these eyes haunt my dreams

these eyes haunt my dreams

So I spent a whole bunch of time last night trying to really get real with the Inform 7 manual, even referring to the website @type_ins on twitter gave me (intfiction.com) but I kept getting stuck on one stupid little thing.

I guess I should back up a little. I’ve been trying to make this game where you get stuck in a laboratory (see my previous post) and I’ve made it to the second scene where you wake up with your hands tied behind your back. Great. No problems yet. Now, to set the stage, I put a table in the corner with a box on it. Inside the box (if you examine it) are shards of a key. You will eventually (after some more reading on my part) be able to use that key to cut the nylon ropes that tie your arms together. For some stupid reason, I thought this would be THE EASIEST THING IN THE WORLD to program but, somehow, it was so, so complicated.

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So I’ve been playing with Inform 7 now for a few days. I will say one thing, the level of frustration I’ve achieved is probably only matched by the last time I was trying to learn code (JavaScript). I consider this to be a good thing, if only because it means that it’s a frustration that I’m sure to encounter time and time again as I learn other languages.

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“It is a radical reinvention of the way interactive fiction is designed, guided by contemporary work in semantics and by the practical experience of some of the world’s best-known writers of interactive fiction.”

A little while ago I posted my first experience with some software called Twine, an interactive fiction engine. It’s a great tool, one where you can explore a lot of space in a very aesthetically pleasing way. Since then, however, I’ve come across a program called Inform 7 (thanks to the new “Clash of the Type-Ins” podcast starring Video Game Taco’s Jenni Polodna). This program outputs something a lot less pretty than Twine does, but I’m finding that the options are a lot more diverse.

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So I downloaded the demo of Photoshop thinking “it can’t really be that hard, right?” It seems like nowadays everyone knows how to Photoshop things–which, interestingly, seems to have created a deep drop in how much people trust pictures they find on the internet. I figured I would quickly pick up things like “airbrushing” and “stamping,” but it was definitely not that easy.

A basic starting interface for a new Photoshop project.

A basic starting interface for a new Photoshop project.

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Making music is something I’ve done for a long time: ever since I was in junior high I’ve played an instrument (even earlier if you count the recorder in elementary school music class). I’ve played the trombone, the trumpet (a little), the piano, guitar, and bass guitar. I’ve got a harmonica and a melodica too, but I haven’t really had time to practice too much on those. I understand the basics of music theory and, given enough time, can decipher almost any piece of standard notation. I’m saying this so you’ll understand where I was at when I first dove into FLStudio 10.

First off, the interface, if you’ve never used a program like this before, is daunting. I definitely had a hard time getting a grips on what everything was and how they could be used (or had to be used in certain cases). Thankfully, I have some experience with other step sequencers (largely the Beatmaker apps) so navigating the measures and beats wasn’t too much of an issue. Placing tracks where they had to go was a bit of a learning curve just because of the “right-click-delete/left-click-create” scheme they use. Still, that was hardly the biggest challenge.

Mixing isn’t really something I’ve ever thought about before. Oh, I’ve definitely thought about creating sounds (which I learned was called “sound design”) but putting them together in a way that isn’t going to sound terrible on my hi-fi is another story. I had always approached music in a very “notes first, dynamics later” type of way, which, according to a lot of Youtubers and free-lesson-givers out there, is a little backwards. That’s not to say that it’s worthless to come up with cool sounds, but the point is to make those sounds melt in perfectly with all the other sounds that are happening simultaneously (and there are way more than you’d think, especially with electronic music). Learning how to coordinate lows, mids, and highs with each other while still trying to write something catchy and interesting was a serious challenge, one that I’m not totally finished with.

The other thing I had to learn was just what the hell music is. To me, it’s always been vibration: the vibration of my lips on a mouthpiece, the vibration of a guitar string resonating through a wooden box, even the buzz of my amp when I hit a low chord on my electric. I had to completely remap my brain to get a grip on how to manipulate sound without some kind of tactical feedback. Even an electric guitar feels like its being played, no matter how hard you’re hitting the strings. But this was completely different; I had to learn what a sound looks like, not what it feels like. This is way more complicated than I can even hope to explain, but the realization that sound was not going to be generated the same way was a big hurdle I had to get over.

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Once I did, though, things immediately opened up for me. Playing around with oscillators, modifying them with other oscillators, altering them with automations and, well, math: these are all things that actually seem interesting to me now that I know how to control them.

I highly recommend you try FLStudio 10. I haven’t tried 11 yet, but I’ve heard good things about it. The trial is free, although I believe you can’t save your work, which is a bummer. Give it a try though, and if you like it enough, maybe you’ll be willing to pay! You can get the basic package for 99USD, which isn’t really that bad.

Check out the Image-Line FLS site.

BONUS: here’s the first full song I wrote on FLS 10.

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A new tool has emerged that empowers just about anyone to create a game.”

Carolyn Petit, Gamespot

Having wanted to get into video game development over the last few years, I’ve been having a hard time figuring out where to start. A lot of people seem to disagree as to what is the best way to dive in to this industry. Some people say that you should put your nose to the grindstone and just learn a few languages like C++ and what not. Others say that you should explore different engines/IDEs before settling in and committing to making a game.

Neither of these options seem appealing to me, which is probably why I latched on so strongly to something I heard on a recent Idle Thumbs podcast. While reading an email from a listener that was basically going through the same thing as me (lots of writing experience/no game making experience), they suggested that he try a program called Twine. Having read about so many different engines and development tools over the last year, I felt the same level of fear and wariness when they mentioned Twine, but as they kept going, I started to feel my fear back down a bit and be replaced with excitement.

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