part of the plot and the mechanics it ceases to be failure and transforms into a valuable part of the experience.</div><br />
<br />
<br />
<b>Throwing Bones</b><br />
<br />
Difficult, punishing, challenging, brutal, oppressive, and masochistic.<br />
<br />
These are words frequently used to describe Demon’s Souls, but look a little more closely and you’ll find that the designers were not completely heartless. Not everything resets on death. The world is largely static and an opened path usually remains open, which makes sense as death is part of the plot. (each system supports the other systems, remember?)<br />
<br />
For example, as you fight through the skill-gating first level, you eventually open a giant door right near the beginning that leads to the boss. This does will never close again no matter how many times you die. Being right near the start, it takes little time to attempt the boss fight as much as needed.*<br />
<br />
<div class='quote'>Many areas have levers, platforms, locked doors, traps and other elements that do not reset. Progress must be earned, but once earned it is not necessarily always lost.</div><br />
You also keep your inventory on death and do not lose experience or levels.<br />
<br />
After the introduction, you do gain the ability to level up. As mentioned, it’s a minor aid but an aid nonetheless. Gain enough levels and it finally starts to add up, awarding you the satisfaction of knowing you toughed it out for so long and earned every bit of that power.<br />
<br />
Each section of the game has a series of levels you unlock in order, but you can jump between sections at will. If you get stuck on one level, you can cool off by making some progress in a different one, and then come back later with more experience (both in terms of levelling up and your own personal skill).<br />
<br />
There were likely many other little details I’ve forgotten, like allowing you to go over the weight limit for your inventory without severe consequences at first. On one character I voluntarily stayed over the weight limit most of the time in order to use heavier armour, changing my fighting style to reduce the need for dodging (which is very clunky when overweight).<br />
<br />
<span class='edited'>* Not all bosses have forgiving checkpoints; a controversial decision which is not particularly popular even among the hardcore, but can result in very epic levels of tension and celebration upon victory. While perhaps not ideal, the game is at least aware of itself and chose to stress greater difficulty with higher rewards.<br />
<br />
One of my all-time favourite gaming moments was from conquering a very difficult boss at the end of a very difficult level with little to no shortcuts in it. In fact, I felt so amazing afterwards that I could not bring myself to return and finish the end-game lest I risk tarnishing the memory.</span><br />
<br />
<br />
<br />
<b>Unique Multiplayer Features</b><br />
<br />
Now we come to what is likely the second most discussed aspect of Demon’s Souls: the extremely clever, interesting, effective and unique approach to multiplayer.<br />
<br />
You do not, in general, play this game alongside other people. There is no menu option for a co-op mode or multiplayer deathmatch. Instead, you stream your progress to the game server and it streams others to you. These players show up as ghosts and you catch fleeting glimpses of them going about their business. Communication between you and them is highly controlled and limited.<br />
<br />
It works wonderfully into the plot. Many have died in this land before you so seeing ghosts is appropriate. It also takes a little edge off the constant sense of isolation knowing other people are tackling the same challenges that you are.<br />
<br />
More interestingly, players can leave messages in the game world for others to read. These are short, concise statements like “Be careful” or “Valuable item ahead”. If you find a message useful you can thank them and they get healed in their game, which acts as incentive to assist struggling players and builds a strong sense of community even though everyone is essentially playing a single-player game.<br />
<br />
<div class='quote'>You can also leave misleading messages. I often found these accompanied by a second message telling me not to believe them; amazing social play for a game without direct communication.</div><br />
Even more interesting is that when other players die they leave behind bloodstains in your game. Examine the bloodstain and you play back their last moments, gaining invaluable information about the dangers ahead. Once again, death is turned from failure into something else; this time, into a tool to help others.<br />
<br />
There is also the ability to summon in other players to help you, and the ability for them to invade your game and hunt you down in PvP. I played on a rather shaky internet connection and sadly did not get to use those features much. <span class='edited'>(I confess, I was actually happy to avoid the PvP. The game is hard enough already!)</span><br />
<br />
<br />
<br />
<b>The Glorious Combat</b><br />
<br />
Forgive me for gushing, but I absolutely adored the combat in Demon’s Souls.<br />
<br />
The reasons why are somewhat difficult to describe and as with all games, different people respond to different feels. I’m familiar with action combat systems ranging from high-speed, combo-heavy games like Bayonetta (which I love very much) to the slow, heavy combat of a Monster Hunter (unweidly, but you can’t argue with its success).<br />
<br />
Demon’s Souls leans towards the Monster Hunter approach but with much more of a balance between heft and speed. You aren’t locked in place for ages after every attack, targeting is much easier and you can dodge fairly quickly when needed.<br />
<br />
<div class='quote'>The main appeal is that every step you take, every attack you make, every type of attack, the angle of the attack, the power of the attack, the precise timing and the strength of your opponent is of the utmost importance. Mastery of your weapon is intensely satisfying.</div><br />
Approaching enemies carelessly is a disaster against even the weakest of foes. Enemies are diverse and just unpredictable enough to keep you guessing, while still having enough patterns to their behaviour for you to strategize around. Attacking an enemy from behind grants you a powerful surprise attack, but getting into that position almost always takes careful planning and patience. Often it helps to draw enemies into more favourable positions or attempt to separate them, but this is not typically so easy.<br />
<br />
The attacks feel like they really carry weight and make an impact. It’s highly visceral, close and personal, with a speed that’s a fantastic balance between being able to move and dodge without losing the realistic heaviness to everything.<br />
<br />
<br />
<br />
<b>Region-Free Visuals</b><br />
<br />
I’m not a fan of discussions involving East vs. West in gaming. I’ve always enjoyed the various styles from both sides, but everyone has their own tastes. Fortunately, Demon’s Souls has a visual style appropriate for all regions. It deftly avoids clichés with a design that blends realism with fantasy, but not too much of either.<br />
<br />
There’s no ridiculously spiky-haired, effeminate teenage boys but also no bicep-bigger-than-your-chest meathead space marines. There’s no cute and cuddly cartoon slimes but not every enemy is straight out of The Lord of the Rings. Textures are gritty without being too noisy, environments are detailed without being cluttered, and the shaders are salient without being overbearing.<br />
<br />
<div class='quote'>All in all it does a fantastic job of accomplishing a lot with very little, favouring solid art direction over technically impressive assets. I’ve long said that when it comes to visual style the real secret is <b>consistency</b> and Demon’s Souls has no shortage of it.</div><br />
It surely did not have much of an art budget, either, making it all the more impressive. Even the developers have said they never expected the game to sell anywhere near as much as it did and you don’t spend 100 million dollars on a game you’re projecting to only sell a bit of.<br />
<br />
<br />
<b>Conclusion</b><br />
<br />
<div class='quote'>"Anyone who says ‘games should’ is wrong."</div><br />
That’s a favourite saying of mine. What it means is that means that people are diverse and the industry is huge, so all styles of games <i>‘should’</i> be made for all styles of people.<br />
<br />
Linear stories, non-linear stories, player-driven stories, no stories. Impossible difficulty, high difficulty, moderate difficulty, easy or no difficulty. Bright and colourful, grey and dismal, black and white, text-based or no visuals at all. Cel shaders, normal maps, wireframe view, drawings from five year olds. Everything is fair game and everything is going to appeal to someone.<br />
<br />
<div class='quote'>Focusing on what you can do and how to <i>please the people you want to reach</i> can easily be the most important effort you put into your game.</div><br />
So at the end of the day Demon’s Souls is a game for a niche audience and its strength lies in how it very carefully and intentionally took advantage of that. It demands things of you as a player: skill, patience, adaptation, resilience, ambition and courage. If you cannot provide those, you will not enjoy it and it will not try to change your mind.<br />
<br />
It’s a triumph of game design that many people will never appreciate instinctively, but perhaps this article can help some of them to appreciate it intellectually.<br />
<br />
<br />
<b>Previous Analyze articles:</b><br />
<a href='http://pixelante.com/index.php?b=analyze_infested_planet'>#2 Infested Planet</a><br />
<a href='http://pixelante.com/index.php?b=analyze_realm_of_the_mad_god'>#1 Realm of the Mad God</a>]]></description>
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<item>
<title>Site Construction</title>
<link>http://pixelante.com/index.php?b=site-construction</link>
<guid>http://pixelante.com/index.php?b=site-construction</guid>
<pubDate>Wed, 13 Jul 2011 14:11:05 -0700</pubDate>
<description><![CDATA[I'm going to be working on a bunch of updates to the site over the next little while. Stuff will probably break at some point, but then stuff was already broken and no one told me! :)<br />
<br />
Ah well. Registrations should be working again already, at least.<br />
<br />
I'll write a new Pixelante Post soon with all sorts of info about what's going on right now and where we're heading. I've been quiet since its a weird transition time around here; bare with me a bit longer.<br />
<br />
<b>Update</b>: First round of updates are in but its behind-the-scenes stuff so you shouldn't notice.<br />
<br />
<b>Update 2:</b> Going to be ripping apart the forums for some fundamental changes. They'll probably be defunct for a while but that's okay because no one was using them anyways.]]></description>
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<title>Analyze: Infested Planet</title>
<link>http://pixelante.com/index.php?b=analyze_infested_planet</link>
<guid>http://pixelante.com/index.php?b=analyze_infested_planet</guid>
<pubDate>Tue, 28 Jun 2011 21:23:28 -0700</pubDate>
<description><![CDATA[<a href='http://www.rocketbeargames.com/infestedplanet/index.html'>Infested Planet</a> is an indie RTS from Alex Vostrov of <a href='http://www.rocketbeargames.com/'>Rocket Bear Games</a>.<br />
<br />
Strategy games often end up focused more on memorizing build patterns and micro-managing troops rather than high-level decision making and planning. Players tend to mimic what they see from forums and YouTube rather than playing the game and being creative.<br />
<br />
The design choices in Infested Planet help to enforce dynamic, strategic thinking during gameplay while still providing plenty of tactical combat.<br />
<br />
<br />
<br />
<b>Randomness</b><br />
<br />
Infested Planet uses two main forms of randomness to force players into having to make strategic decisions. This prevents memorization and pre-made play styles so that strategy becomes as big a component as tactical play.<br />
<br />
Map layouts are random. Players need to analyze the environment and plan their approach on the fly. Choosing where to place defences, leave troops, and who to attack first cannot be pre-planned. Each attempt at a battle is a new experience.<br />
<br />
As the player destroys and captures enemy hives, the aliens mutate so that their forces are powered up in an unpredictable way. These mutations are selected randomly. It’s not unusual to capture a hive and then lose several bases from a mutation-fuelled counterattack before figuring out how to deal with the threat.<br />
<br />
<br />
<br />
<b>Long-Term Upgrades</b><br />
<br />
Each skirmish begins with a fresh slate, but over the course of multiple skirmishes the player can earn money and buy research upgrades. Purchased upgrades become available in future battles, allowing you to slowly build up a customized toolset as you go through the campaign.<br />
<br />
This adds two additional strategic elements: One is using your prior experience to predict which abilities will be useful in future matches, and the other is adapting your on-the-fly strategic decisions to incorporate the limited toolset you have.<br />
<br />
<br />
<br />
<b>Less Twitch & Less Micro</b><br />
<br />
Characters move very slowly in Infested Planet and that supports the strategic gameplay very well.<br />
<br />
Micro-management becomes less powerful when units are not mobile enough to dance around quickly. Actions Per Minute ceases to be an important metric and that opens the game up to players who lack top-tier keyboarding skills.<br />
<br />
Each decision relating to unit allocation, defensive placements and raiding parties is crucially important as sending units far away is not something that can be corrected quickly. Leaving open spots for enemies to flank will definitely result in quiet sneak attacks which can be fatal to recover from.<br />
<br />
Your army consists of a small, fixed amount of soldiers. With only a handful of units to actually control at a slow speed, twitch and micro become even further reduced. Each decision about where to place a soldier and what weapon to give them is far more important than controlling their every attack.<br />
<br />
<br />
<br />
<b>Conclusion</b><br />
<br />
Infested Planet uses just enough randomness to keep you on your toes while still making the core mechanics stable enough to keep you in control. Alex has done a great job of making it an original experience you won’t get anywhere else and brought a lot of strategy to a genre that, despite the acronym, tends to focus purely on tactics.<br />
<br />
]]></description>
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<title>Analyze: Realm of the Mad God</title>
<link>http://pixelante.com/index.php?b=analyze_realm_of_the_mad_god</link>
<guid>http://pixelante.com/index.php?b=analyze_realm_of_the_mad_god</guid>
<pubDate>Sat, 25 Jun 2011 00:37:57 -0700</pubDate>
<description><![CDATA[<a href='http://www.realmofthemadgod.com/'>Realm of the Mad God</a> is an indie bullet-hell MMORPG. It’s unusual, clever, addictive and fun.<br />
<br />
You can load it up in a few seconds and enjoy yourself immediately. <a href='http://blog.wildshadow.com/'>Wild Shadow Studios</a> and <a href='http://www.spryfox.com/'>Spry Fox</a> have done an exceptional job of playing to the strengths of what makes independent gaming great and in the process created one of the most progressive MMOs on the market.<br />
<br />
What design philosophies went into making RotMG so compelling? You’d have to ask the developers.<br />
This is a subjective interpretation.<br />
<br />
<br />
<b>Implicit Co-op</b><br />
<br />
RotMG eliminates many problems in typical MMOs with a design concept I refer to as <i>Implicit Co-op</i> (IC). This is the idea that a game can be designed so that interacting with other players is inherently beneficial to all involved regardless of what they are actually doing.<br />
<br />
A good application of IC eliminates or weakens many griefing techniques, encourages goodwill in the player base and reduces frustrating down-time when trying to find people you’ll enjoy playing with.<br />
<br />
<br />
<b>Instant Party / Shared EXP</b><br />
<br />
You form a party by being near other players. That’s it. Go about your business killing monsters and if anyone else is doing the same nearby, you’re now a team. No setup, no administration, no down-time or chats flooded with people looking for groups. I might play solo and you might play solo, but we still help each other implicitly.<br />
<br />
Party members share experience points from kills. Unlike many games, every player gets the full amount of experience. This is where IC really comes to the forefront.<br />
<br />
A typical MMORPG will split EXP rewards between players rather than duplicating it for each one. This introduces immediate and long-term problems:<ul><li>“Leechers” join parties and steal EXP while not contributing to the team.<br />
<li>Victims of leeching gradually trend towards solo play.<br />
<li>Split EXP often results in slow progress, driving even more players to solo play.<br />
<li>Hostility increases as players try increasingly hard to avoid one another.<br />
</ul><br />
You can leech in RotMG but it doesn’t hurt very much. Leechers don’t reduce party EXP and if they level up it actually benefits everyone around them (with Fame rewards, explained later).<br />
<br />
They can still be distracting, lure in dangerous enemies and steal loot -- problems which could possibly be solved with even more IC-focused design -- but the party & EXP system already results in a drastic reduction in player conflicts.<br />
<br />
<br />
<b>Teleporting</b><br />
<br />
Waypoints, town portals, warp zones, recall scrolls; most games have them and most benefit from them. RotMG pushes this concept to its extreme in two separate and highly effective ways.<br />
<br />
<br />
<u>Teleportation for Co-op</u><br />
<br />
Any application of IC is only valuable if players can get together easily. RotMG excels at this.<br />
<br />
All players are shown as green dots on the mini-map at all times, regardless of level or location. Teleporting to a player is as simple as clicking a green dot and selecting ‘Teleport’.<br />
<br />
You never need to worry about finding people to play with, setting up a party or joining a guild. A quick scan of the map and two clicks is all it takes to start slaying monsters co-operatively<br />
<br />
I often teleported from player to player, taking out bosses within seconds of one another. Over time those players would start teleporting to me as well and we’d form efficient hunting parties without ever saying a word.<br />
<br />
Talkative gamers can still chat and socialize like usual, while quiet gamers can finally play with them.<br />
<br />
<br />
<u>Teleporation for Survival</u><br />
<br />
Any player can instantly teleport back to the safe hub-world called the ‘Nexus’ at any time without restriction or penalty. As it only takes a few moments to heal up and teleport back to the action, this is a very powerful feature.<br />
<br />
An immediate concern is whether that power would make the game too easy. It does not.<br />
<br />
In late stages of the game where difficult enemies flock together and their projectiles blanket the screen from all sides, the Nexus hotkey becomes a necessity. Without it the developers would have had to drastically scale down late-game difficulty, deal with endless frustration in the player base, or cater exclusively to the most hardcore of players.<br />
<br />
Instead, the Nexus offers an interesting risk-vs-reward mechanic. Do you risk your character by toughing out difficult situations for the loot and EXP, or escape to safety at the nearest sign of significant danger? Finding the right balance for yourself has an addictive appeal.<br />
<br />
<br />
<b>Cycle of Life</b><br />
<br />
Independent developers can’t directly compete with companies like Blizzard and EA who can throw hundreds of millions of dollars at their MMOs. They can’t make years worth of quest lines, dungeons, skills and enemy types. RotMG squeezes more playtime out of less content with a system of death and rebirth.<br />
<br />
Dying is permanent. Your character is gone, your items are left behind, and you must start anew.  That sounds scary and for most games it would be terrible, but good design can make it fun and interesting.<br />
<br />
Levelling up is extremely fast. Getting a character to the level cap can easily be done multiple times a day. Item drops are frequent and equipment, aside from the highest level gear, is not overly difficult to find.<br />
<br />
New players will find themselves throw into the game as a Wizard and often ask how to be another class. To do this, they must reach level 5 as a Wizard to unlock the Priest. To try the Priest they will have to die and start from level 1 again. Reach level 5 with the Priest and you’ll get another class.<br />
<br />
The cycle repeats for 14 different class types, with later ones requiring you to reach the level cap to unlock them.<br />
<br />
Each time you die you also receive ‘Fame’ points based on your performance during that lifespan. Fame acts as both an objective such as “Reach 20 fame with a Knight” and currency for a few special items. Many things can increase your fame, including (previously mentioned) leechers who level up nearby you.<br />
<br />
The result is a short game that you play over and over very quickly rather than a long game that takes years of investment. It’s a game where death can bring rewards and new opportunities rather than a long walk back to the battle.<br />
<br />
<br />
<b>Snappy Combat</b><br />
<br />
None of this would matter if the basic combat wasn’t compelling, but it is. Controls are fast and responsive. Enemy AI, movement and firing patterns are varied enough to keep you coming up with new techniques for tackling them. Each class is just different enough to make you adapt without feeling like you've lost all your skills. The early game, end game, and specific dungeons all encourage different tactics.<br />
<br />
Despite unlocking every class I’m still frequently changing the way I approach the ‘god’ tier of enemies. Trips to the Nexus are frequent and dashes for dangerous loot drops in the midst of a bullet hell are exciting.<br />
<br />
<br />
<b>Conclusion</b><br />
<br />
I won’t be playing Realm of the Mad God months from now. It won’t be on my GOTY list. It has its share of flaws both small and large, but for a few days when I haven’t felt very well it kept me entertained. I’m happy to see developers challenging the MMORPG formula and hope more start to explore these concepts and push them further.<br />
<br />
Cheers to you, Wild Shadow & Spry Fox. I can’t wait to see where your success leads.<br />
]]></description>
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<title>Pixelantics Episode 3 "NHL, Hell This Episodes Got It All" ... seriously</title>
<link>http://pixelante.com/index.php?b=pixelantics_episode_3_nhl_hell_this_episodes_got_it_all_seriously</link>
<guid>http://pixelante.com/index.php?b=pixelantics_episode_3_nhl_hell_this_episodes_got_it_all_seriously</guid>
<pubDate>Sat, 18 Jun 2011 01:23:20 -0700</pubDate>
<description><![CDATA[</iframe><br />
<br />
There is little doubt that this episode of "Pixelantics" is a little different then what you are used to. You could call it a little wilder, a little more violent and definitely a little more risque, so watch at your own discretion. Not something you ever expected read connected to a show about video games was it? But seriously, this video has it all. <br />
<br />
<span class='edited'>We were told we weren't pimps, well we feel this video combats that comment, at least a little</span><br />
<br />
Watch as we at Pixelantics venture on location of game 7 of the stanley cup finals in Vancouver BC, to determine whether or not EA's prediction for this years winners was correct once again. See the crowds reaction as they cheer on their home team, <strike>knowing they're going to take home the cup</strike> even after such a devastating loss.<br />
<br />
Comment Below, Like the video and suscribe to our channel. ]]></description>
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<item>
<title>Myth Busting: Women in Games</title>
<link>http://pixelante.com/index.php?b=myth_busting_women_in_games</link>
<guid>http://pixelante.com/index.php?b=myth_busting_women_in_games</guid>
<pubDate>Fri, 17 Jun 2011 18:13:21 -0700</pubDate>
<description><![CDATA[<span class='edited'>The following is a condescending rant. Don't like it? Suck it up or go read <a href='http://pixelante.com/index.php?b=analyze_realm_of_the_mad_god'>newer</a> <a href='http://pixelante.com/index.php?b=analyze_infested_planet'>articles</a> which are 100% positive and friendly. I'm not writing any more rants but I'm leaving this one up because it's still true and you babies should hear things you aren't comfortable with once in a while.</span><br />
<br />
It's been interesting to watch the past fifteen years of discussions about how women are portrayed in video games. That's fifteen years of petty bickering, outdated rhetoric, rampant sexism against both genders and absolutely no progress. An endless string of discussions that have started and ended the exact same way since the industry began.<br />
<br />
Today I'm going to debunk some of the myths surrounding this topic in the futile hope that maybe someday we'll move forward and have our first ever <i>second conversation</i> about female video game characters and gender in the industry.<br />
<br />
<span class='edited'>(Note: Everyone understands what a generalization is and this is an article about very general topics. Anyone who can't handle this will have their comments deleted to clear more room for people who are worth hearing)</span><br />
<br />
<br />
<br />
<br />
<b>Myth #1: Women in games are all damsels-in-distress, objects to be rescued, and rewards.</b><br />
<br />
In the early days of gaming the plot for practically any game that actually had a plot was:<br />
<br />
<div class='quote'>"Manly Player must rescue Helpless Babe for a kiss in the end credits"</div><br />
Mario, Donkey Kong, and Zelda all got their start with this theme, along with many others. Even the traditional role-model of a heroine, Samus Aran, showed up in a space-bikini as a reward for the biggest fans. In delicious irony, Duke Nukem probably did the most to improve matters out of sheer absurdity.<br />
<br />
Dark days for women in the industry, indeed. So why do I call this a myth?<br />
<br />
<i>We stopped doing it a long time ago!</i><br />
<br />
Unfortunately, no one seems to have noticed. To this day most gamers, journalists and developers continue spouting the same tired nonsense about how the industry only portrays women as helpless rescue objectives.<br />
<br />
No. In fact, one of the most prevalent cliches in modern game characters is the exact opposite. For the last decade the majority* of prominent female characters have been portrayed as tough-as-nails, fiercely independent, badass shit-kicking, <i>interchangeable and robotic one-dimensional superwomen.</i><br />
<br />
<div class='quote'>Developers are terrified of writing a character who has even the tiniest indication of any stereotypically feminine qualities, lest this awful myth rise up to bite them. The result is an industry that has a grand total of two crappy female characters instead of one, and we all pat ourselves on the back for this.</div><br />
Let's drop this outdated male-guilt-trip so we can move on and start writing more interesting, complex, and convincing women into our games.<br />
<br />
<span class='edited'>* This is your last reminder: Yes, generalizations have exceptions. No, you're not clever for noticing.</span><br />
<br />
<br />
<br />
<br />
<b>Myth #2: Reducing breast size and covering skin reduces sexualization.</b><br />
<br />
Look at any recent list of top female game characters and <i>without fail</i> you'll see Faith from Mirror's Edge on there. There's no shortage of praise on the internet for how wonderful and progressive it was to design a female protagonist with a modest appearance.<br />
<br />
That's fine and all, but if you look closely you'll also find this line tucked into almost every single one of those very same articles:<br />
<br />
<div class='quote'>"...and hey, it doesn't stop her from being totally hot!"</div><br />
I'd like to assume most people are intelligent enough to understand how blatantly ludicrous it is, but I can't. As with Myth #1, no one seems to have noticed this is going on! Whether it's a journalist or a gamer or another developer, everyone is spouting the exact same insanity and worse: <i>being proud of it.</i><br />
<br />
Look, I know what I'm about to say is extremely taboo these days. It isn't politically correct (especially in this industry) but if we want real progress we need to wake up and stop dancing around it:<br />
<br />
<div class='quote'>Heterosexual men are attracted to women and attraction is not objectification.</div><br />
I'm sorry! Someone had to say it eventually. Oh god, please don't bomb my house.<br />
<br />
As a loathsome heterosexual male myself, I know that I'm a scourge on the planet who exists for the sole purpose of tormenting the fairer sex. I'm horrible in every possible way and should go kill myself out of shame because I'm probably a serial rapist and was too dumb to notice... but at the end of the day, my instincts still tell me that women are friggin' gorgeous.<br />
<br />
You give a women a flat chest and the many millions of guys who like flat chests will have a field day. You give her heavy clothing and men will immediately fantasize about what she looks like under it. You make her a robot and Rule 34 won't even stop to blink. You think there isn't GlaDOS porn? <i>Your innocence is adorable.</i><br />
<br />
Want to know how to really sexualize a character? Want to know how to drive guys mad with lust?<br />
<br />
Give her a nice personality.<br />
<br />
Oh shiiiiiii-<br />
<br />
<div class='quote'>Sexualization will never stop and it doesn't have to because it's not the problem. The problem is that no one bothers to talk about anything else, so sexualization is all we get.</div><br />
Stop praising developers just for shoveling out 'modest' looking women; it's a cheap hack to divert your attention away from how little effort went into writing them. Instead, support developers who clearly invested time into writing characters that are complex, interesting, believable and entertaining people!<br />
<br />
Faith didn't have any character. She ran around a lot, what little she said was substanceless or irritating, and nothing really happened in the game to build any depth around. She is valuable only as an example of how easy it is to manipulate gamers into feeling good about themselves.<br />
<br />
<div class='quote'>Just yell "Hey hey look, we modeled small breasts!" and you're good to go.<br />
Instant sales and widespread acclaim are guaranteed.</div><br />
Reader, you aren't stupid and I know your standards are higher than this. Start acting like it. Start demanding depth and personality, not breast-reduction surgery and a new wardrobe.<br />
<br />
<br />
<br />
<br />
<b>Myth #3: An attractive, sexy, idealized female character is inherently bad.</b><br />
<br />
Cate Archer. Do you know who she is?<br />
<br />
If yes: you probably thought she was great.<br />
If not: you probably glanced at her chest, decided she was over-sexualized and never played her games.<br />
<br />
You missed out. Perhaps you were too busy <i>wanking over Faith.</i><br />
<br />
Cate Archer is a fantastic character. Intelligent but not condescending, resourceful but not perfect, emotional but not unstable, witty but not tacky, flawed but not air-headed, independent but not inhuman. She was a badass without being the badass cliche, and despite starring in silly comedies is still one of the most well-rounded women in gaming. It's a very exclusive group.<br />
<br />
Fans remember her for her personality. Let's think about some other similar great characters too...<br />
<br />
Miranda from Mass Effect? Hot. Engineered to be superior to you and struggled emotionally with that.<br />
Morrigan from Dragon Age? Hot. Walked around half naked yet could slaughter your ego with a glance.<br />
Elena and Chloe from Uncharted? Hot and hot. Also: personable, funny, ambitious, complex, fantastic.<br />
Madison Paige from Heavy Rain? Hot. Believable, substantial, intelligent and real.<br />
<br />
Hot does not mean bad. Sexualized does not mean bad. Quality writing surpasses everything.<br />
<br />
Think about that the next time your entire character development meeting is about how big the breasts should be and how much cleavage to show.<br />
<br />
Think about that next time you write an article about how great a character is just because she covers herself with a parka.<br />
<br />
Think about that when complaining about characters in games you never played just for having breasts.<br />
<br />
Think about that when writing characters.<br />
<br />
Think about writing.<br />
<br />
<i>WRITING!</i><br />
<br />
<br />
<br />
<br />
<span class='edited'>(Myth #4 requires above-average reading comprehension, such as the ability to read an entire article before flying into a rage over quite obvious sarcasm)</span><br />
<br />
<b>Myth #4: A woman's opinion in the game industry accurately represents the opinions of all women.</b><br />
<br />
If you're a woman then anything you say is law. It cannot be questioned and it cannot be wrong. You represent the absolute truth for every woman in existence and all men should recognize this. They won't because everyone knows men are stupid, but it's still your job to remind them of how horrible they are. If they criticize you, it must be because you are female and they hate you for that. Remember that teenage boy who hit on you at a convention that one time? Never forget he is all men, all the time, everywhere.<br />
<br />
<div class='quote'>More importantly: remember that you are all women. Your opinion represents them all.</div><br />
Guys seem perfectly happy to support and enforce this <i>popular, modern, progressive</i> mentality. Anyone who responds to a woman in any way (whether intelligent or shockingly stupid) will immediately be mauled by a legion of mindless boy-toys perfectly happy to live their lives as perpetual suck-ups with nothing to actually suck on. Over the next two minutes, all potentially valuable discussions and progress are drowned out by endless debate over whether it's appropriate to question a woman or not and just how horrible males truly are, with one jerk using five accounts shouting that women are worse.<br />
<br />
A particularly awful sexist will then join and make horrendous comments leading everyone to ultimately walk away feeling that the whole clusterfuck was entirely justified, while no one even remembers the original topic.<br />
<br />
<div class='quote'>THIS CULTURE OF WOMEN BEING ABLE TO SPEAK FOR ALL WOMEN IS VERY BAD FOR WOMEN</div><br />
<i>Wait, what? What!?</i> Didn't expect that last word on the end there?<br />
<br />
I'm sorry to disappoint by not being a rampant misogynist. I know you were planning to have a lot of fun chewing me out in the comments and now I've gone all hyper-egalitarian on your ass and ruined it. Don't worry, there are plenty of other shake'n'bake formulas for hating me: white, male, straight, non-religious, weeaboo, elitist, ugly. I can go on all day.<br />
<br />
Truth is, women do suffer from this favouritism far more than men. Amusing for the irony, but it bugs me because I am a human being who thinks of other human beings as human beings, and never had any problem empathizing with the human beings who happen to have vaginas. I understand that is a radical concept that confuses most people so forget I said anything and just move on:<br />
<ul><br />
<li>How do you stand out as an individual when everything you say is taken on behalf of an entire gender?<br />
<li>How do you encourage equality in the industry when half of us can't publicly talk to the other half without everything going to hell?<br />
<li>How do you get taken seriously when every response is about your gender instead of what you said?<br />
<li>How do you feel comfortable interacting with your peers when everything you do incites sexist flamewars against both genders by no fault of your own?<br />
<li>How do you like knowing that any one nutcase in the industry can decide anything on your behalf and people will believe and defend her against your will?<br />
</ul><br />
It's terrible. We need to stop. All of us.<br />
<span class='edited'>'Us' is referring to humans, not just [insert whichever gender you look down on].</span><br />
<ul><br />
<li>If you're a woman, stop labelling your opinions as "a woman's opinion". You're a human being.<br />
<li>If you're a woman, criticize other women who claim to speak for you. You're an individual.<br />
<li>If you're a man, stop rushing to verbally murder anyone who responds in any way to a woman on the internet. You're not a knight in shining armour; you're annoying.<br />
<li>If you're a man, stop stereotyping your own gender. Don't ask "why are we all so stupid?" just counter-act the idiots by <i>not acting like one.</i><br />
</ul><br />
If you're anyone, just stop. Stop making gender an issue. Stop with the witch hunts over every tiny out-of-context comment. Stop with the sexist attacks and the sexist defences. Stop posting more frequent news stories for games with female producers. Stop reposting every dev video just because there was a woman in it. Stop reading half an article about gender and then flipping out. Stop responding to the blog of any person with a girly username. Stop giving press to companies who hire glamour models to advertise games. Stop complaining about sexualization when your own damn site is featuring a booth babe gallery. Stop putting words in the mouths of others and them crucifying them for it. Stop acting like sexism against anyone is perfectly justified because of a few loud and offensive jackasses. Stop pretending that being attracted to the opposite sex means thinking of them as objects.<br />
<br />
<div class='quote'>Stop embarrassing both genders. You cannot correct prejudice with the opposite prejudice.</div><br />
<span class='edited'>No free pass for you just because I said 'both', LGBT community.</span><br />
<br />
If everyone can come to terms with women being individuals and not some mythical mass of unified opinions, we'll start seeing better games with better characters and everyone will be a lot more comfortable.<br />
<br />
<br />
<br />
<b>Conclusion / Cliff Notes Version:</b><br />
<br />
Stop talking about tits and clothing and start talking about writing better characters.<br />
Understand that all demographics have idiots in them, not just every group but yours.<br />
Treat people like people, regardless of their genitalia.<br />
Treat people like individuals with individual opinions.<br />
]]></description>
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<item>
<title>Pixelantics Episode 2 "E3 In Review"</title>
<link>http://pixelante.com/index.php?b=pixelantics_episode_2_e3_in_review</link>
<guid>http://pixelante.com/index.php?b=pixelantics_episode_2_e3_in_review</guid>
<pubDate>Sun, 12 Jun 2011 17:20:25 -0700</pubDate>
<description><![CDATA[</iframe><br />
<br />
Pixelantics Episode 2 is now online! Watch as the members of Pixelante examine the colossal let down that was this years E3. "Le sigh..."<br />
<br />
If you like what you see comment and let us know more about what we are doing right and what you feel we can improve on. Plus click the "like" button, subscribe to our channel and raise our viewer base. The more views we have the more daring we can afford to be. <br />
<br />
]]></description>
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<item>
<title>Pixelantics "E3 Other Jazz"</title>
<link>http://pixelante.com/index.php?b=pixelantics_e3_other_jazz</link>
<guid>http://pixelante.com/index.php?b=pixelantics_e3_other_jazz</guid>
<pubDate>Mon, 06 Jun 2011 01:54:47 -0700</pubDate>
<description><![CDATA[</iframe><br />
<br />
Welcome to the first EVER episode of Pixelantics, a new Pixelante web show concerning anything and everything Pixel. To start this off we decided we would look potential games being discussed and possibly revealed at E3.<br />
<br />
This was our first attempt at this and it has a learning curve, as is the case with any new media so post your comments and let us now what changes you would like to see made. We have our notes we would like to hear yours. If you want to get more updates and videos subscribe to our channel on YouTube.]]></description>
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<item>
<title>Get Your Name in an Indie Game Contest</title>
<link>http://pixelante.com/index.php?b=get_your_name_in_an_indie_game_contest</link>
<guid>http://pixelante.com/index.php?b=get_your_name_in_an_indie_game_contest</guid>
<pubDate>Fri, 03 Jun 2011 12:54:54 -0700</pubDate>
<description><![CDATA[To celebrate our upcoming PC/Mac/Linux release <a href='http://fowlspace.com' target='_blank'>Fowl Space</a> we're holding a mini-contest to see if your sense of humour is quite fowl enough to handle playing it.<br />
<br />
<div style='width:776px;text-align:center;border:2px dotted #DDDDDD;padding:10px;'><br />
<span style='font-size:28px;font-weight:bold;line-height:24px;'>Get Your Name in an Indie Game</span><br />
Fowl Space Mini-Contest Details<br />
</div><br />
<b>1.</b> Caption one of our Fowl Space memegenerator.com templates<br />
<table style='border:1px solid #DDDDDD;'><tr><td style='width:300px;text-align:center;padding:10px 50px;'><a href='http://memegenerator.net/Fowl-Space-Astrocock' target='_blank'>Astrocock: The Main Character<br />
<img src='http://pixelante.com/img/humour/meme_fowlspace_astrocock_example.jpg' width='300' height='300'></a></div></td><td style='width:300px;text-align:center;padding:10px 50px;'><a href='http://memegenerator.net/Fowl-Space-Cat-Launcher' target='_blank'>Combat Bombcat: They Asplode<br />
<img src='http://pixelante.com/img/humour/meme_fowlspace_catlauncher_example.jpg' width='300' height='300'></a></td></tr><tr><td style='width:300px;text-align:center;padding:10px 50px;'><a href='http://memegenerator.net/Fowl-Space-Blowhole-Weapon' target='_blank'>Blowhole: High-Tech Weaponry<br />
<img src='http://pixelante.com/img/humour/meme_fowlspace_blowhole_example.jpg' width='300' height='300'></a></td><td style='width:300px;text-align:center;padding:10px 50px;'><a href='http://memegenerator.net/Fowl-Space-Grunt-N-Octopus' target='_blank'>Grunt vs Space Octopus<br />
<img src='http://pixelante.com/img/humour/meme_fowlspace_gruntocto_example.jpg' width='300' height='300'></a></td></tr></table><br />
<b>2.</b> Post/Link to it on the <a href='http://pixelante.com/thread.php?th=13' target='_blank'>forums in the Contest thread</a> or in the Comments below.<br />
<br />
<b>3.</b> We'll pick a few of our favourites from these two categories:<br />
        - Funniest Captions<br />
        - Fowlest Puns<br />
<br />
<b>4.</b> The winners will get their name or alias of their choosing immortalized in a special challenge level of Fowl Space. Make sure to include a contact email when submitting so we can let you know if you've won.<br />
<br />
<b>5.</b> You can enter as many pics as you like (but can only win once).<br />
<br />
That's it! Let the insanity begin!<br />
<br />
<span class='edited'>If you have any trouble posting your captioned pictures you can email support@pixelante.com<br />
The site has been recently updated and may have some bugs.</span>]]></description>
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<item>
<title>E3 plans from the big three</title>
<link>http://pixelante.com/index.php?b=e3_plans_from_the_big_three</link>
<guid>http://pixelante.com/index.php?b=e3_plans_from_the_big_three</guid>
<pubDate>Fri, 03 Jun 2011 00:41:57 -0700</pubDate>
<description><![CDATA[<img src='http://img.photobucket.com/albums/v247/DrForester/PiratesOfSiliconConferences.gif'><br />
<br />
<img src='http://img.photobucket.com/albums/v247/DrForester/The5thNintendoElement.gif'><br />
<br />
<img src='http://img.photobucket.com/albums/v247/DrForester/KenAndKevinsExcellentAdventure.gif'><br />
<br />
<a href='http://www.neogaf.com/forum/showpost.php?p=28236146&postcount=21'>via NeoGAF</a>]]></description>
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<item>
<title>Sony hacked yet again...</title>
<link>http://pixelante.com/index.php?b=sony_hacked_yet_again</link>
<guid>http://pixelante.com/index.php?b=sony_hacked_yet_again</guid>
<pubDate>Thu, 02 Jun 2011 19:18:52 -0700</pubDate>
<description><![CDATA[<center><img src='http://i248.photobucket.com/albums/gg173/nate40la/double-facepalm.jpg'></center><br />
Hacker <a href='http://twitter.com/LulzSec'>lulzSec</a> has released the information of a million plus unencrypted users, admin, government and military accounts. Included in the release passwords, email addresses, home addresses, dates of birth, and all Sony opt-in data associated with their accounts. Codes and coupons are also part of the data. The hacker has posted the following message on <a href='http://pastebin.com/Y38gCS82'>pastebin</a>: <br />
<br />
<div class='quote'>Greetings folks. We're LulzSec, and welcome to Sownage. Enclosed you will<br />
find various collections of data stolen from internal Sony networks and websites,<br />
all of which we accessed easily and without the need for outside support or money.<br />
<br />
We recently broke into SonyPictures.com and compromised over 1,000,000 users' <br />
personal information, including passwords, email addresses, home addresses, <br />
dates of birth, and all Sony opt-in data associated with their accounts. <br />
Among other things, we also compromised all admin details of Sony Pictures <br />
(including passwords) along with 75,000 "music codes" and 3.5 million "music coupons".<br />
<br />
Due to a lack of resource on our part (The Lulz Boat needs additional funding!) <br />
we were unable to fully copy all of this information, however we have samples <br />
for you in our files to prove its authenticity. In theory we could have taken<br />
every last bit of information, but it would have taken several more weeks.<br />
<br />
Our goal here is not to come across as master hackers, hence what we're about <br />
to reveal: SonyPictures.com was owned by a very simple SQL injection, one of <br />
the most primitive and common vulnerabilities, as we should all know by now. <br />
From a single injection, we accessed EVERYTHING. Why do you put such faith in <br />
a company that allows itself to become open to these simple attacks?<br />
<br />
What's worse is that every bit of data we took wasn't encrypted. Sony stored<br />
over 1,000,000 passwords of its customers in plaintext, which means it's just<br />
a matter of taking it. This is disgraceful and insecure: they were asking for it.<br />
<br />
This is an embarrassment to Sony; the SQLi link is provided in our file contents, <br />
and we invite anyone with the balls to check for themselves that what we say<br />
is true. You may even want to plunder those 3.5 million coupons while you can.<br />
<br />
Included in our collection are databases from Sony BMG Belgium & Netherlands.<br />
These also contain varied assortments of Sony user and staffer information.<br />
<br />
Follow our sexy asses on twitter to hear about our upcoming website. Ciao! ^_^</div><br />
<br />
Time to change those passwords again, people. Especially if you use the same password for multiple things.]]></description>
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<item>
<title>E3 2011 KONAMI Special Interview with Hideo Kojima </title>
<link>http://pixelante.com/index.php?b=e3_2011_konami_special_interview_with_hideo_kojima_</link>
<guid>http://pixelante.com/index.php?b=e3_2011_konami_special_interview_with_hideo_kojima_</guid>
<pubDate>Thu, 02 Jun 2011 18:56:56 -0700</pubDate>
<description><![CDATA[Earlier this week, Kojima announced that he would not be attending E3 this year. Check out this video to see what he and his team have been working on and have planned for the future. I love the idea of 'transfarring' and can only hope that sony adopts it as a standard for non-kojima games.<br />
<br />
</iframe>]]></description>
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<title>Deus EX Human Revolution Preview Build Leaked</title>
<link>http://pixelante.com/index.php?b=deus_ex_human_revolution_preview_build_leaked</link>
<guid>http://pixelante.com/index.php?b=deus_ex_human_revolution_preview_build_leaked</guid>
<pubDate>Tue, 31 May 2011 23:25:27 -0700</pubDate>
<description><![CDATA[<img src='http://pixelante.com/img/posts/deus_ex.png' width=200><br />Oh here we go again. It happened with <a href='http://pixelante.ca/index.php?b=crysis_2_leaked'>Crysis 2</a> a few months ago, and it has happened again to Deus Ex. Even with this leak floating out there, general comments suggest that people don't really care about this leak.  Comments that suggest that the game may be anywhere from 12 hours in length to 30+ (dev testing which lasted 6 hours a day for 6 days without completion). As a result they still plan to buy the game because the length of the game seems worth it, which is good news. (Pro Tip: If your game is worth buying, people will buy it) I eagerly await the official release and sincerely hope this leaky business doesn't become a regular thing. Some studios seem to already not like the idea of putting out PC versions of games and this could be the justification they are looking for.<br />
<br />
<a href='http://redd.it/hocqx'> via Reddit</a>]]></description>
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<item>
<title>Guest Blog for Dragon Age Legends</title>
<link>http://pixelante.com/index.php?b=guest_blog_for_dragon_age_legends</link>
<guid>http://pixelante.com/index.php?b=guest_blog_for_dragon_age_legends</guid>
<pubDate>Sat, 28 May 2011 18:54:34 -0700</pubDate>
<description><![CDATA[<span class='edited'>Note: This is a post I originally wrote for the <a class='blogfooter' href='http://dragonagelegends.com/blog/' target='_blank'><u>Dragon Age Legends Blog</u></a></span><br />
<br />
Hello everyone! My name is Evan Miller of Pixelante Game Studios, and I’m the lead developer on Dragon Age Legends: Remix 01.<br />
<br />
Someone at EA must have been a little crazy when they approached me to repurpose the assets of their Facebook RPG Dragon Age Legends. A remix of a video game? An indie developer collaborating with one of the biggest forces in the industry?  Creative freedom with an amazing IP in my grubby little hands?<br />
<br />
<i>Madness.</i><br />
<br />
Luckily, I’m the "madpixelante," so it was right down my alley. <br />
<br />
<img src='http://pixelante.com/img/posts/dragon_age_legends_remix_01.jpg' /><br />
<br />
I was ecstatic about being able to make my own contribution to the Dragon Age universe (see also: terrified). This was a chance to not only bring Dragon Age to a new audience in a new style but also help establish an entire genre: game remixing.<br />
<br />
<i>No pressure.</i><br />
<br />
We started with a simple direction in mind: a fast-paced brawler where you tore through crowds of Darkspawn and fought toe-to-toe with huge bosses -- something quick, fun, and awesome.<br />
<br />
And easy to play. Not content to <i>only</i> break ground as a game remix and industry collaboration, our biggest ambition may have been in planning a movement, combat, combo, and skill system that worked solely with a mouse. The goal was to create gestural combat that was visceral, responsive, fluid, satisfying, and wholly designed for a mouse instead of a gamepad.<br />
<br />
<img src='http://dragonagelegends.com/storage/dragon-age-legends-remix-20110511063204498.jpg' /><br />
<br />
It has always been a goal of Pixelante (<a href='http://pixelante.com' target='_blank'>http://pixelante.com</a>) to translate the innovations of modern 3D action games back into 2D games in the browser. EA gave me the freedom and support to do it better than ever before. It took many prototypes -- oh so many prototypes -- but finally a system evolved that gave simplicity and accessibility without a major loss of depth or control.<br />
<br />
You can run and jump, dash and dodge, and link together two types of combos and powerful skills with four different combat styles. You’ll face everything from hordes of weak Genlocks to a powerful High Dragon during Ravi’s quest to free the city of Kaiten from a demon-possessed viscount. You can mash through monsters like a badass in Easy mode or crank things up to to Insane and skilfully weave through every attack, dodging and parrying with nothing but corpses in your wake and the ever-elusive S-Rank as proof of your mastery in the end.<br />
<br />
<img src='http://dragonagelegends.com/storage/dragon-age-legends-remix-20110511063200185.jpg' /><br />
<br />
It’s been awesome to work on DAL: Remix 01 alongside the great people at EA2D. They stuck with me in times of trouble and supported every crazy idea from start to finish. They understand that a remix needs to have its own stamp of originality on it -- that it needs to feel different, reach new people, and carry the style of its creator. Remixing provides smaller developers with the resources to push their own work further and broadens the amount of people who can enjoy the captivating mythos of a place like Thedas. It ties together the biggest of the industry with the smallest of auteurs, and gamers reap the benefits.<br />
<br />
We can undoubtedly expect greater and greater things from game remixing as time goes on. It’s a concept that has limitless potential, and I can’t wait to see what happens. I’m honored to be a part in such early efforts and hope that everyone has fun with the end result.]]></description>
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<title>Creative Suite Comparison With Added Truthfulness</title>
<link>http://pixelante.com/index.php?b=creative_suite_comparison_with_added_truthfulness</link>
<guid>http://pixelante.com/index.php?b=creative_suite_comparison_with_added_truthfulness</guid>
<pubDate>Fri, 27 May 2011 15:52:57 -0700</pubDate>
<description><![CDATA[<img src='http://pixelante.com/img/posts/creative_suite_truthful_banner_pixelantedotcom.png' width=600><br />Adobe has recently changed their Creative Suite update schedule so that full numbered releases occur every two years, with off-years getting 0.5 updates.<br />
<br />
<a href='http://pixelante.com/img/humour/creative_suite_truthful_pixelantedotcom.png' target='_blank'>Click here for my analysis of the new Creative Suite 5.5 bundles</a><br />
<br />
<b>What this means for Adobe users:</b><br />
- You have to type more when you complain about your Creative Suite version.<br />
<br />
- <a href='http://www.lightworksbeta.com/'>Lightworks going open-source</a> is the biggest improvement to the Creative Suites.<br />
<br />
- You get the satisfaction of paying the same price for even more non-updates to all those price-raising filler bullshit legacy programs nobody wants because Adobe still won't let us order custom suites with the programs we actually need.]]></description>
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