Friday, 25 December 2015

Merry 2015

Christmas and stuff. Insert more about christmas later.

Sunday, 29 November 2015

Wednesday, 18 November 2015

Sunday, 8 November 2015

Checkered to the Bone

Did I mention music mashups are really silly. That's why they're great.

Thursday, 5 November 2015

Which is harder to draw?

So as an artist you probably tend to hear a lot of "Oh, hands are so hard to draw" and complaints of a similar ilk. Of course leaving out faces (which are inevitably the hardest to draw), is it really the case that hands are the hardest thing.

Tuesday, 25 August 2015

A Bank™

"You've tried the rest, now try another one"
 Hello and welcome, potential customer, to A Bank™. Here at A Bank™ we offer FREE DEPOSITS at all of our branches run by Real Humans™. If your application is accepted, we will provide you with a free bank account with guaranteed interest rates. Here are some quotes from our satisfied customers:

"I gave the bank my money and now it is in a bank account" - A customer

"The amount of money I took out of my account was different from the money I put into it. Wow, simply amazing!" - Another customer

Wednesday, 8 July 2015

Terraria 1.3


HAHAHAHAHAHAHAHAHAHAHA
Is good game.

Friday, 3 July 2015

Trying another tablet

I coloured this with flux on so the actual colours are probably dumb and go over the lines everywhere


With additional colour filling (and touch up) in photoshop. Why can't we have instant fill tools that fill everything... obviously we should all switch to drawing vector images like in flash, which to be fair does pretty well for itself art-wise. But at the same time actually knowing how to use photoshop can come in handy somewhat.

Also did I mention hands are horrible? Yeah well wait till you see what my drawings of "feet" look like. RIP my art will never do sandals ever again.

Saturday, 20 June 2015

Notes on Grade 5 Theory (ABRSM)

AKA that thing what you need to do for grade 6+ instruments
Keep in mind I basically knew as much theory as is needed to write twinkle twinkle little star on manuscript paper (not that much) until a couple of days ago, so here's what I crammed and what was actually useful. (Graphics courtesy of MuseScore)

Saturday, 13 June 2015

MuseScore Kart Wii

Some more music, from Toad's Factory (Mario Kart Wii). Lots of brass and stuff.

Tuesday, 9 June 2015

MuseScore with Rocks in it

Current Nintendo music direction - needs more trumpets and electric guitars. Like this one.

Sunday, 31 May 2015

AI Players in Games

I had this interesting conversation about good AI in games which was pretty cool and here's my attempt at reflecting on some of the points raised. It may not be completely 'correct' in the sense of the conversation topics, but I hope it gets some of the point across:

Wednesday, 20 May 2015

More MuseScore2 Stuff

Transcribed and arranged to an extent the delightful Animal Crossing track's four variations (Vivaldi eat your heart out).

Additionally, I've also done so for Sweet Sweet Canyon's rather upbeat track.

Monday, 11 May 2015

Messing with MuseScore2's default sounds

 
 So as it turns out the default MuseScore2 instrumentation is actually pretty decent compared to the previous one, so you can do some quite cool stuff with it. I tried to transcript Wild Woods from Mario Kart 8 and its mesmerising 5/4 time signature, and it actually works pretty well.

Friday, 24 April 2015

A hammer gun


Also look out for a possible review of the new Mario Kart DLC maybe?

Friday, 10 April 2015

Affordable Space Adventures

Isn't it just spectacular!
Affordable Space Adventures, brought KnapNok Games for the WiiU, puts you behind the cockpit of a budget SmallCraft™ on the absolutely safe planet of Spectaculon courtesy of Uexplore, where a crew of you and two willing guinea pigs attempt to explore the planet and all of its wonders.

Friday, 27 February 2015

Thoughts on Music in Video Games

Old 8-bit music channel tracks are cool from a programming point of view - sounds literally being generated and played as the game is going. This kind of stuff doesn't happen very often nowadays since samples, effects and the lot are very memory resource intensive so the loading times would be unreal (which they are if you've ever opened a file in FLStudio or Renoise or something).

I can understand that but it would be nice for games to implement more flexibility in music, even if its just ingenious looping of a relatively consistent song. A simple example would be the way drum loops are picked during a horde event in the Left 4 Dead series. It allows in a basic sense for each time you hear the music for it to be different, like procedural levels and characters in roguelike games. AKA, how can you add more replayability factor to music in a videogame. After all music and sound are vital parts of a gaming experience - listening is one of our five main senses, and the most potent one alongside vision.




 
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