Mo (he/she) or Marielle (she)

 

Side project update! Unrelated to video game development, but I have been working on that too of course.
There’s something cool going on called Ocarina of Time Bingo League, and I’m a part of that. Bingo races are unique speedrun races where your goal isn’t to beat the game, but rather to complete a set of tasks. You are given a 5x5 board full of tasks, example here, and race against other players. First person to complete a row, column, or diagonal gets bingo and wins.
Bingo League works a little differently, however. In it, you are put in a team of three and compete against another team. The goal of the team is to collectively complete every task together. The way teams are made are by grouping advanced, intermediate, and novice players together. I happen to be the novice player for my team since I primarily speedrun Link’s Awakening DX, as opposed to Ocarina of Time.
The community had a lil bit of an issue with all the information being spread through various Google Docs, so I decided to make this static site and put everything in one place! You can go check it out if you want, but it’s pretty simple and not all that flashy.

Side project update! Unrelated to video game development, but I have been working on that too of course.

There’s something cool going on called Ocarina of Time Bingo League, and I’m a part of that. Bingo races are unique speedrun races where your goal isn’t to beat the game, but rather to complete a set of tasks. You are given a 5x5 board full of tasks, example here, and race against other players. First person to complete a row, column, or diagonal gets bingo and wins.

Bingo League works a little differently, however. In it, you are put in a team of three and compete against another team. The goal of the team is to collectively complete every task together. The way teams are made are by grouping advanced, intermediate, and novice players together. I happen to be the novice player for my team since I primarily speedrun Link’s Awakening DX, as opposed to Ocarina of Time.

The community had a lil bit of an issue with all the information being spread through various Google Docs, so I decided to make this static site and put everything in one place! You can go check it out if you want, but it’s pretty simple and not all that flashy.

The Legend of Zelda: Link’s Awakening DX
All Instruments Speedrun in 32 minutes

Dang, I’m much happier with this run than my last, but there is still time to save! I think it’s clear that I need to aim for a run below 30 minutes. :) Really solid run though, I’m excited for this category! It’s a really new category for this game, using old tricks in new creative ways.

Thanks for watching!

I couldn’t sleep, so I worked on programming some dynamic lighting for upcoming Animal Crackers! If you don’t know, dynamic lighting is super useful because it allows us to change the colors and tint of objects in real-time without having to create additional recolored sprite sheets. Though typically talked about in 3D games, the usage of dynamic lighting go way back, even some NES games used it!

However, images don’t say enough, so here’s a video showing it in action! I also may or may not have been rocking out to Weird Al when recording and I may or may not have accidentally had the music get captured with the video, but it’s nearly 6AM so y’know, enjoy the clip along with the music. :)

Also needless to say,t his is a very very very very very early draft. The final will look and feel significantly different.

EDIT: Yo, I had no idea I synced the gameplay to Weird Al so well. That wasn’t intentional. I guess I just instinctively moved to the music… Well, that’s really funny actually!

Slow progress for Animal Crackers but it looks really good right now! Background is default black right now, but I’m working on some dynamic lighting stuff for it (similar to how it works in Fez) so look forward to it!

Also it looks like some cats are misaligned with their seats in Congress, so I’ll need to fix that :P

Six selfie meme thingy? Eh, sure, enjoy and stuff? These are from the past 2 years.

JOJOS OF OTAKON

gyrozeppelli:

Alright! I had to remake this post because the old one contains now outdated information. So here is a new and improved post containing all the information for JoJo’s Bizarre Adventure photoshoots that I am organizing on Friday and Saturday with the help of Archie ( incredibeard )​ and Hank at Otakon 2014!

What: Meetups/photoshoots for the series JoJo’s Bizarre Adventure !

Who: Anyone! Whether you’re a fan, a cosplayer, or a friend, you can join us!

Where: The outdoor skywalk on the second floor! (The Facebook page below provides a picture from Google Maps of the location if you don’t know where it is)

When: There are 2 photoshoots we are organizing. Friday’s is at 8pm, while Saturday’s is at 5pm. Both are in the same location.

Why: An opportunity to meet new people and make new friends while also taking cool pictures in the process! :D

Any questions can go to me, Archie, or Hank anytime!

!! FACEBOOK EVENT LINK HERE !!

 ☆ WE HOPE YOU CAN MAKE IT!!! ☆

Writing new dialogue for upcoming Terminal Love is strange. Back with the first iteration of the game I was told the writing confused people who knew me very well since it sounded nothing like how I would speak or act. I think that’s a compliment—the ability to pull different voices and styles of writing from one’s self in order to incorporate it into something like this isn’t always a natural one.
A lot of the posts on the Tumblr-like Terminal Talkbox in the game aren’t 100% mine though. With a few, like the above, I do some snooping through YouTube comments to get a general feeling or gist and then work from that. Sometimes a few exact phrases make it in, like “the marble orchard” as you see above. Most of those posts are fully original (whatever that means) though, but sometimes I get help, and that help is from YouTube of all things.
Anyway, work and progress has been made in regards to the other game project, Animal Crackers, but I have nothing to show you of that yet. More to come, more to come.

Writing new dialogue for upcoming Terminal Love is strange. Back with the first iteration of the game I was told the writing confused people who knew me very well since it sounded nothing like how I would speak or act. I think that’s a compliment—the ability to pull different voices and styles of writing from one’s self in order to incorporate it into something like this isn’t always a natural one.

A lot of the posts on the Tumblr-like Terminal Talkbox in the game aren’t 100% mine though. With a few, like the above, I do some snooping through YouTube comments to get a general feeling or gist and then work from that. Sometimes a few exact phrases make it in, like “the marble orchard” as you see above. Most of those posts are fully original (whatever that means) though, but sometimes I get help, and that help is from YouTube of all things.

Anyway, work and progress has been made in regards to the other game project, Animal Crackers, but I have nothing to show you of that yet. More to come, more to come.

Worked a little bit on the title screen for Terminal Love, and things are going well. It’s very different from the v1.0-1.2 title screen, as you can see. No FFT this time around, instead I’m using the raw audio directly to generate something close to a low-sample waveform.
There’s a video of this in motion! I did upload it to YouTube at first, but the quality was really bad, so I’ll just give you the original file. You can download it from my site here: http://abdulrah.im/games/terminal/Terminal%20Love%20v2.0%20Title%20Screen.mp4
You’ll also notice the opening theme changed. ;)

Worked a little bit on the title screen for Terminal Love, and things are going well. It’s very different from the v1.0-1.2 title screen, as you can see. No FFT this time around, instead I’m using the raw audio directly to generate something close to a low-sample waveform.

There’s a video of this in motion! I did upload it to YouTube at first, but the quality was really bad, so I’ll just give you the original file. You can download it from my site here: http://abdulrah.im/games/terminal/Terminal%20Love%20v2.0%20Title%20Screen.mp4

You’ll also notice the opening theme changed. ;)

Terminal Love v2.0 Tech Talk - Audio Streams

From now on I will use my Tumblr almost exclusively for video game development talk as well as convention talk. I don’t want to trouble you all with nonsense. If you want something a little more lax, why not follow me on Twitter? I’d appreciate it, for sure!

Anyway, here’s a Terminal Love update!

I loved my old multi-threaded audio-handling system to pieces. It worked really well. Unfortunately I had to recode the entire thing today, and there’s only one reason why: I wanted to be able to directly read sound bytes from the audio stream. What does that mean, exactly?

As you know, audio is a wave. Digital audio is similar, you will have a byte stream that bounces between two extremes: a large number and a small number. The large number is the maximum amplification, the small number is the minimum amplification. If you have access to this direct byte stream you actually will be able to do some really cool things, including audio visualization.

I want to do cool things with the title screen involving audio visualization of the currently playing song. Unfortunately, the way I originally coded the audio handler didn’t allow me to directly access the bytes. Getting to that point… wasn’t a simple fix, unfortunately. ^^” But hey, progress! I’d like to be able to show more of said audio visualization but I have yet to code it.

Here’s the really good news though: this new audio handler doesn’t use as much CPU as my old one. Not that this game will push your system to the limit, but it’s still a nice afterthought.

This is a side project still, and I’ll be returning to the main project, Animal Crackers, next week. But I thought you’d enjoy some updates, so here you go!

Another preview. I also posted a goat on my Twitter. Follow for more goats.

Another preview. I also posted a goat on my Twitter. Follow for more goats.