Tuesday, February 14, 2023
Wednesday, November 30, 2022
Sony Japan Mocopi [motion-tracking system]
There was a time when Microsoft's Kinect hit the ground and was a huge step in technology in the motion system race, maybe not for the games since the crown remained for Nintendo's Wiimote. Sony even cloned the Wiimote with the more mature designed PS Move - colorful and ludic. Unfortunately when it arrives the race was already over. Kinect's reduced to a hype toy for experimental projects while abscondite by the general public sight since Project Milo was a LAME joke in the market.
Talking about lame jokes, looks like the money is on metaverses nowadays - they never learn, uh?
In a young market with the not-so-convincing meta verse by Meta and its compelling legs problem, in addition to crypto verses not attracting that much sympathy - except for tech bros... Sony gets the color and ludic out of the closet again with Mocopi. The brand presents us with a Bluetooth kit of six button-like tracking tags — one for your head, hip, both ankles, and both wrists — connecting with a smartphone app to input motion data to compatible services.
It really feels like you can just grab and start doing shit, isn't it? With a popular appeal that might-could-maybe-probably be a huge Mark Zuckerberg friend to solve his legs issue.
Sony is also releasing a software development kit (SDK) on December 15th that links motion capture data with metaverse services and 3D development software, such as Unity and Autodesk MotionBuilder.
Mocopi has a retail price of 49,500 yen (about $360) and is currently due to release in Late January 2023.
More info at The Verge
Saturday, February 02, 2019
Thursday, September 21, 2017
Tuesday, November 08, 2016
Random Dev Notes: Reviews
But there is this lil things that really annoys me:
A) Criticize a game for asking for "android/ios" login. Generally this devices came with in game achievements stuff. I put it because this add a lot more immersion and new challenges for the players. But I got some minor accusations of scam. Nonsense.
B) Criticize the game for lacking innovation. If you play a game that is a total rip off of something, I can understand the feeling. But when you see a project labeled as: "my first project". With some original gameplay, the question that remains is: it is an obligation to innovate? Creating something unique as a feeling is not enough? If a game delivers what it proposes, isn't that a fair play?
C) Criticize for the size of the game. Wait. This information is on the download page. I know that it sucks because of the device space, but hey! This seems like a device problem. The game, the proposal is there. And it might be heavy. It is like desiring to travel and criticize the place for being far from your house. What I as a player really dislike is to download a game, open it and it starts to download heavy content - and can not close until is done. This is a pain in the ass. But my game in question does not have this, and still got criticize.
D) Criticize for the download time. This can be an internet issue, not the game at all. Or maybe it is the C problem. But again. The info is in the download page.
Writing this just to release this "impotency" feeling after reading some of it. But I know that I did a little well tied project. And I am feeling well about it. Just random notes.
Wednesday, September 23, 2015
Redesign of Game Characters [Angry Birds movie trailer]
And was thinking about the game characters design evolution. I think it is funny that a character works for a game, make success then it just don't work anymore, need to updated. If Sonic got critized by his legs, what to say about Red? The Angry Bird main character?
I believe it was on Dreamcast that Sonic start growing long legs to looks cool.
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| fanart by Age-Velez |
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| Polygon shaped to well human rendered looks a normal smooth evolution for Lara Croft |
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| JigglyPuff on SmashBros |
And not a... AGH JESUS, my EYES!!
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| by SoupAndButter |
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| A Wigglytuff |
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| Hi, Comic Sans. :'( |
Friday, July 03, 2015
Tuesday, February 17, 2015
Fighting Game Docs #games
Super Smash Bros Documentary (Insane 4 hours doc)
King of Chinatown - 2011 (Documentary)
EVO: A Documentary
Fighting Dreams: The Rise of the Fighting Game Community
Here Comes a New Challenger - Fighting Game Community Documentary
Fight Night: The Melbourne Street Fighter Arcade Community
Bonus:
Chinatown Fair: a documentary
Also, check it out
Street Fighter 25th Anniversary Doc
Back in Time: SNK Neo Geo
Friday, November 21, 2014
Saturday, November 15, 2014
Friday, September 05, 2014
Thursday, August 28, 2014
Wednesday, August 13, 2014
Are you Creating or Digesting?
How feminism helped me perceive my creative emaciation.
This text is intended to creators of anything. To perceive and identify traces of shit, real shit, on their works. And try to work more deeply in connection with your creations.March 2014 was when I released my first commercial game: North Wind: Trill of Consciousness
But it was in the end of 2012 that I finally sit down to develop something.
I did what anyone would do first: flirt with some plot. As I didn’t know how to draw anything digitally, I did some layout resembling Thomas Was Alone design. But I make it smoking. A black rectangle smoking.
At the time, I was fascinated by CAVE games, and wanted to create a manic shooter jammed with some Evangelion scheme. It turns out a regular Sci-Fi about spaceships with a weird Bionic Commando “wife arm” twist. ¬¬
THE PROBLEM
I gonna explain detailed the plot but... I am very, very ashamed of it. But shame is good. Shame is the perception of something that was going to the wrong way.
The plot: A Scientist that uses Woman DNA for creating organically spaceships. The reason to use woman DNA was about the better reaction to the feelings. - Yup - In the end the whereabouts of the real woman were missing.
So … agh. His wife was a pink rectangle. She was missing. And the guy was on a quest to destroy the evil corporation. I was using female element to make a dude looks awesome and have something to do.
Boo me.
Seriously.
After I tried to draw the first spaceship, I got a bat. And the game was looking like a horizontal stick platformer. With bats. I gave up on plots to focus on the development of a unique gameplay that would make sense for an iPad Quest.
The “Role Playing Puzzle” gameplay idea was so good that I glimpsed an opportunity to create something mine that really matters. So I rescued a series of stories I’ve been writing since 1998 and made a spin off for this project. Still poisoned with tropes, I set a Warrior and a Damsel with a vampire, sure, kidnapping the damsel. And, obviously, the warrior goes for the rescue.
The twist: the Warrior transforms into a werewolf near vampires. In the final boss, the warrior as a unconscious beast and not recognizing his Damsel would kill her. Bringing a sad finale to story.
...
Yes. I was using female as a disposable element to construct my male character emotions.
Boo me. Again.
I was ok with that at first. The development was marching ok. The game was almost in the end...
until I reach:
THE PERCEPTION
Then I meet Anita Sarkeesian. Not in person. But in videos. I watch it all. All tropes.
Some details I would disagree with her. Because some games you have to go until the end to make some statements. But man, you can't ignore the load of cliché that is all over the place.
All same shit over and over and over and over and over and over again.
Anita K.O. me. My game that I treated with so much care was just one more in the middle.
I was wounded. I got on my bike to take some air and when I realize:
I am digesting.
I am not developing MY product I am digesting my cultural food.
This is shit. A product of digestion is shit.
Anita bring the discussion to the game scene. She poked us in the eye. It turns up to a point where all things can get really confusing. There is some good opinions out there, but also, for some, a game with male protagonist is like automatic bullshit. Some could go even further, were games created by a man = meh!
These days I read a twit of Lisa Hignett (@LisaHignett):
"I care about both genders making games by their own merit!".
Merit - a good word to use when creating your characters also.
Do they matter for themselves, first?
Am I using my female characters respecting their existence in the context, or just building up the “awesomeness” of my male character?
For these questions I highly recommend you to watch all Tropes vs. Women videos.
I keep it written down on my pocket notepad all the described tropes.
To keep in mind these six clichés.
1- The Manic Pixie Dream Girl
2- Women in Refrigerator
3- The Smurfette Principle
4- The Evil Demon Seductress
5- The Mystical Pregnancy
6- The Straw Feminist
Run away from it somehow. Scream!
After that you can start "dating" with you characters. Know they better. To realize if you are creating or justing 'pooping' female characters, there is The Bechdel Test. Quoting the Feminist Frequency site:
The Bechdel Test or the Mo Movie Measure is a type of litmus test to assess the presence of women in movies. It originated from Allison Bechdel’s comic “Dykes to Watch Out For” in 1985. Here’s how it works, a movie just has to pass these three simple questions: the first, are there two or more women in it who have names, the second, do they talk to each other, and the third, do they talk to each other about something other then a man.For games I think that the questions could be:
1-Are there two or more women in it who have names?
2-Do they need assistance of a male?
3-Do they are over sexualized because 'why not'*?
*this last one is not agains't hyper sexualized woman. Since everyone is free to do whatever with their lives, the issue is the context, the character individual personality plot and not just to "build audience"
With all these tools I could make a good plot now? Can't I? Well...
Title of a Polygon article:
Ubisoft abandoned women assassins in co-op because of the additional work.
Additional work.I was already almost a year doing the game. Alone. With no money. Coding. Composing music. Evolving my characters from black rectangles to a sprite frame. The sprite frame to a Texture Atlas. With memory leaking everywhere. It was nuts. And I realized my plot was shit.
All the suffering, all the sweat… My new unique gameplay on the line. Man, my plot couldn’t be the weak link here.
I do embrace the additional work — happy.
I couldn’t remake the core elements of the game. But I could give it a little deeper background. Drop some meaning on some places. Seasoning the elements. Avoiding or toying with the tropes. Please note that I am not a feminist genius, and the end result is far from being considerate The Modern Plot of the Year.
But I think I manage to fix some punctual problems, and let the plot background expand far more better than before.
Another problem I faced was: brief texts. The game is iPad only, and as a tablet player, long texts RPGs are very tiresome for me. iPad is heavy, I want to go to action fast. So to present the plot I develop a limited chat space. And some plot details stayed out - it is normal tho. A lot of games explain themselves on guides or let things open for people make theories by themselves.
THE FIX
First fix: my main character was not a Warrior anymore. It is just a boy.
Second fix: The damsel is the warrior now. An Amazon warrior. With a name: Makayla.
In the game, Dir does not want to rescue or save Makayla. He wants to impress her. He admires and is thanked to all her patience being his tutor. He is an accidental fool, creating a bravery that he does not have, going on an adventure with some unknown partner just to make her proud of him.
At some moments Makayla would camouflages in the roles of some tropes.
Like after get attacked by an Incubus: Women in refrigerator
Disappear with the castle: Damsel in Distress
Reborn as a vampire: The Evil Demon Seductress
But she never play the roles of it per se. During the game Makayla is passing by her own quest. A quest of confidence and freedom that she desires since the beginning — for her and also for Dir. The consequences of the adventure for each one is different, tho.
“Jauss takes over the notion of horizon which he names “horizon of expectation” and means by it the sum total of reactions, prejudgments, verbal and other behavior that greet a work upon its appearance. A work may fulfill such a horizon by confirming the expectations vested in it or it may disappoint the expectations by creating a distance between itself and them.”
— Jauss, Hans Robert: Aesthetic Experience and Literary Hermeneutics
CONCLUSION
So yeah. I said I was no feminist content genius. The main protagonist still a male fellow. Not the best of fixes but as the base of my game was already set, toying around with the flaws, seasoning some elements, made the story resolve themselves.
I’m sure in the future I can do a better job. And this text is just to show that even aware we tend to march to some cliché situations. The actual culture affects our creational process without we don’t even noticing it. We must be aware every time and try our best to untie this trope knots proposing a fair entertainment for everybody.
I‘m glad that I could perceive and fix it. Thanks Anita and everyone who is out there waving the flag — and taking some bullets. From a random damsel to a solid warrior that conducted the entire game concept. I hope Makayla could be impressed. x)
I have some female friends that aren't much favorable of man talking about feminism. I kinda understand that. But after watch "A Trip to a Grocery Store", maybe I can do better then just listen to it.
I think that if society is giving me any privilege because I am male, I want to use this to show how ‘privilege’ can make me a moron.
Saturday, March 29, 2014
North Wind: Trill of Consciousness - First level!
So, to be fair with this creation of mine -that I'm pretty proud of- I will make a quick Walkthrough. How to beat Level 1 first "puzzle".
:D
So, this game is exploration with puzzle. Not focusing on combat, when you hit an enemy it is a brawl, dude. You get damaged and so do the enemy. That is a wild world out there.
Anyways.
Posture!
First, the best way to hold the iPad to play North Wind: Trill of Consciousness is like a huge Game Boy. Portrait position. Four fingers of each hand holding the back of the iPad and leaving thumbs free!
Start the game, a menu screen will load with a "New Game" mark on it. And a huge yellow button.
You can see some marks on the screen.
Swipe menus! (First time playing? Press the yellow button and jump to "Starting the game" section)
The standard language is English, you can skip this if you want to play that way.
Swipe the top mark (on the title) to change the language. If you swipe once, you get the Brazilian Portuguese language setting. If you try one more swipe you will manage to see some Japanese characters, but no access to it - that's normal! It is under construction. Soon I will release the Japanese version.
If it is your first time playing you can skip this one:
Swipe the middle mark (on the 'new game' or 'level: x deaths:x') and it will appear a message asking if you want to delete the actual game. (if you have already played, sure). Press the yellow button twice to confirm the complete deletion, and the game will reset to 'new game' once again.
With the language defined and the 'New Game' on screen, press the yellow button. A mini story will pop while the maps are loading.
Starting the game!
The game starts with Makayla (the blonde pixel sprite) waving at Dir! Dir is our main hero. He is just a boy occasionally mentored by this blonde Amazon. Go there meet her. The game don't have a tutorial like: 'go left, press jump'... because I assume that you have already played a game on your life and can figure stuff out. But if you can't: use your thumbs to press the directional grey buttons. The purple button is jump!
When you reach her, you may have learned how to walk, and how far can you jump! Nice. You get and item from her. A shining pearl it is pretty useful on dark places, like this nice cave you are about to enter.
YES:
Great! The map screen are now divided on 3 pieces. #Top, #Middle and #Down. You can also notice some marks on each piece. Green arrows show that there is some maps to the right! If you swipe to the left you can access them. The red bar indicates that you can't swipe that map yet. On the screen above you can notice why: Dir is on the map. You can't swipe it if Dir is on it or if Dir is in the middle of the line. The reason is clear: Dir would not divide himself in the middle! With that in mind let's advance.
-if you want to beat the game by your own guts, don't read bellow, try your best and good luck. if you are stuck tho... keep reading-
To stay easy I will call maps by numbers.
MAP1: with the cave and castle as background, the Rock Fields
MAP2: with the forest and egg at top of a mountain, Rock Forest or something like this xD
MAP3: the lava abandoned pit, The Pit
First thing:
Change the #Middle to MAP2
Change the #Top to MAP2.
(just swipe to the left one time each).
You will put on screen part of the forest map.
So make this configuration:
#Top MAP2
#Middle MAP2
#Down MAP1 --> you are here
Jump to the #middle map, and climb the mountain at right, until you reach the "egg" at #top.
Change the #down to MAP2.
Change the #Middle to MAP1.
You see a little opening? Go there, take the little energy inside the cave at #Middle. continue going down until you reach #down! Now you are at the cave made by the dwarfs! Watch out for the traps!!
Change the #Middle to MAP2.
Keep going up until you can reach the #Middle. Grab the bracelet. Now you can break grey boulders!
Yay! :D
And that is it. You get your first item. Now you can explore some new areas. Now is up to you, folks.
Saturday, March 22, 2014
Hi. I’ve made a game.
:~
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| some characters done with Antonio/DS project |
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| some characters done with Antonio/DS project |
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| Some facebook game prototype |
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| Some facebook game prototype |
No answer. Then I discovered the HR guy that was my contact wasn't at ubi anymore. Plus Antonio leave São Paulo. I was quite alone. I manage to live with my friend John for sometime. I even did a 4 days project - on my xmas vacation.
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| Reroute 2 Remain |
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| Reroute 2 Remain |
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| Reroute 2 Remain |
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| Reroute 2 Remain |
But John had a serious accident right after and came back to Franca. And I was alone again. And I left SP for the first time. I thought: in 3 months I will be back.
I also had some interviews on new companies spawning at the moment, but I was rejected because I don't had experience - the enterprise don't have either... ¬¬ anyways you can't judge experience. A shower in the rain is a experience. Frustration is a experience. Moving on...
At the time Pop never wrote any article about indie games nor national made games. But I showed the game Talbot Odyssey (Miniboss) to the guys and they were very impressed and permitted to write an article about it.
Miniboss was like a relief for me. Finally a good stuff that mixed art+content. I was really angry with national scenario and Miniboss really made me proud of being a Brazilian wanting to work with games. I made quite a raging article. But my editor like it and approved it. After a while I get out the job. São Paulo is a very expensive city. I came back to Franca without perspective. Found myself in 3 shit relationships. I was really down. Broken. When Antonio came back from São Paulo to live in Franca. He and a fellow were about to open an animation studio. And ask me if I knew how to do apps for iPhone. I never knew shit about apple stuff. Just that were expensive stuff.
My father helped me with an iMac, I got an iPhone.
I’ll try my best. I will not bother anyone. I will just do it. I knew that indie scene was about a community, people helping each other. And stuff. But now I feel like I was the anti-christ of Brazilian indie. I got myself inside my cave (bedroom). Don't bother anyone. And make something depending on no one.
I don’t make a game to be commercial. I made a game out of an idea I had and believe. I wanted it to be mine game, so I used old papers I had written when younger. I wanted to make it cool for me and respectful to all the references I love.
Friday, March 15, 2013
Konami
I love this enterprise. :~
Sunday, March 10, 2013
First Person Mario: Endgame (Final Level)
Tuesday, October 09, 2012
[Peta] Pokémon Black & Blue: gotta free 'em all
And Peta strikes back the gaming community! After developing the Super Meat Boy parody, they now uses Pokemon as they "target". Peta's Pokémon Black & Blue: gotta free 'em all. Remember that they also publish Super Tanooki Skin 2D: Mario Kills Tanooki (protesting agains't Mario Tanooki Cloth ) and another one that is a protest against McDonalds using Mario -Nintendo again- as reference: Super Chick Sister). Uh, and I almost forget the Peta's unauthorized version of Cooking Mama: Mama Kills Animals.
Apparently Peta loves/hates Nintendo so much that can't lose 'em of sight. And this Pokemon game get the gameplay references pretty well crafted. The attack effects and consequences, it is all there. Wrap trapping enemy. Take down hitting with recoil. Peta is pretty nerd I must say. Nerd and angry.
There is also custom moves like: protest and group hug. Attacks that get not so good effects at all. Just strategic "enemy status down" features that every old player must know that at lower levels is a pretty fool nuisance - mainly cause you won't be able to heal, so you cannot afford a wrong strategy.
The plot is about a protesting Pikachu that breaks free and starts his quest agains't trainer oppression You have to fight trainers and release their pokémons that, eventually, will join your party. As about all RPG, I skip the blabber. So...yeah, don't know any individual plots. Sue me. Pretty sad the Tepig with ears cut btw. :~~~
In your path you will find Joy nurse and other fellow NPC pocket monsters that will give you bonus gifts: a sad video, wallpaper and a trading card game. I don't give attention to the gifts, I must confess. Don't know exactly what is the TCG stuff at all. I just endure till the end. I will not embed the game in the blog cause, as featuring in all Peta games, the sound starts playing automatically. So...it is a burden.
About the soundtrack: pretty generic. The battle theme is pretty good. Sure, it is a rip off from the original, so...
If you want to play, please click the link right here.
In my humble opinion, Peta is not focusing on the games itself - not 100%, maybe 40%... mmm. But using its reference as a real world statement. Every kind of information and "makes you think about something" stuff is pretty valid in warchildPost beliefs - despite the annoying ich in thoughts about using something indie like Super Meat Boy to do a protest... Or maybe I'm dead wrong and Peta is just a scum losing focus of real world problems. -anyways- Life is just once. Let's try to take the best of everything - not like pirates or vikings... I mean: conceptually. ¬¬
Hey, wait!! What about trademark and copyrights?
A: Don't know folks.
I don't have a clue why games like Streets of Rage remake goes down and this damn protest flash parodies are on.
If you are lazy to play every game cited above - cause you have played your whole childhood or are tired about Peta attacking the game world - you can check the videos below.
It was really a hell of a time passing through all the 5 seconds skip ads and the "hello everybody" or super techno/rock intro of nerds super "funny", "headed" and always opinionated about everything in 99% of videos. So difficult to find a -CLEAN, with the soundtrack on and with no SPEAKING MOTHERFUCKER- gameplay video. So please, enjoy!
Cooking Mama: Mama Kills Animals
Super Tanooki 2D
Super Chick Sisters
Pokémon Black & Blue
















































