music – the megastructure development blog http://blog.megastructure.org tracking construction of megaprojects Sun, 23 Dec 2018 15:54:33 +0000 en-US hourly 1 https://wordpress.org/?v=5.0.2 So Twenty-One [Abandoned WIP] http://blog.megastructure.org/2013/12/so-twenty-one-abandoned-wip/ Sat, 28 Dec 2013 19:58:52 +0000 http://blog.megastructure.org/?p=787 I’ve been sitting on this project for a long while, and it’s time to come to terms with the fact that it will probably never be completed. So I’m releasing it and the source code in the very state it exists on my hard drive.

The game was inspired by (and features) So Twenty One by Sleepy Town Manufacture. This song is a free download on archive.org, but I also got permission from the creator to make the game. The idea was to have a short, interactive experience in time with music. There is a challenge involved (you can lose) but it was meant to be something anyone could play through in one or two tries.

I’ve exported my old SVN-based code to git, and uploaded it to GitHub. I hope someone finds it informative  or even helpful.

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The creative veil http://blog.megastructure.org/2013/06/the-creative-veil/ Sat, 08 Jun 2013 15:41:22 +0000 http://blog.megastructure.org/?p=765 A while ago, I watched a video where a pleasant man explained how humans tend to increase their abilities until they are “good enough” in any given field, afterwards they tend to stop improving. He called this the “OK Plateau”. One of the suggested methods to conquer this plateau is to try and appreciate the work of those better than you with a critical and studious interest.

I don’t mean to imply that I have conquered my numerous OK Plateaus, but long before I watched the video, I’ve seen the work of others this way. I will often find myself peering through a window into the creative effort necessary to produce a given work. For instance, when watching a movie, the way the camera moves makes me think of the crew behind the equipment, affecting how the scene is captured. Sometimes I’ll take it a step further and try to imagine what the director was thinking.

It’s not a look “behind the scenes”, it’s more of a limited intuition into the technical creative process.

A good example of seeing nearly all the way through is with most of today’s comedians. Even the “shocking” ones aren’t too opaque. Being a comedian is, like a good illustrator, more about observing the world in a certain way. You go through life with certain filters in place (this appears to take a conscious effort), and you methodically record all of your thoughts. Add a few showmanship flairs, and you can make a pretty good comic routine. Yes, this is an exaggeration or an oversimplification. But it helps emphasize the ability of a small subset of humorous creatives to bring something truly special and new to the table. For example, Leon Arnott’s twitter writing is special, because most of the time I can’t even get a glimpse of the underlying process. His work is behind a creative veil, so to speak.

Here are some other examples of works that I’ve experienced recently, or have stood out in my mind, that demonstrate this creative veil:

  • The Haruhi Suzumiya anime — especially the “Endless Eight” episodes, which defy my every ability to discern how they were conceived and produced
  • Most of David Lynch’s work
  • The film Enter the Void
  • droqen’s Starseed Pilgrim, which remains a consistent yet impenetrable fortress of creativity, despite my long hours and diagrams
  • Phillip K. Dick novels
  • Music by Akufen — I know HOW he made it, I just don’t know HOW he made it
  • The MyZaza video — no matter how short it is or how many times I watch it, I still can’t figure out how it was made, or why. I hope I never find out.

I most recently experienced this veil with Liz Ryerson‘s latest endeavors.

SCRAPS

It began with her newly released collection of music & sound, Scraps. I hesitate to call it “experimental”, because the pieces sound so directed and purposeful. They may be disparate snippets, but there’s a strong coherence between them, definitely alluding to something grander that is utterly invisible to me. There is nothing random or thrown together, it all seems to serve something, something that, for me, is inaccessible. And I think that’s why I like it so much.

One of her blogs, l0stw0rlds, is of a similar texture. These images of hyper-obscure games, alluding to entire worlds that no longer exist, is crushingly wonderful. I don’t recognize nearly any of these places, and yet I’m instantly drawn into a nostalgic mood. And like her music, I can’t understand how these were made, or what thoughts stood behind them. Why do they strike me so?

Finally, her game Problem Attic which I have been playing in ~30 minute slices, and not yet completed. Its grain is quite thick, and the player is met with formidable impedance. The challenge of progression goes beyond the glitchy controls, relentless “enemies”, and strict goals — the entire game exists in a different plane, where the rules change often, seemingly trying to reject the player’s intrusion into this space. I perform actions in the game in order to get to the next level, but I cannot be sure if my actions are positive or negative. Am I breaking out of a prison? Am I the jailer? Am I reliving an endless Sisyphean struggle against a system I cannot comprehend? There aren’t any names for the sections, and players refer to them as the “first” and “second” parts, etc., which tells me that people don’t feel comfortable describing what they see in the game, which makes me feel that I am not alone in my inability to discern what is going on here.

These uncertainties are, again, due to my failure to see into the creative process from outside. This is what keeps me coming back, session after session, to throw myself against the jagged wall of Problem Attic. If I ever do finish the game, it won’t be because I “understood” it or “figured it out”. I will have completed just one stage of a process of understanding that may never be completed.

But ultimately, I hope I never find out. I want to continue interacting with this world, with my imperfect knowledge of it, and never crack the code. I’m glad Liz herself does not endorse any particular interpretation of the game.

It’s interesting to note that Liz spoke much about her troubles with the Stencyl game engine via Twitter, and therefore I have actually been exposed to a substantial amount of the inner workings of the game (from a technical standpoint). And yet, I still don’t feel I know how it was made.

In conclusion, the world is very large, and my experience of it is negligible. Mainstream media is authored by ≲1% of the creators, and represents ≳99% of the content that is visible by default. Untold fortunes exist outside of this narrow field of view. When it comes to revealing things to your audience, less is more. Go outside your experience to find wonderful things.

PS. Anna Anthropy recently wrote about the lost art of 90s web design, which strikes a similar chord.

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Presenting FEX http://blog.megastructure.org/2012/04/presenting-fex/ Mon, 09 Apr 2012 18:06:27 +0000 http://blog.megastructure.org/?p=655 This Friday, after five years, Fez is finally coming to households everywhere! … if you have an Xbox, of course. And if that wasn’t enough to give me a Feeling of Missing Out, a select elite who got the game early have already flooded the twitternets with reports of how wonderful the game is.

My answer to this was FEX, which you can play right now, on many home computers, for free!

This game is notable for being one of the fastest games I’ve ever made — having conceived of the idea late in the afternoon, and completing it only a few hours later. Daniel Zoran graciously made the music (also very quickly and at short notice!).

Go ahead! Give it a try!

 

EDIT! See the FEX LONG SCREENSHOT teaser trailer:

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How to download a Real Audio file without installing crapware http://blog.megastructure.org/2012/01/how-to-download-a-real-audio-file-without-installing-crapware/ Sat, 21 Jan 2012 11:18:13 +0000 http://blog.megastructure.org/?p=591 After spending the better part of this morning struggling against obsolete file formats (Real Audio), I thought I would catalog and document the finished process for future reference. Feel free to sing along.

When I say “crapware”, I mean trial software/shareware of dubious origin. The process I came up with has plenty of software involved, but it is all freeware and stuff I trust or already had installed for other reasons. This is probably not the ideal way to do it.

  1. Determine the origin of the RM file. If you have a link to an RM, you’re fine. If you have a .RAM file instead, download it and open in a text editor. The .RAM file contains a single line pointing to the .RM file you need.
  2. Download the RM file. This is easy if the protocol is http. If the protocol is RTSP, you must use a special program. I used mplayer on Linux, following instructions found here. Simply run:mplayer -noframedrop -dumpfile out.rm -dumpstream rtsp://url/to/file.rm -bandwidth 250000
    to download your music file. (“Bandwidth” is some random number to make it go faster.)
  3. Convert the file to PCM (WAV) format. I used mplayer for this as well, under Linux. Simply run: mplayer out.rm -ap pcm Your file is now in PCM format!
  4. Convert the PCM file to MP3. We have finished the ugly parts and now I’m sure you can do this on your own. I use Audacity to open the WAV file and export to MP3.

Good luck!

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8tracks – Airborne Megastructure Cascade http://blog.megastructure.org/2011/05/8tracks-airborne-megastructure-cascade/ Tue, 10 May 2011 18:54:52 +0000 http://blog.megastructure.org/?p=464 Thirteen tracks of rocket-powered machinery piloted by a faceless android, sometimes gliding past on hot-air currents.

 

 

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8tracks – Rewiring the Megastructure http://blog.megastructure.org/2011/05/8tracks-rewiring-the-megastructure/ Sat, 07 May 2011 08:26:18 +0000 http://blog.megastructure.org/?p=432 - BEGIN TRANSMISSION - REQUEST: hard-wiring of telecommunication infrastructure in local sectors 53.A, 53.C, 53.D. CAUSE: recent class III cataclysmic failure. ATTACHED: 14 encoded audio carriers of nominal data for heuristic development. - END TRANSMISSION -

 

 

Including tracks by:

  • Sleepy Town Manufacture
  • Global Communication
  • Akufen
  • Telefon Tel Aviv
  • Charles Webster
  • Juno Reactor
  • … and more!!
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Rocket Research http://blog.megastructure.org/2011/04/rocket-research/ Mon, 18 Apr 2011 09:31:58 +0000 http://blog.megastructure.org/?p=404 Rocket Research is an experiment that became a much larger project than its actual size. It’s too big a game to be given the small scope I gave it, and the idea is too small to warrant expanding the scope.

The concept stems from my experiences studying physics, specifically the schism between the real world and the representation of the real world in theory. As a larger concept, there is much more to explore here, and it may be fuel for projects in the future.

 

Play Rocket Research in your browser

or:

Although not a long game, Rocket Research boasts its own soundtrack, graciously provided by Daniel Zoran.

All sounds were recorded by me from household items (except the Geiger counter; that came from the university lab).

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Megastructure Transport System http://blog.megastructure.org/2011/02/megastructure-transport-system/ Sat, 26 Feb 2011 09:04:09 +0000 http://blog.megastructure.org/?p=369

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Distant Chimneys http://blog.megastructure.org/2010/04/distant-chimneys/ http://blog.megastructure.org/2010/04/distant-chimneys/#comments Fri, 16 Apr 2010 10:27:13 +0000 http://blog.megastructure.org/?p=244 In preparation for next week’s Ludum Dare (#17), I have been working on atmospheric effects. The results are here, in what I call “Distant Chimneys”.  There is little in the way of gameplay, but I’m pleased with how the background and ambient effects turned out.

The music was made with Musagi (another Dr. Petter creation), instruments created in Absynth.

I feel very comfortable with Flixel, which I will probably use for the competition.

Play Distant Chimneys after the jump.

Use arrow keys to move and jump.  You might need to click on the game before playing, to give it focus.

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