Friday, August 28, 2015

Photoshop Elements

John B. Marine | 6:26 PM | | | Be the first to comment!
Adobe PhotoShop is the best of the best in art editing. However, many people can't afford PhotoShop for a subscription or its lofty $1K+ USD price. So what's the next best thing? Photoshop Elements. Photoshop Elements take in many of the powerful features from Photoshop in a lite package. It is Photoshop for those who can't afford the full Photoshop suite. Since buying Photoshop Elements earlier this year, I have been pleased with just how much power and control I have with images than with almost any other program I've used. I even uninstalled PaintShop Pro X6 from my computer as well as The GIMP because of the power Photoshop Elements has.

As of this post (August 28, 2015), the latest version is Photoshop Elements 13. My story with PSE was with wondering if Photoshop Elements would work for me. Prior to Photoshop Elements, my only other Photoshop experience was with Photoshop 5.5 from my brother. I mentioned that I had PhotoShop X6 as my premier art-editing program. I was intrigued with PSP X6 because I had previously used PSP4 on my Windows 98 and WinXP computers. Over time, I felt like I needed something better to work with. PaintShop X6 was good, but not really great. I bought that program for about $75 USD. Photoshop Elements is almost $110 USD. At one point, I even wondered if I would want a bundle that included Adobe Photoshop Elements and Adobe Premiere Elements. Premiere Elements is more like for people to make videos with.

So I went ahead and bought Photoshop Elements 13 looking for a better editing experience. While many people would probably use PSE for photo editing, I prefer using it for making and editing art. It is a great program to use with a handful of useful resources. The amount of control in editing pixels and layers and such is pretty good. Photoshop Elements really does have many of the key elements to help you make or edit digital art. Because I use it to design art for games and such, I rarely have used it to edit or modify any pictures of mine. All I know is that I felt more confident making an image from start to finish with PSE than I had with PSP X6. As long as you are not using the seriously powerful features, this is a fairly decent program to use if you're a pixel artist.

Remember I mentioned Adobe Photoshop Elements as a "lite" Photoshop? A number of features from the main Photoshop suite are missing. Among some of the many missing features include things like making layer groups, scripting, vector graphics, and more. Animation is possible with Photoshop Elements, but it is a bit cumbersome doing so. Don't expect the level of animation quality in Photoshop Elements like with Photoshop (or even the former ImageReady program from long ago). There are just some features missing from PSE that almost makes you lament not having the money to pay for the full Photoshop or even pay for a subscription for Photoshop. To put it mildly, Photoshop Elements is like being confident enough to drive anywhere you want, but you know you can go only so far. I certainly would recommend you invest in Photoshop Elements if you are looking for a powerful art editor. There are many features to Photoshop found in Photoshop Elements that you can live without if you are willing to sacrifice. Photoshop Elements isn't too light to where it lacks the power and polish of Photoshop. Photoshop Elements is Photoshop- only about ten times less expensive and with as many features as possible to give you the full Photoshop experience without having to pay for a full subscription or in buying the full program.

I would surely recommend Photoshop Elements as long as you have the requirements to run this program on your computer. Look online for resources on how to utilize your Photoshop Elements experience in case you want assistance. Remember that you can only do so much with Photoshop Elements with a number of the offered features. However, you aren't severely limited in what you can do with the program. So play around with it and make the most of your experience with Photoshop Elements.


Were you compelled by my commentary of Photoshop Elements and want to get it for yourself? Here are the latest versions of PSE that you can pick up on Amazon. Click on these items to learn more:


I would appreciate your business and in you helping support my work. So please help support me and my work any way you can.





Perhaps I've swayed your interest with this topic. This has been another post of "John's Creative Space." Subscribe and Follow if you enjoyed this blog and want more content when it comes available. Thank you for reading! Take care and be well.

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Saturday, August 22, 2015

Charity the Cat

John B. Marine | 6:43 PM | | Be the first to comment!
Cats are so well-loved for their cuteness and personality. One cat, however, begs a certain question: what if one could change the world with one's own charm and intrigue? Charity looks to do just that in her adventures... and misadventures. This blog post introduces you to my feline character.

NOTE: There is no formal material for this character. This, however, will change with future edits. So stay tuned to this blog post for updates.





--- Charity the Cat ---

Allow me to introduce you to my unique character.

Charity the Cat
^ (prototype image, from one of my Facebook albums) - This is an early prototype for my character, Charity.

Now onto the story of this character.


Charity the Cat: Story and Actions.

There are a number of cats who help make us laugh and be awed by their cuteness. Some are silly, and some others can be on the fierce side. Charity is no different. Only thing is that she is a cat with a difference. Charity is an average house cat who is very affectionate and lovable. As much as Charity loves to be cuddled and cared for, she feels she can influence the world on her cuteness as well as in trying to perform certain tasks and help people out. It all came to a head when Charity felt the world around her was becoming too negative. So to restore positivity and shift the balance between negative and positive into a more positive direction, Charity looked for anything she can do to help make the world around her a happier and more fun place. She knows she can't solve all of the world's problems, but this cat certainly wants to make the world better... for cuddles!

What Charity wants to do is help out others and try to influence the world around her to make it better and more positive. Anything to help bring smiles to others or to make others feel better is what she will go through- no matter how serious or even how silly. Another cause important to her is to try to rescue fellow kittens from those whom have kidnapped the kittens. That even includes trying to feed starved kittens with delicious cat food or anything else made available. In other words, Charity just wants to positively influence the world around her.

In addition to her efforts to make the world a better place, two other cuddly animals want to help provide their own positive influences on the world. One is a Maltese puppy named Matilda, and another is a bunny named Benny (or Bennie). Charity looks at these two as helpful allies and cares equally for both Matilda and Benny. She even tries to prove her love and loyalty to them by trying to help them with their own problems.


Charity the Cat: Inspirations.

The main inspiration for Charity was Pusheen the Cat. I chose Pusheen for cuteness and for being playful. Another inspiration of mine is Neko. In case you don't know who Neko is, first of all, Neko is Japanese for "cat." Neko is a popular program in Java. One variation of the program either is a sequence where this pixelated kitty runs to the center, yawns, cleans itself, takes a brief nap, wakes up, and runs off the screen. The more popular one features Neko running towards wherever the user places the mouse cursor at around a fixed space.

I wanted Charity to be friendly and fun. However, I wanted Charity to be a cat who could save the world and make it a better place. I wanted to choose a positive name for my character, and the only real name that seemed to fit her best was "Charity." I couldn't really think of a better name for the puppy, so I kind of went with "Matilda" just for alliteration since she is a Maltese puppy. The "Benny/Bennie" namesake is short for "benevolent."


Charity the Cat: Goals.

I actually tried to come up with game prototypes to try to enact Charity in a situation to help become a part of making the lives of others better. I have two different game ideas in mind- a side-scrolling platformer and a top-down maze-style game. Neither has been real successful in trying to create. Also, I had planned using Charity as my mascot for an Android app that offers positive messages.

So far, nothing really has materialized. I still don't have enough programming knowledge to properly create any true game, even a prototype.


You now have an idea of what all I am working on in regards to Charity the Cat. I will update this post with new content as I make it available.





Again- I will provide more material on this character when I get to make it available. Until then, thank you for reading! Take care and be well.

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Thursday, August 13, 2015

Gaming Jams

John B. Marine | 1:40 AM | | Be the first to comment!
The way I understand them, gaming jams are challenges in creating a game within a certain amount of time. These jams challenge you to make as complete a game as possible within a certain time, sometimes even creating to a theme. Some of the most unique gaming concepts result from these jams from developers ranging from single hobbyists to multiple people part of a team. Whatever the case, gaming jams can really bring out the best in developers. This blog post offers a few thoughts of mine in regards to game jams.


BEFORE I BEGIN...

I have never participated in a gaming jam as of this post. Thoughts expressed here in this blog post are all based on opinions and ideas of mine.





--- Gaming Jams: General Thoughts ---

NOTE: Some topics and thoughts expressed here may be featured in their own blog posts in the future.

Creating a game from start to finish takes a lot of time and money. Especially among the independent gaming circuit, however, games don't have to take ages to complete. They also don't have to be overly fancy. So to put people to the test, people take part in game jams. In the past, I thought game jams was like when you have musicians who simply perform music to others. You know- like jam sessions. But as I learned, game jams and their namesake are named for trying to put in as much content to make a proper game within a short amount of time. Some jams even have an added challenge- making a game to a certain theme. If taking part in a gaming jam, people do have an opportunity to try to practice their skills before taking part in a gaming jam proper. This sort of practice will sort of ease the burden and limits being completely unprepared and inexperienced. Some people on YouTube set up YouTube videos showcasing time lapses of their created games from concept to completion.

Of all gaming jams, one is considered the biggest and the most popular of all game jams. That gaming jam is called...


Ludum Dare.

The most popular of gaming jams is Ludum Dare (pronounced: "loo-dum dar-eh"), a 48-hour gaming challenge. Many developers of various levels have made a number of games within these challenges. The challenge of gaming jams like Ludum Dare involve creating a game that is as complete as possible. Sometimes, a theme is offered that participants must try to stick to as part of the Ludum Dare challenge. For example, participants in Ludum Dare may be asked to build a game with the theme of friends and family. So developers want to try to make a game focusing on these concepts. Once the time limit has expired and once the game has been submitted for review, it is up to gamers like you and I to test them out and play them to determine who wins.

Now if you think Ludum Dare is some brand new deal with very few iterations, think again. As of the date of this initial post (August 13, 2015), Ludum Dare is about to enter its 33rd iteration with Ludum Dare 33 happening between August 21, 2015 and August 24, 2015. Good luck to anyone who may be taking part in LD33 and in future Ludum Dare jams.

IN CASE YOU'RE INTERESTED: Learn more about Ludum Dare by visiting its official website at ludumdare.com.


The Psychology of Game Jams.

Hypothetically, a game could be completed in just one day. In theory, anyone could create a game in less than 24 hours. Some even could create a decent game in even less time- even in one hour or less! Can you imagine making 365 or 366 games- one game each day? We all know this is humanly impossible since we need to take part in a variety of activities to stay alive and such. However, in the case of game jams, it shouldn't take forever to build a game as long as you have the proper skills to build a game from start to finish. What if you were trying to meet deadlines to complete games for a company or some client? Can you complete a decent game within the time frame of a game jam?

The primary challenge of a game jam is to try to create a game within a certain amount of time. It does not have to be overly fancy- it just has to work and work properly. The game can be made by one person or be part of a team. Many people who participate in gaming jams learn lessons in trying to create games in short order.


Learning from Gaming Jams.

I have read multiple posts on Ludum Dare's website and in others' blogs about what they learned in working on the games they attempted to create for gaming jams. Many wish they had more time and resources to develop games. Some others think of taking certain measures to be more efficient in developing games, especially when you don't have so much time to work with. So while the challenge of making a game in such a short amount of time is a great challenge, there is a lot to learn. I would say that people in gaming jams learn of the essentials to making a game before refining them further. Most gaming jams mean most developers have to do with certain development pieces since you don't have as much time to create certain elements as you probably would you had seemingly unlimited time to develop a game. The impression I get from those who do jams like Ludum Dare is to find out how much game they can create in the allowed time one has to develop a game. Because you have a set amount of time, does that mean you will create a game as complete as possible? Not all the time. Some games created in jams may even be broken messes that still are remotely serviceable. A game jam is NOT a contest of perfection, and games are only going to be as perfect as what one deems perfect (or at least decent) with games created in game jams. You're going to have to be REALLY good if you're going to make a game in a gaming jam that even would challenge any Triple-A developers or Triple-A games. If you're expecting perfection or play to a level of perfection, then you've already lost the battle before the battle even starts. Just like in life, you sometimes have to learn some lessons from mistakes you make from making games in gaming jams.


Would I Participate in a Gaming Jam?

Programming is not one of my strong suits in creative work. While I am a stay-at-home person not in college or having any proper job, I seemingly have all the time in the world to do as I please. That unfortunately doesn't mean I could create a game from start to finish should I take part in a gaming jam. As a solo person who takes on a vast array of publishing tasks ranging from art to music to blogging, I don't think I could stay focused enough and be as educated enough in programming to develop a game within a short amount of time. I also tend to think highly of myself. I would feel bad releasing something that isn't to a level that I think is acceptable of my talent level. While not the very best, I certainly don't see myself the very worst.

So the chances of me taking part in a gaming jam would be rather unlikely. Maybe I'll try a gaming jam when I feel I'm experienced enough and talented enough to take one on.



--- Gaming Jams: Final Thoughts ---

I think gaming jams exist for one purpose among others- challenging people to create games in a short amount of time and usually without resources that most major developers and games would utilize. On a positive and encouraging note, being able to make so much using so little is always something encouraging. The dedicated developer would participate in gaming jams and be able to learn how to make their games more efficiently. I also feel gaming jams are the cornerstone of game development in a gaming culture in which games somehow have to be pretty and elaborate to be worth caring. Some people these days won't even go next to a game that isn't something Triple-A quality in every possible aspect. What such people would miss out on is the pure essence of games- playing them. Games don't have to be overly pretty. While not to say that games made by independents are ugly, at least there are people who remember that games are about proper play and are not beauty contests. In case anyone wants to know why the indie gaming community is so strong and appealing and why it seems almost anyone can get into the indie gaming scene and be their own star, follow game jams and games made in gaming jams. I would probably go as far as to say that gaming jams help you appreciate and respect the indie gaming scene and why games from indie developers have the sort of appeal that they have. So I'd say these gaming jams are the perfect platforms for indie developers ranging from hobbyists to proper studios.

If you take part in a gaming jam, be sure to try to create a game as complete as possible giving your full effort and dedication. Each game created in a gaming jam is both a chance to enjoy gaming, but also to learn how to make games more efficiently. Make something great while also being ready to take on various challenges in putting a game together to begin with. Your title probably won't be a Triple-A game killer, but at least making something you can be proud of through so much time and effort (and in such limited time) is something to be proud and boastful of. You are not going to be the next legendary game developer or lead gaming's next top gaming studio or company through gaming jams, but you have a chance to push yourself and your skills to the limit while also making great games through gaming jams.

Gaming jams are both great challenges and learning experiences. I salute all who take part in these jams regardless of talent and/or talent level.





These are at least my thoughts about gaming jams. I want to know what you think, though...

What are your thoughts about gaming jams? Have you participated in one? What would you recommend to others who may want to try a gaming jam?

This concludes another post of my creative works blog- "John's Creative Space." This is a blog where I share my own creative works as well as thoughts regarding making such creative works. It falls in the "anything and everything" mantra I follow for all of my online publishing work. If you enjoyed my blog post here, then please subscribe and follow this blog and my others. Get social with me on social media if you want to connect with me better. Thank all of you for your support. Simply visiting my material is the bare minimum that you somewhat care. That's all for this post, have a great day/night! Thank you for reading! Take care and be well.

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Saturday, August 8, 2015

Pusheen the Cat Camry

John B. Marine | 1:21 AM | | Be the first to comment!
#Pusheen the Cat is wildly popular. The cute animated cat has her fair share of cute and silly pictures both static and animated. I designed a car of her for fun using the NASCAR Generation 6 mod in "NASCAR Racing 2003 Season" (or NR2003). I will share with you my creation in this blog post.


Before I Begin...

DISCLAIMER: Pusheen the Cat is a trademark of Pusheen Corporation. For more on Pusheen, visit www.pusheen.com.





--- Pusheen the Cat Toyota Camry ---

Here is the car I created featuring Pusheen the Cat:

Pusheen the Cat Toyota Camry NASCAR Generation 6 Stock Car
^ from: (one of my Facebook photo albums) - Meow! It's Pusheen the Cat decorated on a Toyota Camry stock car.

In case you know nothing about Pusheen the Cat, let me give you a little introduction. Pusheen the Cat is a big tabby cat inspired by a real cat from the past of Claire Benton, the owner of Pusheen. Pusheen has a sister named Stormy. The term "Pusheen" comes from the Gaelic word "puisin," meaning kitten. Pusheen the Cat was featured a lot in an old Tumblog called "Everyday Cute" run by artists Claire Benton and Andrew Duff. Web comics featuring Pusheen basically showcase her hopes and dreams. Two of Pusheen's favorite activities are eating and sleeping. Both of which she does very well, I might add. Her popularity ultimately garnered her own site on Tumblr. As her popularity grew, Pusheen the Cat later became popular with various merchandise and goods in her image. There is even a book about her called "I Am Pusheen the Cat." It is safe to say that Pusheen may be the most popular fictional cat not named Hello Kitty. In fact, she may even be more popular than Hello Kitty!

I blogged about Pusheen the Cat before. You can read more in my main blog by clicking on this link in case you are interested: Pusheen the Cat (John's Blog Space). Now on to the car I created.

I chose the Toyota Camry as the car to feature Pusheen with. The car is adorned with the number 18 to represent the calendar day Pusheen was born (February 18). The car was painted to demonstrate the sponsor layout for cars in NASCAR for the Generation-6 stock car. Since no actual driver was thought of as the one to drive it, I decided to let Pusheen be the star of her car! So she is the one who has her name atop the windshield visor along with the Toyota logos. I was really unsure what pictures to put on the car to represent Pusheen. I've saved a LOT of pictures of Pusheen from various animated GIFs. The one I chose for the hood was a cute picture I would sometimes see in Facebook sticker comments. The chosen hood picture was Pusheen sitting up with a heart over her head. Up front is one image on both sides of the car with Pusheen waving hello to you. On the sides is Pusheen running; and on the rear quarter panel is Pusheen next to a laptop. The roof of the car features Pusheen on a scooter. Originally, I wanted to have that as the image on the sides of the car. However, I didn't think the running animation of Pusheen would work well as the roof image. So what I did was put the scooter Pusheen on the roof of the car. Past the rear windshield is "pusheen.com." The rear of the car features some graphics I grabbed from an app called PopCam, which is a vastly popular photo app in Japan. Pusheen appears over the Toyota logo on the back of the car saying "meow." And to complete the design, I added some hearts because after all, Pusheen just wants to make friends and look cute.


For More Information...

Here is where you can learn more about the different elements of this car:

NR2003 NASCAR Generation 6 mod on BullRing Motorsports - includes mod and templates.
Pusheen the Cat official page


Cross-Promotion/Other Reading.

More on Pusheen from me:
Pusheen the Cat (John's Blog Space)
^ More on the animated cat that inspired the creation of this car.

I Am Pusheen the Cat (John's Blog Space)
^ My review of Pusheen's book.


That concludes this post.





I may share more of my work with you as I make them available in posts. So be sure to stay with "John's Creative Space" for more! Thank you for reading! Take care and be well.

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Moonlight Motorsports

John B. Marine | 12:03 AM | | Be the first to comment!
My fictional racing team in games is called Moonlight Motorsports. It is the team I use for racing/driving games that allow for customization or in which cars can be painted. The same blue and gold that identify my work also make up the team colors for Moonlight Motorsports. I am making this post basically to introduce another avenue of creative works of mine. This one pertains to custom art for games. So welcome to my creative works blog- "John's Creative Space!"


About the Label: "Custom Art"

In games that allow for customization of art, I offer my own custom art in my posts. These posts feature artwork of mine designed for computer games. Some of my work may or may not be made available for download. I will consider offering some of my work for download based on interest from the general public-at-large.





--- Moonlight Motorsports ---

Any official cars or logos or such haven't been made available. So this post may be updated from its original posting (August 8, 2015) to reflect new changes. Here is my car in "NASCAR Racing 2003 Season" to share with you in the meanwhile...

Moonlight Motorsports Chevrolet SS NASCAR Gen-6
^ from: (one of my Facebook photo albums) - This is the team car for my team in "NASCAR Racing Racing 2003 Season." I haven't yet decided on a proper primary sponsor.

One thing to note is that I haven't selected a primary sponsor for my team. I do have an idea for one in mind. This car is really just a team car just to identify myself and my team. There are two different primary sponsors I was considering as my proper car to use in NR2003- Samsung and Logitech. Both cars are Chevrolet SS models I have in mind. For now, I just have my blue and gold car to represent myself and my team in the game. The number I use in racing games is #25. Alternatively, I use #3; but there are very few games or times where I use the #3. So my driver/rider number is 25.

The car was created using a Photoshop template of the NASCAR Generation 6 stock car mod. I used Adobe Photoshop Elements 13 to paint the car up. NR2003 uses TGA format for uploaded images- which PSE13 unfortunately doesn't support. So what I have to do is use another program to save images in TGA format. What I use is the free Paint.NET program to save in TGA format. I then upload everything into the game and enjoy racing my car!


For More Information...

Here is where you can learn more about the different elements of this car:

NR2003 NASCAR Generation 6 mod on BullRing Motorsports - includes mod and templates.

That's all!





I hope I can share more of my art creations with NR2003 with you all. So be sure to stay with this blog to check out my latest material. Thank you for reading! Take care and be well.

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Tuesday, July 21, 2015

Game Prototyping

John B. Marine | 7:43 PM | | Be the first to comment!
If you want to make a game, it is understandable to jump right into simply making your game right away. However, you need a game to be effective. So prototyping is a key element in game development. This blog post is about game prototyping and my own thoughts on the whole process. I hope you get to enjoy this post and maybe share my blog and its posts with others if you enjoy my work.

There is game prototyping ranging from digital gaming to board game prototyping. The post here primarily concerns game prototyping for digital games. So I'm speaking to all of you who produce indie games. I am not a professional at this topic, nor have I successfully developed a prototype for a game.





--- Game Prototyping ---

Just like with engineers, the process of making something begins with a vision and is further brought to reality with prototyping and eventually the final product. Gaming is no different. Those who take the time to prototype and brainstorm are the ones who produce some of the best games. Take it from me- you want to jump right into making a game using whatever skills you have. However, this jumping in can lead to you getting into or making a hot mess. You don't want that. Instead, it is best to take your time through the development process.

Building a game prototype allows you the opportunity to convert your vision into code. A prototype is NOT the final game. The main purpose of a prototype is to put your vision into a tangible form for which to be edited further. Once a prototype is created, you have to continually modify and enhance your game to where it becomes something you hope to release and maybe even profit from. Anyone who cares about making some of the best games have to master the art of prototyping.

Everyone has different methods of prototyping including various workflows. Some developers even use board games they created and even some other software bits to properly plan prototypes. The main key is to try to create something that can be used towards building a prototype through coding and using multiple samples and assets.



--- Mastering Game Prototyping ---

Allow me to discuss some of the finer elements of game prototyping.

Remember that a prototype is NOT the final product. A game prototype should be a realistic vision of a created game, and all of the different elements going into producing a prototype should be realistic. It is okay to screw things up or not have a fully complete prototype. The main goal is to try to create something that you can work with.

Having said this, prototypes don't have to be pretty and polished. In fact, a lot of prototypes use primitive shapes and even sometimes, copyrighted material.


Game Prototyping: Mock-Ups.

One of the first bits of prototyping that some developers like to do is provide mock-ups. These mock-ups provide a vision of what one wants to accomplish in building a game. Mock-ups of games are not in any way playable. These mock-ups are essentially concepts. They don't have to be purely elaborate. However, a mock-up of a game gives a clear vision and a baseline for what will hopefully lead to a completed game. You don't need to make mock-ups, but they can go a long way towards providing a proper focus on what kind of game you are trying to create. Ideas will change based on the mock-up(s) you create. Ultimately, the finished product may or may not equate to the original mock-up concept. Mock-ups will still help keep you focused. So create something to give you an idea of what it is you are trying or hopeful to create with your prototype for your game.


Game Prototyping: The Programming.

The programming aspect is a real factor in game development. Feel free to use any sort of programming language you are most comfortable with using in making your game. Some of the basic prototyping with programming is mostly in trying to come up with something that you can use in further development of a game. Part of making the final game can be about having errors in coding. Some of those coding errors could result in infamous elements of the game. Like according to Minecraft, the Creeper wouldn't have been possible had it not been for some sort of coding error. Programming prototypes will give you a chance to make the game before tidying the code to be more efficient.

Some game engines, such as GameMaker Studio, Construct 2, and Stencyl (among many others) have been heralded by developers for their game prototyping functionality. Such game engines provide people with a solid foundation for which to prototype games without needing to invest lots of time in providing coding and graphics. You may not be able to export code from most of these programs (or at least not with free versions), but you at least can get started in seeking a vision for whatever game(s) you are trying to create.


Game Prototyping: The Graphics.

Unless you are developing a text-based game, having a great graphics package will help make your game look as amazing as it can be. Until you develop something more stylish, you are best setting up either primitive shapes or (not recommended) images from copyrighted material. What a lot of people do is mostly use certain images as placeholders. These placeholders can serve as baselines towards further development. If primitive shapes are used, these shapes can always be replaced with actual images.


Game Prototyping: The Sounds and Music.

Having an array of sounds and music will help bring life to a game. At the earliest stages, it is best not to think about sound or music until you developed a proper looking prototype. I would think about sound and music after you have a good measure of the programming and the graphics. Look at sound and music as final touches. Early on, you probably will come up with either sounds and music from copyrighted material. Maybe later, you can work to make more original sound effects and music. You may also look to hire or use music from other people. Just make sure to credit the original artist of any protected work.


Game Prototyping: Bringing it All Together.

Once you have the programming, graphics, and sound down; you have yourself a great idea of what you want to build as a game once the prototype is built. Making prototypes will help you to further push your creative boundaries in trying to make your game go from prototype to a final build you can be proud to release. Never stop working to improve your material.


The next section provides examples of other developers making prototypes and development videos on games.



--- Game Prototyping Examples ---

If you poke around on YouTube, you may find some videos on game development. Some developers ranging from single hobbyists to proper game studios have put together their own prototypes for games. I want to dedicate this section to show you how some developers created prototypes for their games. This will hopefully give you some insight on the process of prototyping for games. Some of these games eventually saw final versions; some others remained prototypes. If you need inspiration to develop prototypes for games, this section may hopefully be of great service to you. So take a look at these videos to get an idea of the prototyping process in making games.


NOTE: Since most of these videos had embedding disabled, I will only feature links to videos for you to see for yourself.

Flixel Platformer Game Prototype
Game #1 - Environment test, basic movement...
Torque Game Builder platformer prototype
C++/SDL Platformer Game Test
[gamedev} Amber Battles prototype Gameplay
KnightFyre #GameDev - Day 1 Recap
Double rope gameplay (prototype v0.2)

As you can tell from these links, I mostly geared my focus on platform games. But of course, prototyping can be done for any game of any genre.


Game Prototyping: Evolution.

This set of videos is an example of how a game evolves through individual builds. The indie game "Chasm" is a great example of how you continually build and build until you make something real special. Take a look at these videos below as inspiration to improve the development process of games. Three development videos are followed by a trailer. So gain some inspiration to build prototypes with these videos:

Chasm - Development Video #1
Chasm - Development Video #2
Chasm - Development Video #3
Chasm Kickstarter Trailer

The moral of this story- keep working to improve your game so you can make something awesome to release in the future!



--- Game Prototyping: Final Thoughts ---

Prototypes of games and the prototype process are key elements in the final production of a game. Making games is a tedious process, even for established game engines respected for their prototyping abilities. Success in game development all depends on trying to come up with prototypes to help speed up the development of games. Prototypes and various alphas and betas help make this possible. Prototypes don't have to be pretty- they just have to WORK. From a prototype, you can then go ahead and further refine a game project to make it special.

To any game developers out there reading my post, best of luck to you in making and completing your games!





That's all for this blog post. I'm hopeful you enjoyed this post and maybe found something to enjoy about it.

What would you suggest to others in prototyping for games?

You read another post of "John's Creative Space"- my blog concerning my own creative works as well as advice on various aspects of creative works. If you enjoyed this blog and its posts, please Subscribe and Follow for more! Thank you for reading! Take care and be well.

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Tuesday, June 23, 2015

Soaring High

John B. Marine | 11:05 PM | Be the first to comment!
"Soaring High" is a high-energy song I created using Linux MultiMedia Studio (LMMS). It is meant to be a song of victory as its tone suggests victory. It also could just be used to express positivity. Either way, this is a positive style song I created with a high energy to it. The main instrument I used wad ZynAddSubFX and a few drum sounds. Here on "John's Creative Space," I'd like to present you one of my latest songs. Even though it is featured as a YouTube video, you need not visit my YouTube channel to be able to hear my song. Have a listen below (or click on the link to view on YouTube):


^ "Soaring High - Made With LMMS"

I may consider doing an extended version of "Soaring High" in which the song loops, and then ends with the original version. Make sure to stay with my YouTube channel to see if I make that extended version. The song took me maybe two hours to complete and even longer to try to perfect it. It was actually about a 30-second song until I decided to add a second part to it to make it more around 55 seconds. The perfectionist in me tried to improvise the song to be better than the original. I may even update this post to include both the original song and the extended version.

Anyhow, I hope you enjoy my song here. As a fun fact, this is the first video I uploaded to YouTube (that I can remember) that is 1280 x 720 in screen resolution (720p, of course).

Learn more about Linux MultiMedia Studio (LMMS) by visiting lmms.io.





Feel free to comment on my work either here in this blog post or on YouTube. Thank you for reading! Take care and be well.

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Thursday, May 14, 2015

Game Development

John B. Marine | 2:48 PM | | | Be the first to comment!
#gamedev can be expensive- mentally and financially. Building assets and trying to develop games efficiently can be quite consuming. There is also programming that plays into it. These days are more like a Golden Age to make a game. Reason(s) why is because there are so many resources out there for game development. Also, hobbyists and independent (indie) developers have gotten themselves across in ways never before possible in making quality games vs. what major developers are making.

This blog post is a general look at game development.


About the Label: Game Development

Topics under this label are directed towards game development. This also includes programs and other insights in regards to game development.




--- Game Development in General ---

Do a search on social media. Look up terms like #indiedev and #gamedev on Facebook, Twitter, Instagram, or some other place. Everyone involved in creating games offer a variety of different games in development. Everyone has a certain level of creativity that they want to share with others and include in games. I have been thankful through Twitter and Instagram to see so many different game developers offer their own creations to the Internet. It never ceases to amaze me just what developers will come up with.

Some game developers are a collective effort. Some others may even be one-person studios: art, media, and programming. Proper teams and studios make games. No matter what, making games can be quite a task with a good amount of reward for successful games.


Game Development Today.

When I was in my teenage years in the 1990s, there were times I envisioned creating a proper game. I had many different ideas, but NEVER being able to actually go through all that makes a game a game- especially coding and building assets. I used to be a Computer Animation major before going to Graphic Design and then Broadcasting/Journalism. So I was never formally trained to program. I even tried back in the mid-late 1990s to learn Visual Basic.

Now look at today. Not only are independent and hobbyist types try to develop games, there are more resources available to help make even the simplest of games. This is somewhat a golden time of game making with the advent of many indie developers. A lot of programs these days are helping in making game development more efficient rather than take a very long time to develop one single game, let alone a prototype of a game.


Harsh Realities of Game Development.

Perhaps the harshest reality of game development is that is is expensive. I literally swear that with some of the resources available to you in this day and age, you need something equal to at least $100 US Dollars to have proper access to and gain full features of a lot of different gaming interfaces and platforms. That is especially if you intend on developing games for certain platforms and even making material for commercial use. For example, you can create and publish a Flash-based game to certain online game sites like Kongregate and Newgrounds. But if you want to port a Flash game to something like Android, iOS, Windows, Mac, or something like that; most programs and interfaces require you to buy a license or pay for a subscription service. You may even need to download extra material to be able to create games for certain platforms.


The Cost of Game Development.

How much can this cost? It can be quite expensive! Let me give you a few examples of how much it costs to buy licenses for certain downloadable programs. Don't worry- I will include links to these products later in this blog post and into the sidebar of my blog in case you want to learn more about each item. (Prices as of April 17, 2015; in US Dollars, and excludes taxes):

ImpactJS (a paid HTML5 gaming interface): $99 USD

Stencyl: free for Starters to publish to the Web; $99 USD a year for Indie developers (Web and Desktop); $199 USD a year (Web, Desktop, iOS, and Android)

Construct 2: free to download, develop only for Web, no commercial use; $129.99 USD for Personal License (develop to Web, iOS, Android, Windows, Mac, Linux, Amazon Store, Wii U, and make in-app purchases, limited commercial use); $429 USD for Business License (develop to Web, iOS, Android, Windows, Mac, Linux, Amazon Store, Wii U, and make in-app purchases, full commercial use)

GameMaker Studio: free for Personal Use; $49 USD for GameMaker Studio Professional package; $799 USD for GameMaker Studio Master package

Marmalade: free to download for personal usage; $15 USD (excluding tax) per month or $149 USD per year (excluding tax) for Community license; $499 USD (excluding tax) per year for Indie license; $1,500 USD (excluding tax) per year for Plus license; $3,500 USD (excluding tax) per year for Pro license

Corona: free to download for Personal Use; $79 USD developer per month, billed annually for Enterprise Small Business; $199 USD developer per month, billed annually for Enterprise Unlimited

Unity: Personal Edition is free with certain limitations; Professional Edition starts at $75 USD per month


Some of these programs even offer reduced prices for students. Some licenses may even require you to upgrade to higher licenses if you make a certain amount of revenue from your game sales. For example, if you make about $5K USD in revenue from your game sales, and if you are using a certain program for your games, you may be asked to buy a higher license. I only noted game engines that have pricing plans to them.



--- Game Development: What the OUYA Taught Me ---

I mentioned earlier in this post that today is sort of like a Golden Age of game development. Nowhere is this more apparent to me than with games offered for the OUYA. The OUYA is an Android-based gaming console that gained fame as being this different kind of console. People backed this console via its Kickstarter campaign back in 2012 or so. Many people were frustrated with the OUYA, especially those who waited for a long while for their OUYA to be delivered to their homes. Some others totally dislike the OUYA since it used outdated technology (it has an nVidia Tegra 3 processor, for example).

The key element that I take away from the OUYA is how simple it can be to make and publish a game. Did you know that two games posted in the OUYA's gaming lineup were made by (respectively) an eight-year old ("Asteroid Rescue") and another game made by a 12-year old ("Knockout")? Not everyone who publish games for the OUYA are proper game studios. On top of that, the OUYA team looks at every uploaded game and reviews them before including them into their ever-expanding game library. One thing I have learned is that you don't have to be overly talented to make a decent game. People usually think you have to be anywhere from a very popular independent game studio to a Triple-A level developer to make games. This, however, is certainly untrue. Some games created by some developers are actually quite good or could be much better. A lot of people would easily hate on people because their games aren't Triple-A quality. Some others, however, can find enjoyment in even simple games as much as they do more of the higher-quality games.

As much as people have different skill levels of making art and other creative works, people have different levels of skill in making games. You have fully detailed games done by talented individuals and studios, and then you have more casually designed games made by some lesser studios and hobbyist game developers. Being able to create games is possible by almost anyone. And with so many people willing to design games to publish online and for a console like the OUYA, that's why I think almost anyone these days can make a decent quality game to publish online. That's why I say this is somewhat of a Golden Age of game development. You can be a total hobbyist and make a game that ends up selling wildly and becomes enjoyed by many people. Formal training in game development or in mathematics is not required to be a celebrated game developer. Both, of course, are good to have in making games.

So look around the OUYA games marketplace to gain perspective on the many games created by people of various skill levels. You would be surprised at what all people have done to make such games worthy of being played by others.





Here on John's Creative Space, I will be sure to highlight on certain game making engines. I want my visitors to gain my thoughts and such in regards to such game development engines. I want to send all of you my best wishes in developing games ranging from prototypes to full-on games. "John's Creative Space" will certainly help in expressing and exposing such game development programs and engines. So be sure to visit my blog here for more information and insight from me. Thank you for reading! Take care and be well.

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Saturday, March 21, 2015

One Year of John's Creative Space

John B. Marine | 1:00 AM | Be the first to comment!
"John's Creative Space" is one year old today! One year? That quickly? Wow. Anyhow, JCS has been my outlet of expressing my creative works while also using it to discuss various other media topics. It became the new "red blog" as I ditched one of my past blogs that last was the "red blog"- "John's Shop Space. Funny enough, I still don't think I've really have been able to use and utilize "John's Creative Space." There are still a number of things I haven't yet introduced to JCS that I want to in the future.

I feel that "John's Creative Space" would not have been so visited and respected if I didn't start introducing my voxel artwork, and especially if I didn't mention MagicaVoxel. This blog needed a good amount of time to grow. It was a blog that needed some sort of spark to get going and to evolve. I especially attribute this blog's growth based primarily on people adoring my voxel artwork that I've mostly shared on Facebook and Twitter. I think it was Twitter that got me a good bit more exposure and attention as far as voxel art is concerned. I am always trying to look for new ways to expand my skills and my talents. My only problem, however, is that I am not as productive as I could be. What I could complete in just a few hours can take days to weeks.

My interests shift a lot. As a one-person entity in media, my interests and energies go in a number of directions. I may try out voxel art at one point and then decide to try pixel art. I may concentrate on art and then go towards making music. Also, I want to try to make applications and perhaps even a game. My interests are everywhere. With some people interested in using my material in their projects, I just think you'll have to be patient with me since I'm all over the map in the media realm. I do appreciate the attention I've gotten, especially from credible and loyal people. I will have to try to work better with others in hopes of profiting from my work while also serving the greater good of digital media. So that is the sort of challenge I am taking on mostly as a freelancer.

Thank all of you who have supported and respected my work so far. I hope to make this blog even more successful in the future.





To everyone who found "John's Creative Space" and enjoyed my work, thank you very much. I will try to showcase more of my work as well as also use "John's Creative Space" to express more than just my own creative works. I want this ride to continue and hopefully meet more people who may enjoy my work. Until next time, thank you for reading! Take care and be well.

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Monday, March 2, 2015

VoxelShop

John B. Marine | 11:15 PM | | | Be the first to comment!
VoxelShop from BlackFlux Software is another voxel modeling program popular among voxel artists. While I've never created anything with VoxelShop, many use this FREE program to convert models from other formats to COLLADA for Blender or Unity3D. I've used it myself in recent times to convert my models to COLLADA to have them be ready for use in Unity3D (which I am still learning). I am converting models to DAE for use in Unity 3D.


VoxelShop: Features.

VoxelShop is still constantly being developed. Despite still being developed, the projected feature set for this program looks great. One of the features to be implemented for VoxelShop as of this post (among others) is the ability to rig voxel models with skeletal animations. Imagine the ability to animate your models with armatures (also called "bones"). VoxelShop also supports layering- something MagicaVoxel currently does not have. Layering is key in breaking up individual elements of larger voxel models for easier flow. This is almost like Qubicle Constructor handling multiple matrices. There are other features either in the works or also included that I haven't featured in this post.


VoxelShop: A Preview.

If you are a voxel artist or want to design voxel models using VoxelShop, let me show you this video showing you the features of VoxelShop.


^ "voxel shop basic tools"

VoxelShop is available for Windows, OSX, and Linux. You can download VoxelShop for your voxel modeling needs by going to the Blackflux home page and click on VoxelShop. You may also see some of the other products offered by Blackflux Software from the site. The creator allows monetary donations via PayPal if you want to help in further development of VoxelShop. Visit the aforementioned link for more information on donations for VoxelShop.


VoxelShop: Final Thoughts.

Even with VoxelShop still being worked on and developed, I really think MagicaVoxel and VoxelShop together will give hope to all of us who create voxel art. These are two of the most powerful and most effective programs in making voxel models. While I wish I spent more time with VoxelShop and had more experience with VoxelShop, this program is fairly solid in what it offers. VoxelShop is a great program to use even if you simply use it to convert certain formats to other formats. If you're strapped for cash to pay for Qubicle Constructor and be able to use it fully utilize it for making models across many formats for games and even in using it for commercial use, VoxelShop (and maybe even MagicaVoxel too) is something you should consider in your workflow.

On a personal level, I am pleased we have programs like Qubicle Constructor, MagicaVoxel, VoxelShop, Zoxie, and many other voxel modeling programs because they would be the only way I'd learn making 3D models. I never completed a single polygon model in all of my computer art experience. I almost made a car in Blender based on a tutorial set for Wings3D. Key word: ALMOST. Making voxel models has given me sort of a last resort and a last hope to try to make any kind of 3D art. I am more confident with voxels than with almost anything polygon-bound. So I want to salute everyone who has made voxel models and voxel modeling software. Even people who make proper polygon art even make some voxel models.

Thanks to all of you who love my own voxel art work. I'm just doing what I can to get myself noticed as well as have fun doing it. Stay tuned to "John's Creative Space" for more of my adventures in voxel art.





I'm serious when I say I'm glad we have voxel software as a last resort for those of us not confident enough in making polygon art or simply enjoy the blocky nature of voxel models. Subscribe and Follow if you enjoy any or all of my work. Don't forget also to "like" me on Facebook through my Fan Page if you have Facebook. Thank you for reading! Take care and be well.

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