Blastanova

January 12, 2011

Be a Subject Expert (in something else)

Filed under: personal,projects — admin @ 1:00 am

Next week, my user interface user group, tri-me.org will be having our first meeting of the year. Rachel Nabors will be presenting on Wabi-Sabi in web design. Many times, a user group (ourselves included) will have a very technical presentation. How do you make the best MVC database application? How do you do memory management in Flex?

BLAH BLAH BLAH

I haven’t seen Rachel’s presentation yet, but it got me thinking about how inwardly focused web designers, developers, application programmers, etc are with our craft. Rachel is breaking out of this, and I think it’s a thing that some of us do to not go crazy – but I don’t think we realize how professionally useful it can be to break out of this.

Many of my friends and peers can do some amazing things behind a keyboard – both artistically and technically. We stay appraised of what Apple did to Adobe, what Google did to Apple, what the newest web framework is, and why it sucks. Our personal projects range from innovative ways to make a content management system, access a database, or log memory management in a project. We compete with each other in good AND bad ways and aspire to be the smartest kid on the block.

This is all great. We’re “keeping up with our industry”. We’re chasing technology after technology and remaining marketable. I wouldn’t have survived this long if I didn’t love the thrill of doing something innovative with new tech.

But guess what? We can’t relate to anybody but ourselves. We’re either magical in the ways we can work a computer, scam artists with how much we charge, or both to people outside our circle. This really isn’t too much of a problem professionally if you’re great at what you do, but how good is it really?

My wife is a writer, and to be honest, the profession bores me. I don’t care about grammatically correct, mapping plot points, sentence flow, etc. To her credit, though, she doesn’t write long essays about grammar. She writes things that non-writers can relate to, and she uses the knowledge of her craft to reach out to an audience that has no idea how to write.

Words are a medium to be shaped to send a message, just like pixels are. But if all we know is our craft, what kind of message can we send? Do we create a message only our peer group can understand, or do we rely on other people to tell us what message to create?

We all have hobbies – sometimes our hobbies are database programming. But other times, our hobbies are things that everyone can enjoy like wine, music, dining, television, or Japanese art history. Our hobbies can have a way of looping back into our professional lives and we suddenly have a message, and the knowhow of our craft to push those pixels and send that message.

Some examples….

My ex-employer 360KID was founded by Scott Traylor. He was interested in kids, their play, and how to use toys for education. He also happened to be a pretty decent web designer. He could have stayed a web designer, and just took whatever work came his way. Instead, he focused on children’s education and entertainment, because it was what he was interested in. Eventually 360KID was in the very unique position of being an award winning technology and design company with intimate knowledge of how to push those pixels so kids could learn. Since he was a subject expert (in something else), we were one of the best companies in the country to go to if you wanted to design something educational for kids.

Tom McCay, a NC local who I’ve met on several occasions, works at a company called rPath. They create build systems for programmers like me. BUT, Tom is passionate and knowledgeable about wine and beer. This led him to create winebythebar.com – a unique rating, review, and organizational mobile tool for wine that you can use by scanning bar codes. Tom is a subject expert (in something else). He’s a smart guy, and could get hired at any tech savvy software development company he wanted to work at. But on top of that his expertise make give him an extremely unique skillset that most likely only he possesses. He can go after these kinds of specific business opportunities (and no doubt win them) because he turned a hobby into something more.

Me, I like music. I’ve been in bands, play the keyboard, and listen to bands you’ve never heard of. I’m not particularly good at any of this, but I am a web developer as well. As a result, I’m now writing music apps, music tech articles, and doing cool stuff that nobody else does – because I’ve turned myself into a subject expert (in something else).

I think in the end, our unique qualities keep us sane and give us perspective. The more we keep ourselves pointed inward, the less unique we are. There’s only so many directions we can go in our design/development fields, and we become worth a dime a dozen because there’s hundreds of other people out there that can structure a database AND make cool icons.

The farther we reach outside our professional zone, the better chance we have of being unique and gaining this perspective. Sometimes having this unique perspective is the THING that makes us marketable regardless if this unique perspective is in music, wine, or Japanese art.

So my advice, for whatever it’s worth, is to be a subject expert (in something else).

August 18, 2010

Sambaverse Alpha

Filed under: flash/flex,music video games,projects — admin @ 12:05 am

Finally! I’m at the point where I have a demo-able application. Sambaverse is the first phase of my master plan for Blastanova.

Quite some time ago, I got interested in creating music based Flash games. I created a prototype, and it worked pretty well – but it was severely lacking in one aspect. That aspect was the ability to look ahead in music, to know what’s coming up 5 seconds from now or even 5 milliseconds from now. Or to be able to look back at what happened in the music before. Or to be a little smarter about logical song breaks.

While Flash has some decent realtime audio processing capabilities, realtime just wasn’t good enough – my music games needed mystical, physic powers…to be able to see into the future and know how the musician who composed the piece thinks.

In real terms, I needed a tool that was smart enough to load an MP3, take a good stab at automatically detecting beats, break, loud sections, and different sections of the song – like verses and choruses.

So, I set out to create Sambaverse. A person using this application loads up an MP3. Right away the gears start turning – an audio waveform and song navigator is brought up in a few seconds. You can browse around, and listen to snippets. You can properly visualize your song. That’s not very special though….you can do that in any audio editor. This is why I made some music visualization modes…

using the application
At the upper right of the application is the “Playback Visualization” menu. You can choose one or multiple options here. You have the ability to view the song beats, look where the quiet periods of the song are, where the most intense portions of the song are, and find logical breaks (sections) in the music like where a chorus ends and the bridge begins.

Unfortunately, automatically finding logical breaks in the song was a little tough, and it will never be perfect. I’d describe my break detection as a good start, I have quite a ways to go. This is why I’ve added two drop down options. The first is the “custom song sections”. This mirrors the automatically detected segments, until you drag them around to place them where you want. You can fully customize and refine these segments.

Likewise, I added a song exclamation overlay. Using this mode will place little stars on the timeline. The purpose of these stars is to signify special musical events that occur very rarely. Like when that singer does that one scream in the song “YAHHHHHH!” or there’s a sudden gong sound effect…just something wacky that occurs in the song against the norm.

So you have a few view modes at your disposal. Even more than that, pressing the orange “Analyzation Settings” button will bring up the settings window. Here you can change how quiet your quiet breaks need to be or how long they are in order for them to be identified as quiet breaks.

Theres a few settings for every view mode. I’ll be tweaking these as I go along to see what works best, and probably change names and defaults.

Finally, you can save this data as XML. Actually – I’m not really saving it yet….just posting it to a webpage, and you can save it if you want. Whatever. I know I’m psyched to play around with my new app, tweak some songs, and make some cool games.

Under the Hood

I learned a lotta cool stuff making this. The biggest thing of course was how to manipulate and use audio for my bidding in Flash. I used Pixel Bender to get a huge speed increase when loading the sound initially. That was a lot of fun once I figured out how to get it working.

Although a little annoying at the time, I was using the latest releases of Flex and Swiz. As I’ve been working on this app for a little while, I had to go through and upgrade from Flex Gumbo to Beta 1 to Beta 2 to RC to Release. Stuff changed every time. Likewise, I had an annoying evening transitioning from Swiz 0.64 to 1.0.

But I’m happy I did this. Flex skinning is awesome. Swiz allowed some nice shortcuts and organization in my application. I even tapped into Flash Catalyst for the initial application design. Catalyst seemed a little limiting after the initial graphics dump. After that for quicky and dirty graphics, I just cracked open Illustrator and exported to FXG which I then copied as text into my MXML skins.

future improvements

I’m going to take a break from this application for a bit and focus on some games. I’m sure I’ll tweak as I go along and I find limitations that I need to solve as I’m working on the games. One huge feature I’d like to add when I get back to this is to be able to run a Fast-Fourier Transform on the audio and drop frequencies I don’t care about. This way, I can zero in on the drums or the bass guitar and only analyze those. In rock music especially, the frequencies are all over the place at different tempos and can make it a little hard to find a rhythm.

I’d also like to make it so you can load in a previously saved XML file to get all your work back for a particular song.

Lastly I’d like to get a sample game/animation you can preview as you work to visualize the beats better than the Flash lights I have.

So that’s Sambaverse! Check it out! (but be nice, it’s only an alpha) .

May 22, 2010

Do You Belieeeeve in Flash Autotuning

Filed under: flash/flex,music video games,projects — admin @ 2:52 am

No, I didn’t accomplish the mythical Flash autotune in time for my “Audio Manipulation in Flash and Flex” presentation for NCDevCon this Sunday.  But I don’t see why it’s not possible in the least

I didn’t accomplish it, not because of Flash, but because of my lack of digital audio experience.

About a month ago, I was thinking what effect I could dazzle my attendees with, and ONE thought popped into my head:  AUTOTUNE!!!  This led me down the rabbit hole of crazy amounts of math, signal processing theory, code optimization, and more.  I even started reading a free PDF 600 page book by Stephen Smith http://www.dspguide.com/.

I’ve learned about what Fourier Transforms REALLY are, that they are really useful beyond getting frequency data, how to do low pass filters, and tons of other stuff.

I really didn’t think it would be this involved.  This is like an entire field of expertise.  I honestly thought I could steal some algorithm online and be good to go.  Nope, I’m swimming with using the FFT, then back with an iFFT, convolving signals together, and all this crazy stuff.  It’s pretty awesome though, the things you can do and learn from audio signals, and any signal in general.  I’ll definitely be finishing that 600 page book (probably 3-4 times over so I understand it).

Anyway, I was able to accomplish pitch shifting in a couple different ways, and riding a voice on top of another tone (which sounds really close to autotune if you could just get rid of that damn tone!)

I didn’t even think that one of the things that autotuning did was to detect the frequency of a sung note, and step it up or down to the correct frequency.  I thought at the beginning that when T-Pain did his thing, he just sung whatever, and the software would push the voice to whatever the producer wanted.

With Flash, I’ve seen the Audio Processing Library for Flash detect notes in a sound, and as I’ve said, I can now pitch shift!  In truth, the real Autotune by Antares Audio Technologies is said to use a “phase vocoder”, which I’m still not up on my theory enough to know what it is.  It’s probably a combination of smart pitch-shifting coupled with a flange like effect to go all robot sounding.

I finally downloaded 10.1 and got my microphone working – I recorded in from the microphone, and played back via the sound buffer (all through the sample data event).  I pitchshifted first by just speeding up the tempo so things got all high pitched and fast.  But then I grabbed a PitchShifting class by Stephan M. Bernsee  that was ported to Actionscript from C# by Arnaud Gatouillat.  Using this was VERY processor intensive.  In fact, in debug mode, my entire computer was overheating, and it was a crapshoot whether the sound would actually come out right.  And then of course the Windows sound buffer kept doing weird snapping/popping noises every so often until I restarted.  However, running as a release build seems to work just fine.  I now know why Andre Michelle’s AudioTool has a warning against using the debug player.

But all in all, it was a great learning experience.  I’m embedding the demo I’ll be showing at NCDevCon on Sunday.  And of course I’ll keep learning to become a DSP master, and someday get my Autotune working (hopefully someone beats me to it, and shares the code).

Autotune Attempt – You Need Flash 10.1 and a Microphone

February 18, 2009

theWB.com

Filed under: projects — admin @ 7:29 pm

Just writing a short post to tout theWB.com which went live today after a makeover.  My new team and I at Digitalsmiths produced the video players and the clip search tool.  After just cancelling cable, I can’t argue with even better video sites putting out great content.  I’m always a fan of Buffy and Angel which they have plenty of.  Everyone should also definitely check out the short WB shows “Joni and Susanna” and “Children’s Hospital” starring Rob Cordry.  Someday soon I’ll definitely check out “Babylon 5″, but I don’t know if I have enough geek cred yet.

http://www.theWB.com

November 28, 2008

“PopFly” Reactive Music Game Prototype

Filed under: flash/flex,music video games,projects — admin @ 6:08 pm

It’s been a busy past month just getting a new job and a new car – I felt like I didn’t have time for anything.  Well, it just the Friday after Thanksgiving today, and I feel like I have all the time in the world this coming weekend, so I’m starting to get excited about my latest pet project.

I’ve been busy early this fall with writing “reactive music games”.  If you read my blog, which you probably don’t, you’d know that I couldn’t shut up about music games all summer.  I even did a little research into the different types.  The reactive game, is where music affects the things that happens in your game environment – but you don’t have to play along to (like Guitar Hero or Rockband).

There’s actually no popular music games I can think of that ARE reactive.  But I like to think of reactive games really…. like an interactive music video.  I even watched a bunch of Spike Jonz videos before I started sketching.  I have 10-15 games to do in the short term, and most are designed to be pretty easy to develop and generic – ESPECIALLY since this summer I’ve been working on min-framework in Flash AS3 that listens to beats in music.

The first game, I’ve done is basically an alpha, and if the music doesn’t load, just hit refresh (sometimes my security sandbox seems to go a little wacky).  I’ve codenamed it “Popfly” in my sketches, cause the balls kinda pop and fly out with the beats.

I’ve tried to pay special attention to things that I’ve noticed I didn’t like in other games.  Specifically, trying to tie visual events to music better.  Balls pop out, and when they reach their peak, its not very tied to music because it’s a split second after the beat.  This is why I put a subtle glow burst at the bottom when the balls do pop out.  I also gave the side gutters some ambient glow – just to have something additional on-screen that’s tied to the music in the game.  I also made some bigger balls pop up when the volume gets high – and it nicely adds a little crazy mosh effect when the music goes crazy.

I can’t wait to get through some more games, and see where this takes me, and hopefully way down the line, do a nice in-depth game with some characters.

But for now – here’s the PopFly game

Bizkidz

Filed under: projects — admin @ 5:32 pm

Or should I say….BIZKIDZ.COM!  The last site I worked on at 360KID finally went live (and out of beta even)!  Its been a long time coming, I think we started a year and a couple months ago?  I’ve since moved on and taken a new position at a video search company called Digitalsmiths here in RTP.  The reasons are numerous, though 360KID is still an awesome company, but I just had to move on to new challenges and other people to learn from.

Anyway, where was I?  So BIZKIDZ.COM is a site for kids to go and set up a storefront, and sell actual product from real online retailers.  Lots of retailers in fact, at least like 400 of em last I checked.  The idea was to create a virtual lemonade stand of sorts.  As a child with an account, you’d populate your store with products and decorations, and send links to family and friends.  If they buy anything through the store, the account holder gets commission!

It’s pretty cool – I ended up doing most of the front end.  We got some help from a great contractor – Clint Little, and J2 Interactive did our server side architecture.  What was great was that I got to touch every part of the project – I did 99% of the Flex (sorry Clint, but those initial designs we had you work on, I had to do them over when the client changed their mind, oh well….great job though!), and maybe 5% of the server side stuff, and most of the HTML.  And of course our talented art team at 360KID did some wonderful designs and illustrations.

I got a lot of Flex training on this, how to make a Flex application NOT look like a Flex application – all in all I think it was a job well done – and if I know BIZKIDZ, they’ll be continuing developing their site with 360KID to make it even better than we imagined at the beginning.

bizkidz1.jpg

September 18, 2008

Physics for Flash AS3

Filed under: flash/flex,projects — admin @ 10:55 pm

I’ve been playing a bunch with physics engines for the last few weeks.  Physics engines basically serve to give your Flash Sprites some mass and body.  Your physics world can update your graphics so they can bounce off each other, bounce off walls, fall to the forces of gravity, and succumb to other forces all in a semi-realistic manner.

My exploration first took me from Papervision3D to WOWEngine.  Papervision3D is, of course, the popular realtime 3D engine for Flash.  It doesn’t have anything to do with phyics – but WOWEngine seems to be the hot dicussion for bringing physics into your 3D world.

WOW works like this….

Imagine a 3D world that you never see.  Yep, thats it.  That’s what the WOW does.  It’s the 3D world that never gets visualized in any way shape or form.  Of course, the 3D world in question has complete information about all objects in the world and how they interact with their surroundings and forces surrounding them.

It’s actually a nice little setup – you get to keep your Papervision3D or regular 2D world separate from your physics world.  So you have 2 different worlds – each operating independently of each other.  The way you tie them together is with a single handler ENTER_FRAME handler where you cycle through all the physics bodies and update your display with the proper x, y, z, or rotational properties.  The 2 worlds make it easy because you could use any 3D engine, 2D engine, or whatever engine you want and glue them together – there’s no dependencies, no skinning, no nothing – so it’s pretty handy, and a quick concept to grasp.  2 worlds – gotcha!

The problem is that the WOWEngine isn’t that great of a physics engine (yet!).  Another unfortunate problem is that its the only Actionscript Physics engine that handles 3D.  So if you use 3D, you’re kind of stuck using this or writing your own.

WOWEngine is based off of another engine called APE (Actionscript Physics Engine).  APE is a 2D physics engine that seems to actually be pretty good.  The problem with WOW, is that it has such potential, and works pretty well, but hasn’t implemented the richer features of APE yet.  The author definitely plans to, it’s on the roadmap, but I’m impatient need it now!

The killer feature that makes a great physics engine in my opinion is Rigid Body Dynamics – which APE has and WOW lacks.  To explain rigid body dynamics a little bit, let me tell you a little bit about my initial experimentation.

My big “hello world” application was basically making a few balls drop from the sky and hit the ground.  I initially tested in 2D, and just ignored the Z axis.  So we’re talking normal Flash Sprites here.  So the balls hit the ground, bounced off of each other, all pretty cool – and what you’d expect from a physics engine.

Next I tried the same thing with squares.  Still cool, but not quite right.  That’s because I still had to treat each square as a generic ball particle.  With no Rigid Body Dynamics – I couldn’t build a little fortress with my cubes!  That’s because without being able to define a polygon or even a cube, whatever graphics you have…..just sort of act like balls and slide off each other.

So that’s the my big problem.  Someday WOW will be awesome, but not yet for my purposes.

Next I checked out Foam.  Foam is a 2D Physics engine for Actionscript 3.  Foam is actually pretty sweet!  I didn’t spend long on it, though.  The reason is that after I experimented with WOW, I didn’t really like how Foam worked.  It seemed to handle Physics well – but it seemed to integrate the graphics and physics world too much for me.  I think I preferred them seperate – especially in a situation where maybe I want to use a different graphics engine.  I didn’t get far into Foam, but it seemed more like that Foam would take over your stage and you’d skin the physical bodies.  Before I went into this physics thing, it’s how I expected things to work – but I just couldn’t dig in after playing with WOW.

So again I moved on…

Finally I hit Box2DAS3.  This is the one I settled on – it has it’s problems, but if you can overcome it, then I do think it’s the best.  Box2DAS3  is a Actionscript 3 port of Box 2D.  Box 2D is an opensource physics package for C++.  In fact, Box2D has evolved to become Bullet – a 3D version of the physics engine.  Hopefully we’ll see Bullet 3D someday soon.

Box2DAS3 supports all the great features a good physics engine should….well OK OK, I’m not an expert – it supports all the great features I *think* a good physics engine should.  It also follows my beloved 2 worlds philosophy that I liked from WOW/APE.  For me it’s perfect….

….well almost perfect.  I think it has one flaw.  The flaw is that it’s a C++ port, and not really specific to Flash.  If I went back in time and warned myself of this, I would’ve been pretty dismissive and said “So what?  Code is code!”.

Well first of all it seems like classes have the bare minimum of comments – so you just kind of get the picture what everything does.  And it’s really not clear what each class or package does – unless you know….um…how to write a physics engine.  So it’s a little bit of a catch-22.  Like a simple body is name b2Body.  To create a body you need to create a shape definition (b2ShapeDef), convert that to a shape, and then convert the shape to a body, and then add the body to the world.  And it seems there’s only one way to add a body to a world, and that’s through a reference to the world, even though when you create a body from scratch, there’s a world parameter – but it doesn’t seem to work.  Well, I’m rambling.  Needless to say it’s confusing for a newbie – and on top of that there are things like manifolds and AABB – all things I don’t understand but there to get in the way and hamper learning.

But, if you study the examples they give you – you start to get a feel for how things work.  And once I did that – I stumbled a little, especially on design patterns – but got things working pretty well.  My design pattern quandry was that the framework was very incompatible with an inheritance based design – it was really going against the grain when I tried to use inheritance in my design.  What you really need to realize, is that a Factory type of design pattern works much better.

I ended up creating a base class like you would in Papervision3D.  The base class extends the stage and creates a common physics world setup as part of that stage.  Your main class would inherit this “physical stage” and contain the main stuff you want to program (hopefully keeping references to b2bodies and b2worlds to minumum, just cause it’s hard to understand!).

On the side – I have a physical object factory static class.  Here’s I’d call createPhysicalBall or something like that, and poof, it’d create me a ball….passing back seperate references for the graphics and the phyiscal body.

So that’s how I roll with the physics.  It adds some great realism to the boring old games.

September 14, 2008

Visual Ambiance in Music Games

Filed under: music video games,projects — admin @ 4:28 pm

So it would appear that visual ambiance in music games can be pretty important.  Take most rhythm games…

Background colors change, flashes appear, etc, all in time to the music in games like Guitar Hero and Rockband.  In PaRappa, characters dance and jerk their bodies in time.  What you end up getting is more music video like.

Rhythm games, those games where you have to tap your fingers, feet, or guitar to the beat as part of gameplay can feel more music video like because you end up “playing” the music to some effect.

Reactive games on the other hand, may have to rely on visual ambiance more.  Reactive games, are more often than not, played like any normal game.  The environment in the game may react to music, but you don’t.  So if you’re not required to react to the music, the music can start to take a back seat to the game play, and it starts feeling less choreographed.

This is why visual ambiance can become more important, and probably should be in your face more in a reactive game.  It would seem that when you don’t control the choreography of the game, other musical visuals need to step up to help out and make the game FEEL musical.

I used the example before of AudioSurf (published by Valve).  I crticized it for not tying the visual to the music as well as it could have.  I can’t criticize it for attempting ambiance to tie the music into the game better, because it does an adequate job of this with colors and background visuals.  However, the environmental reactions to the beats still seem too out of touch with the music, and the ambiance is all it has going for it to make it feel choreographed.

So, the closer you can tie in your reactive environmentals the better.  But like I said, even that might not be enough, as your game starts focusing on the goals of the game – which is why visual ambiance becomes a VERY important silent partner.

August 7, 2008

Reactive Music Games

Filed under: music video games,projects — admin @ 7:38 pm

Well, I’ve been doing some research lately. Back in January I wrote up a a blog post titled “It’s been 10 years since PaRappa – now what?”. I was exploring the mainstream music games. Little did I know that these games are all part of the group known as “Rhythm” games. Of course, many folks know what a rhythm game is, and I do too.

What I DIDN’T know is that Rhythm games are just one of a handful of different types of music games. Rhythm games can include any games that play a soundtrack and must press buttons in time to the game. Examples include “Dance Dance Revolution”, “Guitar Hero”, “Rock Band”, and “PaRappa the Rapper”.

“Pitch” games recognize the pitch of your voice from a microphone, and like Rhythm games, you must keep time with the music, but instead using the pitch of your voice to sing along. “Karaoke Revolution”is one note-able example. “Volume” games include games like “Mad Maestro” and the upcoming “Wii Music”. In these games you can control the volume of the music in the game through various means, thereby influencing the game play.

Next are “Eidetic” music games. These games will play a musical sequence, and it’s up to the player to repeat the sequence back. In this regard, “Simon” is the oldest music game around.

To be short and sweet, I’ll lump “Free Form” and “Generative” music games together. In both of these game types, the player and the elements of the game come together to create a unique sound track. It seems that creativity is more likely in the “Free Form” music game.

The last genre, and the one I’m most interested in, is the “Reactive” genre. Here, a pre-composed soundtrack plays, and in game elements can react to the volume, frequency patterns, and beats in the music. All of these genres, with the exception of the Rhythm game, are hard to come up with examples for.

AudioSurf

That said, there are a handful of Reactive music games that I’m aware of. The first was published in February 2008 and created by an outfit called “Invisible Handlebar” and available from Valve software’s Steam game portal. In this game, called AudioSurf, you move a race car left and right over a racetrack. The goal is to collect blocks that appear on the road, and stack them in groups of 3 to get points. You load in your own MP3, and the background environment animates in time with the music. The track itself dips and rises in time with the music as well. Supposedly, the blocks you collect also appear in time with the music as well – however they appear on the road far in advance and far in the distance of when you collect them. As a result the gameplay doesn’t really feel in synch with the soundtrack. It’s only if you really pay attention to your surroundings, and not to the game play to really get that connection. For example, a hip-hop track by “Jurassic 5″ is a little more bouncy than a rock track by “Living Colour”, but it can get hard to tell in gameplay the difference between the songs.

There are a few Adobe Flash examples of this like “Rhythm Night”, but the game play isn’t all that great. Most of the Flash examples to date are either Rhythm games, Eidetic, or just general music lesson games.

Pteranodon

Fortunately there is an excellent example to draw from – and that’s “Pteranodon” by an independent game developer from Sweden known as Nifflas. His name is Nicklas Nygren, and “Pteranodon” is a classic side-scrolling space shoot-em up game. The twist of course, is that the enemies appear on screen and fire at your in time with the music. Its a pretty simple game by today’s standards – though the connection between what’s on screen and the timing of the music makes me giddy. Apparently he composes his own music, so it’s no surprise that “Pteranodon” just features one track, but one can just imagine where you can go from there.

May 26, 2008

A Codie Award to add to my resume!

Filed under: flash/flex,personal,projects — admin @ 7:28 pm

The 2008 Codie Awards have been announced.  Little did I know that a project I played a major part in was at least nominated for a couple Codies, we actually WON the award for “Best Instructional Solution for Students at Home”.  Pretty nifty, and its just the latest in a series of awards for the Pokemon Learning League.

So far the awards have been the Codie, a 2007 Outstanding Products Award from iParenting, a 2007 Best Educational Software Award, and we were a finalist for Distinguished Achievement from the Association of Educational Publishers.

I won’t go into the “making of” in the least, cause you know, it’s safe to assume that most clients don’t appreciate any ups and downs of working with them made available in a public forum.  But…..pretty nifty anyway right?

The project is:
http://www.pokemonlearningleague.com/

And of course, yes I played a good part in it, but there were plenty more people involved at the company I work for 360KID.

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