Shared posts

11 Aug 06:24

Kansainvälinen avaruusasema

by Jari Juutilainen

Kansainvälinen avaruusaseman ISS:n ja ATV-5 -satelliitin piti mennä tänään näennäisesti hyvin päällekkäistä rataa mutta ATV-5 tuotti negatiivisen havainnon. Lähes täysikuu ja taustataivaan tummuus ei vaan vielä tähän aikaan vuodesta riittänyt. Sen sijaan ISS näkyi todella komeasti.

Kansainvälinen avaruusasema Nikon D7100, 14mm/f2.8, ISO250, pinottu 44 x 5s, editoitu kuva

Kansainvälinen avaruusasema
Nikon D7100, 14mm/f2.8, ISO250, pinottu 44 x 5s, editoitu kuva

Kuten kuvasta voi huomata, kuvaan ajelehtinut pilvilautta on yhdistetty pinottuun kuvaan yksittäisestä valotuksesta, jotta kuva olisi hieman esteettisemmän näköinen.

Alkuperäinen pino on tässä:

Kansainvälinen avaruusasema Nikon D7100, 14mm/f2.8, ISO250, pinottu 44 x 5s

Kansainvälinen avaruusasema
Nikon D7100, 14mm/f2.8, ISO250, pinottu 44 x 5s

11 Aug 06:09

Gratuitous Space Battles 2 in multi-monitor mode!

by cliffski

At last a shaky-cam (well not shaky, but you know what I mean) video of GSB 2! I wanted to do this to show off multiple monitor mode with a lemon for scale. The video shows my dev PC with the game running. My PC is a i7 3770 quad-core 8gig RAM, windows 7 and a GeForce GTX670 video card, powering two 27″ monitors for a total GSB2 fun ratio of 5120×1440, or other 7 million pixels of lasers and explosions. Here is the video:

I’ll be doing more videos over the next few months to keep you all updated, plus other things are in the pipeline :D. In future I’ll capture normal in-game footage I just wanted to do a multi-monitor one :D Help me spread the word about 7 million pixels of explosions with ‘likes’ and ‘shares’. I reckon I’ll be more popular than these youtube kids by tomorrow!

BTW the games current website is at www.gratuitousspacebattles2.com (it will get a makeover eventually), I blog about the game here, occasionally tweet about it (@cliffski) and there are forum discussions here.

 

08 Aug 04:30

Fallout Enclave Vertibird in Lego

by Dan

The Vertibird is one of the more recognizable pieces of industrial design from the Fallout universe (and practically the only aircraft in the games). Justin Stebbins (Saber-Scorpion) has done a great job of capturing the shape of the original. While a trans blue cockpit may not match the appearance in the game, it matches the shape well, and still feels right.

LEGO Fallout Enclave Vertibird

08 Aug 04:30

Adorable LEGO Calvin and Hobbes

by Chris

Adam Dodge brings us this instantly recognizable brickified version of the dynamic childhood duo Calvin and Hobbes.

Adventure!

08 Aug 04:26

Heat Signature Needs An Artist And A Composer

by Pentadact

I've now made enough of Heat Signature to be fairly sure of what it is, which means a) here's a new trailer!

And b) I'm ready to start looking for an artist and a composer to work with!

Update: the deadline has passed and applications are now closed! We got a lot! More as I sort through them.

I'd like to do it the same way I did for Gunpoint, with Open Submissions. That means anyone can send in a sample of what they can do, and I'll pick the best artist and the best composer based on that. In this post I'll explain loads about what we're looking for, but the highlights are:

✓ Paid!
✓ No experience required!
✓ Work from anywhere!
✓ Flexible hours!
✓ Game already works!
✓ Application deadline: [EXPIRED!]

About the game

You can see what the game is really about in the trailer above, and I'm adding lots more systems to make on-board stuff more intricate and full of interesting possibilities. But for the purposes of this post, I'll try to give a bit more context.

It'll be set in a region of space prohibitively far from any planets, hidden from long range sensors by colourful vapour clouds, and dotted with dozens of space stations. Being so remote, cults, corporations and gangs fight freely over control of these stations, and form uneasy alliances to get what they need to survive. In the game, you'll hopefully be able to zoom out and see a sort of galaxy map of all these stations and who owns them.

Each time you start the game, you're playing as a different person - their location and the faction they belong to might even be chosen at random. They take on missions like the ones in the video to harm other factions, help their own survive, or in some cases maybe just for money. The galaxy is persistent, so anything you do achieve will change it for your future lives. I have plans for how that works, but I won't go into them too much till I've had time to try them out.

Death is permanent, though as you'll see in the video, there are ways to avoid it. If you want to stop playing or try a new character but haven't died yet, you'll be able to let your current character rest at a station until you want to play as them again. There will probably be some manner of written stories that you can stumble across out in space, but again, I won't go into my plans for that too much until I've had a chance to see what works well in this context.

Why open submissions?

I like to do it this way because it means:

  • People get judged by their ability
  • It gives first-timers a chance, breaking the old Catch-22 of "You need experience to get work, and you need work to get experience"
  • I can find the person whose talents best suit this game in particular
  • It means I don't have to restrict my game ideas to ones that suit the skills of a pre-existing team
  • It means I'm always working with people who are excited about this particular game

Gunpoint's main artist John had never done pixel art before. The other, Fabian, was a game design student. All six of us had other jobs or responsibilities. But it's hard to imagine that game looking or sounding better.

I've also been on the submitter side of it, for short stories, and it gave me the opportunity to get my first piece of fiction published without any connections in that world.

Who can apply

  • Absolutely anyone who meets the basic practical considerations (below).
  • You can be anywhere in the world.
  • No experience required.
  • Work whatever hours you like - look at the workload and time frame below and decide for yourself.

Sending samples

If you want to apply, all I need to see is a sample of your work that would be appropriate for this game.

  • It's fine to send in something you made for something else. Bear in mind I'm not a clever man, though, so if it's very different I might have a hard time guessing how good you'd be for the style Heat Sig needs.
  • If you do make a sample, don't spend too long on it. We had 34 artists apply to work on Gunpoint, so 32 of them did not end up working on it. Personally, I only apply to an open submissions thing if I want to make the thing for fun anyway.
  • Don't do anything until you've read all of this post! There are specific requirements.
  • Tell me how long your sample took you. Be honest, obviously - I'm not prioritising speed, I'm just checking viability.
  • If people are up for it, I could do a post showing off the best submissions - let me know in your e-mail if you'd be OK to be included in that. Fine if you'd rather keep it private.

The work: music

As you'll see in the video, your time in Heat Signature is split about half and half between flying through space and sneaking through the corridors of spaceships. You usually only spend 30 seconds to a minute in each mode, sometimes even less, so we can't have the music change every time you dock. But the tension in the game does vary wildly, from serene space travel, to fleeing a missile lock, to hiding in a corner and praying a guard won't turn round, to sudden outbursts of lethal violence.

I'm open to suggestions as to how to handle this, but my current thinking is that each track could have two layers:

  • A serene, beautiful layer that we ramp up as you spend time jetting around peacefully or in empty ships, then fade out when there's danger.
  • A tense layer that we ramp up when you're in danger, whether that's in space or inside a ship, then we fade this out once the danger is passed.

And that would be one track. The tracks themselves could be tied to regions of space, or we could just shuffle them.

I had some luck in Floating Point with writing an algorithm that controlled music volume according to a constantly changing level of 'coolness' of your performance. I found that it feels good for music to be responding to what you're doing, but the change has to be more gradual than the variable it's responding to, or it's jarring and annoying. I could easily track a danger variable in Heat Signature and have individual music layer volumes respond to a smoothed out version of that.

For peaceful music, I love slow, expansive stuff that conjours the majesty of space. Like this:

As a general track, which could probably be taken in a 'tense' or a 'peaceful' direction, I like this one from the EVE soundtrack:

If you're making a sample:

  • If you're able to have a go at both 'tension' and 'peaceful' music, that'd be great.
  • You don't have to include the transition or try to get them to work together at this stage.
  • No need to make a whole track, 30s to 1m of each would be plenty, or whatever you feel you need.
  • If you want to try something completely different to what I'm suggesting, go ahead!
  • If you want to try scoring an actual part of the video above, feel free - you have my permission to edit and distribute that video however you like for this purpose, as long as it's clear where it came from.

The work: art

I'm looking for someone to do all the art in the game, which I'll break down below. But first an important note:

Important note about style

Everything in Heat Signature will get rotated and stretched by Game Maker as it spins through space and we zoom in and out. There's some built-in anti-aliasing to this, so any per-pixel crispness will get blurred (it's possible to disable this, but then rotating and scaling mess up fine detail even more). With apologies to John Roberts, this is what it would look like if we tried to use Conway's sprite from Gunpoint as the player's ship in Heat Signature:

Gunpoint Heat Sig Art Comparison

That is a screenshot. I actually did this.

All this means is: avoid intentionally jagged diagonals or anything where the placement and clarity of individual pixels is critical.

Beyond that, the only styles I'm pretty sure I don't want are 'comical' or 'abstract'.

The art we'll need includes:

Space

Heat Signature is set in a region of space dominated by colourful gas clouds. These are huge, you'd never see a whole one on screen, so in practice it's more like each region of space will have a different background colour. I'd like some regions of darkness, but as you'll see from the reference pics below I mostly want space to be colourful.

I might have a 'burn colour' for these gas clouds, also randomly selected, that would flare up around your ship when you're hot. So if you're thrusting through a green cloud, you might see the gas you're cutting through burning red. You know that bit in the Voyager titles?

Voyager Gas

Here are some pictures of space that I find exciting. Sorry that only some of them are credited, my sources for the others were imgur links with no attribution or info.

Space 8
This one's from somewhere called StarArmy I guess!

Sins Ring
Sins of a Solar Empire

Space 6

Sins Dark Space
Sins of a Solar Empire

Space 5

Sins Light Space
Sins of a Solar Empire

Space 3

Space 4

It seems like most of these involve:

  • A strong colour, usually fading into another or into darkness. Not sure how we do this, maybe when you're in a gas-cloud-region it's a blank background colour, and when you're moving between them we use a giant gradient sprite that passes slowly until you're fully in the different colour.
  • Some kind of texture or patterning, sometimes like cloud, can be very faint. We could do this with a tiled sprite we layer over transparently.
  • Bright pinprick stars. I think these'll need to be individual sprites that we move and place in code, as they are right now. They're not actual stars, since those wouldn't parallax noticeably, so we'll say they're space stations.

As ever, open to totally different approaches if you have something you think will work. For a sample, I don't need to know what the individual layers are, I'm only interested in the overall look.

Scale

A ship module is currently 256x256 pixels - you can stray from that, but not too drastically. Anything solid needs to have dimensions that are multiples of 32: that's how big one unit is on the collision grid. That means the thinnest wall has to be 32 thick, and a person should fit inside a 32x32 square. Currently, interior rooms are 6 units across and doorways and corridors are 2 units wide. Click this for a full-size guide:

Heat Signature Grid Guide

Ship exteriors

Ships are made of square modules, as you've hopefully noticed, and the sprites for these are light greyscale, then the game colours them with the ship's randomly chosen colour. The way that mask works is that pure white in the sprite becomes the colour of the mask, so overall the sprite gets darker, and the luminance of the mask colour is the max luminance of what you see (i.e. white is impossible). What we can do, though, is layer another sprite on top of that that's independent of the ship's colour, for any glowing lights or features that should be the same on all ships.

The different modules a ship might have are:

  • Standard: no functional significance, so can look plain from the outside. Could be identical to each other, doesn't matter if they're not, as long as they don't look like they 'do' something.
  • Missile turret: gun part turns to track whatever it's shooting at.
  • Thruster: thruster part turns away from the direction the ship's travelling, emits a visible thrust whose length is proportional to acceleration.
  • Bridge: the most crucial module - if it's destroyed, the ship is effectively brain dead. On larger ships, it's set one module back from the front, to protect it. Needs to really stand out from the other modules even zoomed out, because it's life or death whether this module is still intact.
  • Probably a Defense module, that'd shoot down incoming missiles.
  • Maybe a couple of other module types, if more prove necessary.

Ship interiors

The modules that do stuff will obviously have the controls or workings inside: a seated gunner for Turret modules, a fuel canister plugged into some apparatus for a Thruster module.

I'd like the rest of the rooms to give a sense of the ship as a real place where people live. Some of these ships will be fighters, others transports, others scouting vessels, but almost all of them will be designed for people to spend more than a day on. So the Standard modules might contain:

  • Beds
  • Mess hall
  • Food garden
  • Space bathrooms
  • Armoury
  • Cargo storage

However! They also need to be massively reusable. Every bit of art will be reused hundreds of times on different ships, so if there's a plate on the floor and some food spilled next to it, it's gonna look odd to keep seeing that exact same mess in different places.

Depending on time, it might be nice to have an alternate set of these to distinguish between old, functional rustbuckets and shinier, more expensive new ships. Not vital though.

Space Stations

I don't know much about what these will be like yet, but I'm happy for them to be mostly made out of ship modules. They won't be bustling with people, but we might want a few civvies sitting at cafes or bars.

Player Pod

The tiny personal ship you fly around in. It will end up being longer and thinner than what's in there now - the interior will need to be 64 pixels wide and 96 long.

The player character

You'll be playing a different person each time you start a new game, so it'd be cool to be able to cobble different-looking characters together from component parts. But I don't know a) how much work that is, b) how much variety you can show at this scale from this perspective. Interested in your thoughts and ideas.

As a guide to the game's scale in pixels, here's the current player sprite:

sPlayerGun2

We can vary a little from that.

Animations will include:

  • Sneaking quickly
  • Pouncing on an enemy at short range and knocking them out
  • Sitting in a seat using controls
  • Shooting a rifle
  • Walking while aiming (in independent directions)
  • Getting non-fatally shot
  • Remote-controlling your ship
  • Adrift in space, unconscious
  • Adrift in space, shooting your gun
  • Adrift in space, remote controlling your ship
  • Carrying a body
  • Carrying a fuel barrel
  • All the rifle-related animations but with a pistol (held in both hands)

Crew

Guards: who patrol the corridors of the ships, with rifles and sometimes pistols, and sit in any pilot seats. For animations, they'll need:

  • Patrolling
  • Running
  • Shooting a rifle
  • Shooting a pistol
  • Getting fatally shot
  • Getting knocked out
  • Adrift in space, unconscious (they could maybe thrash a while before they pass out)
  • Sitting in a seat using controls
  • Possibly either surrendering or punching (if they're caught unarmed)

Other stuff

As mentioned, we may want a few people sitting around in space stations.

May want a 'Heavy' guard type who's resistant to conventional attacks, to encourage interesting ways of dealing with them.

It'd be good to be able to colour guards with the ship's random colour, through the mask system mentioned earlier. Individual variety would be nice if it's easy, but not essential.

Missile, explosion and impact effects.

Lots more stuff I'm forgetting or failing to foresee. As you can probably tell, I like to keep a game to as few unique elements as possible, and then only add variety if it really needs it.

UI

I'll design the UI, in terms of what goes where and how it functions, but I'll probably ask for your help in snazzing it up once it's in place.

If you're making a sample:

Something that shows a bit of space, a spaceship interior, and a person doing something would be awesome.

Time frame

This is contract job for one game, not a permanent position.

Cut-off for applications will be 23:59.59 UK time on the 22nd of August. From there, it might take me till sometime in September to figure out who to go with for both positions.

I'd like to get all the art and music in the space of about four months after that. That's not when the game will be done, it's just when I'd like that side of things in good shape.

As always with games, though, any part of it could run much longer than expected. I'll be paying you for however long it takes. If there's anything in your future that'll mean "I have to stop working on it by then", let me know when you apply - it may not be a dealbreaker.

Pay

  • You'll be paid by the hour, and it's up to you when and how much to work. I'll trust you to keep track of your hours.
  • If it's taking a large number of hours to produce a small amount of work, I'll give you a heads up that we might be approaching "I can't afford to employ you" territory.
  • Tell me when you apply what a fair rate would be - I have no experience with this.
  • I won't pay you less than I think is fair, even if you ask for it.
  • If the game does as well as Gunpoint in its first month, and you saw your part of it through to completion, I'll add a percentage bonus onto everything I've paid you.
  • If that happens and you were particularly great about replying to e-mails, making changes, getting stuff done roughly on time etc, I'll add an extra bonus on to reflect that.

How we'll work

You're probably not in Bath, England, which is fine. We'll communicate mainly by e-mail, so that any feedback/guidance is there for you to refer to, and I have time to articulate what we need as clearly as I can. If you also wanna Skype sometimes I'm up for that.

I will definitely ask you for changes to your work, regularly. Absolutely nothing to do with talent. If Leonardo da Vinci submitted the Mona Lisa, I'd say "Sorry, but for gameplay reasons the smile needs to be readable on low detail settings at wide zoom levels or players might mistake her for hostile. Can you make it a bit more pronounced?"

Even if you're better than him, and a telepath, I will still be asking for changes. If you're at all precious about your work or don't like being told what to do, don't apply. I need to be able to ask for this stuff without feeling like I'm asking for favours, or the game will suffer.

Practical considerations

  • You need to be at least 18
  • You need to be legally able to sign contracts for yourself
  • You need a bank account I can send money to from England (don't know of any exceptions to this, I currently pay to US, Chile and the Netherlands)
  • You must be the full legal owner of the work you supply - if you're under employment or contract with anyone else, check they don't own work you do in off hours. Many do. If they do, you can often get an exemption by asking, but obviously we'd need that in writing direct from your employer before engaging you. It's fine if you'd like to wait to see if you're selected before asking, but do mention it in your submission.

How to submit:
Alas, it is too late! As mentioned at the top, the deadline has now passed.

07 Aug 09:05

Pixel & Quantum

by boulet
07 Aug 07:21

The M:Tron base of our dreams: 4 years and 100,000 LEGO bricks

by Simon

I remember getting a used M:Tron set as a kid and discovering how awesome magnetism is, and how I wanted to learn where magnets came from. Thanks to Blake Foster and his M:Tron Magnet Factory, I finally know the answer:

M:Tron Magnet Factory

Not only has Blake created an inspired M:Tron base and stunning landscaped base, but he’s added a monorail and some really impressive movement which you can see in the following video:

I was able to see this incredible creation this past weekend at BrickFair Virginia, where it took the Best Space trophy (check out the time-lapse setup video). I sat down with Blake to get the details on his layout:

TBB: With all the classic LEGO space themes or even other pop culture references why did you choose M:Tron as a theme for your build?

BF: It’s part nostalgia and part obscurity. I loved M:Tron as a kid, and yet it doesn’t get all that much attention from the AFOL community. Compared to Neo-Blacktron or Neo-Classic-Space, M:Tron is a rarity. That obscurity can be a good thing, though, because there are more opportunities to do something original. I really wanted to make something unique, so M:Tron seemed like a good theme to do it in.

TBB: With something of this size, 4 x 6 baseplates (192 x 128 studs), how long did it take you to build?

BF: I started toying with ideas for this project 4-5 years ago. I was in grad school at the time, though, and didn’t have the budget to complete it. I started working in earnest two years ago. By my best guess, it took about 3,000 hours of building, 462 Bricklink orders and I would estimate 100,00 bricks. Here is an early work in progress image of the build:

Early WIP shot

TBB: Where did you get inspiration from?

BF: Inspiration was a constant challenge with this project, although I’ve never played the game, I spent a lot of time looking at Halo concept art. I also look to industrial infrastructure, since it’s naturally spacey. The antenna structures on the right (one of my favorite sections) were inspired by an old WWII antenna on top of a building in the Brooklyn Navy Yard.

M:Tron Magnet Factory

TBB: Walk us through your process and how you tackled this project?

BF: The very first thing I sorted out was the monorail layout. There’s very little flexibility in fine-tuning the track, so I had to start with the track and build around it. Next I built the train, since it’s frustrating to find that my favorite little detail on the train collides with an unmoveable part of the model (that effort ultimately failed because I decided I didn’t like the train and rebuilt it in January). Finally, around Brickfair 2012, I began amassing a huge amount of tan. I have done that kind of SNOT landscaping before, but never on this scale, and so I had to buy the parts to do it. I actually went overkill, because I have more tan than I know what to do with left over.

M:Tron Magnet Factory

With the “annoying” parts out of the way, I started work on the model. The very first thing I built was the roadway in front. At that point, that was only place where I had planned anything beyond the basic layout, so it was the natural place to start. The tunnel entrance on the right side was one of the major uncertainties in the beginning, so after building the center section I worked my way clockwise around the model to delay that decision as long as possible. One of the advantages of a model this size is that when I’m stuck on one part, there’s usually a different part that I can work on, and often in the process of building other sections I find the answer to the thing I was stuck on. At minimum, everything that I built guided the shape of the thing attached to it, so the sticky parts got resolved whether I actively thought about them or not.

TBB: The landscaping is phenomenal, it’s not the first time you’ve done the sideways building style -can you give our readers some tips / advice?

BF: My goal with the SNOT landscape is to create lines that suggest sand tossed around by the weather, almost like something you would see in a sketch. Natural processes are chaotic, so to get that effect there are some longer lines and some shorter ones, and they converge and diverge and start and end in a way that looks natural and semi-random. At the same time, it can’t get to chaotic, or you lose the effect of lines running through the terrain. The thing that really helped me get that right is building with a bright, directional light source so that there are strong shadows on the vertical surfaces of the terrain. That really makes the lines jump out.

Another useful trick is to always build so that the studs are pointing sideways along the slope (i.e. not uphill or downhill). There are two reasons for that. First, when the studs are pointing out, the “jaggies” that come with stacked slopes become more prominent. Second, we don’t want the terrain to look like a topo-map–the lines need to meander up and down. The only parts that can really do that when the studs are pointing uphill/downhill are the somewhat rare “wedge” bricks, and they all have distracting notches meant to accommodate studs:

SNOT terrain--example

Since the studs are always perpendicular to the slope, the studs need to change direction as the terrain wraps around the model. There are only two parts that I used to make corners–cheese slopes and the 1 x 2 slope with 2/3 cutout. These parts are nice because they allow the vertical surface to turn a corner without showing a stud.

TBB: Does this model have an interior like your other large MOCs?

BF: This model has a partial interior.There are small vignettes behind the windows where you can see in. There’s also a detailed interior room below the landing pads in the middle (visible through the door in front or by lifting off the roof), and the inside of the tunnel on the front right is fairly detailed. I did not build a full interior for two reasons. First, the monorail tunnels are necessarily quite wide in order to accommodate the 9-stud wide train. Consequently, despite the size of the model there isn’t a great deal of interior space to work with. Second, it already took two years to build the thing without a full interior, and I didn’t want to drag it on even longer for something that’s mostly hidden.

M:Tron Magnet Factory

TBB: You displayed this at brickfair, VA, how did tackle the design challenge of making this transportable?

BF: The model breaks into 7 large modules, two on each side and three in the center, and a multitude of smaller detachable chunks. I staggered the seams through the landscape to make them hard to spot, and hid them in crevices or greebly sections on the buildings. The real trick is getting the modules to align properly. While the SNOT landscape causes alignment issues throughout the model, the boundaries between the modules are by far the most problematic, because there’s not much structure forcing things into alignment. Generally my answer to that problem is brute force. That is, assembling the model takes quite a bit of pushing and shoving to get things in place, and then Technic beams hidden in the interior keep anything from moving.

M:Tron Magnet Factory

TBB: If you had to do it over again, what would you change?

BF: I planned some parts of the model more carefully than others. I actually sketched out the structure on the right before I started building it, while I made up the left side as I went along, and it shows. If I could do it over, I would have planned a little further ahead with some parts, so that I could have that kind of coherence throughout the model.

07 Aug 07:12

Monkey’s selfie at center of copyright brouhaha

by David Kravets
Markku.lempinen

I thought that a photographer would know how the photo copyright goes... I guess it's just more fun to claim whatever the fuck you please instead of having a clue.

An English nature photographer is going ape over Wikipedia's refusal to remove pictures of a monkey from the online encyclopedia that he says are being displayed without his permission.

Wikimedia, the operation that runs Wikipedia, says that the public, not photojournalist David Slater, maintains the rights to the works. That's because the black macaca nigra monkey swiped the camera from Slater during a 2011 shoot in Indonesia and snapped tons of pictures, including the selfie and others at issue.

"We received a takedown request from the photographer, claiming that he owned the copyright to the photographs. We didn't agree. So we denied the request," Wikimedia said Wednesday in its transparency report.

Read 5 remaining paragraphs | Comments

06 Aug 05:11

Artist uses DMCA to remove criticism of his impossibly shaped female characters

by Megan Geuss
Markku.lempinen

My blood boils whenever I read the words DMCA and "to remove [negative] criticism" together :|

Update: Randy Queen has apologized and says he will no longer attack critics of his work. You can read about it here.

Original Story: Comic book artist Randy Queen has reportedly sent Digital Millennium Copyright Act (DMCA) takedown requests to Tumblr, asking that posts that reproduce his illustrations and comment on them in a negative light be taken down. Queen's requests were directed at the blog Escher Girls, which lobs criticism at illustrators who draw female characters in contorted, overly stylized, and anatomically impossible ways.

The drawings Queen wanted taken off Escher Girls' Tumblr were taken from his Darkchylde series of comics, which saw success in the late '90s after the first issue was released in 1996. On Escher Girls, Queen's drawings are occasionally posted with a “redraw,” where the submitter redraws the scene in their own style, generally to reflect a more realistic human anatomy. When Queen first submitted the takedown requests, Tumblr complied and even removed some of the user-drawn art, it seems.

Read 9 remaining paragraphs | Comments

04 Aug 07:10

How much should you be worried about Ebola?

by Xeni Jardin

BuDu-54CMAAW6tU

A very helpful chart with which to manage the outbreak of Ebola panic on social media. (more…)

28 Jul 04:50

Steampunk Slave I

by Nannan

Jonas (Legopard) built a steampunk version of Boba Fett’s Slave I. The caged appearance of various parts of the ship is fascinating, and the introduction of dark green adds a nice touch of color.

Slave 1885

28 Jul 04:00

Forum Post: RE: Atomic batteries to power, turbines to speed......

by midnightprowler
Markku.lempinen

Holy cruiser, Batman! It's the Batmobile!

25 Jul 10:34

Gratuitous Space Battles 2 is officially announced…now

by cliffski

I know blog reader regulars know this already but… I’m working on this:

GSB2-Black500w
Oh yes indeed.

I guess not many people will be surprised, the original game sold very well, was very popular and seemed to have an endless lifespan thanks in no small part to an excellent community of modders. The reason for doing a sequel isn’t financial though (I’d be doing Democracy 4 if it was), but driven more by a desire to do the job properly.

Gratuitous Space Battles was the first time I ever tried to do a game that looked impressive. I mean it. Kudos and Democracy are not designed to be a feast for the eye, they are interesting simulations covering topics not covered before. Those games are about choices and mechanics. The GUI was there because it had to be. Nobody looks at those ‘happiness’ sliders in kudos or those bar charts in Democracy and says ‘I gotta get me some of that!’.

menu

I love space battles. I love em to bits. I could sit and watch them on and endless loop. There is so much to them, the feeling of scale, the sound effects, the particles, the cool lasers, the amazing nebula backdrops and the vast vast fleets of ships doing amazing acrobatics. As a kid I grew up watching the original star wars movies and playing Elite. Space Battles are in my blood and I love them. Game-wise, I *want* to liked Eve online, but I’m sick of being ganked by some teenage boy and his pals for their amusement. I don’t want the lowliest of the low mining ships that gets one-shot killed. I want a huge fuck-off spacefleet. I want to be ackbar.

battle

GSB2 is a continuation of my fantasy of making this come to life. There are various questions answered on the placeholder website here, but let me summarize. GSB2 will be bigger, bolder, better and have more cool effects than you can shake a laser gun at. It will have a truly gratuitous user-interface. it will lovingly embrace the possibilities of twin 2560 res monitors. It will have a super-cool feature I haven’t announced yet. It will be a PC-first game, pure and simple, and it will be in your hands either late 2014 or early 2015. And you can play it in London at the Eurogamer Expo in September. If you are press and looking for presskit logos etc, clicky here.

Videos to come in due course. You are going to *really* like the videos.

24 Jul 06:19

Family kicked off Denver Southwest flight because Dad tweeted about the rude gate-agent

by Cory Doctorow

They only let them back on again after he deleted his tweet. Read the rest

22 Jul 11:53

Wii U update adds system-to-system transfers

by Sinan Kubba
Markku.lempinen

Erm... I thought that moving your data from Wii to WiiU was (or should have been) there from the release? :o

Wii U owners can proverbially move home from one system to another using a new feature introduced in the latest system update. The 5.1.0 U firmware adds "Transfer Between Wii U Systems," allowing you to take all system data - user data, games and...
21 Jul 07:31

TSA employee to security theater skeptics: "You don't have shit for rights"

by Cory Doctorow
Markku.lempinen

Surprised by this ruling attitude? I don't think anybody should or *could* be.


A person who "works for the TSA" accidentally posted a public comment to Facebook excoriating Rebecca Hains for expressing skepticism about the TSA's efficacy. Read the rest

21 Jul 07:27

Malaysia Airlines crash kills AIDS researchers

by Maggie Koerth-Baker

A particularly depressing addendum to the story of a passenger jet shot down in Ukrainian air space: Of the 298 people on board, roughly 100 were people flying to an international conference on AIDS research.

Read the rest
21 Jul 07:03

French blogger fined €1,500 for writing negative restaurant review

by Eric Bangeman

A French blogger has been fined €1,500 ($2,434) after being sued for writing a negative blog post about a restaurant.

Caroline Doudet was sued by the restaurant's owner because her blog post featured highly on Google searches for the restaurant, Il Giardino in Cap-Ferret, southwest France.

"I was really stunned and disgusted, and of course I will worry now [whenever I] write a negative review," Doudet said of the effect of the case in an e-mail to Wired.co.uk. "I regret the article, because it's so much noise for nothing."

Read 11 remaining paragraphs | Comments

21 Jul 06:28

The "Gods Win" point

by Francois Launet
Markku.lempinen

I really like the awesomely drawn Wehrmacht weapons!


Ah! Cthulhoo and the Nazis. I always wanted to make this strip, but it took forever to be completed. There are less WWII/Mythos stories than we could expect (there are games settings such as Achtung! Cthulhu, or Delta Greens stories, and some novels), maybe because it's difficult to avoid a disturbing imaginary/reel horror clash. Anyway, thanks to Jeremsoft JunkyJoe, who draw the accurate warmachines here, and Bobby D. for the clever corrrections.

 

21 Jul 06:23

Maniac Mansion Design Notes

Markku.lempinen

"I'm still amazed Gary and I didn't get fired."
:D

While cleaning out my storage unit in Seattle, I came across a treasure trove of original documents and backup disks from the early days of Lucasfilm Games and Humongous Entertainment. I hadn't been to the unit in over 10 years and had no idea what was waiting for me.

Here is the first batch... get ready for a week of retro... Grumpy Gamer style...

First up...

A early mock-up of the Maniac Mansion UI. Gary had done a lot of art long before we had a running game, hence the near finished screen without the verbs.



A map of the mansion right after Gary and I did a big pass at cutting the design down. Disk space was a bigger concern than production time. We had 320K. That's right. K.



Gary and I were trying to make sense of the mansion and how the puzzles flowed together. It wouldn't be until Monkey Island that the "puzzle dependency chart" would solve most of our adventure game design issues.



More design flow and ideas. The entire concept of getting characters to like you never really made it into the final game. Bobby, Joey and Greg would grow up and become Dave, Syd, Wendy, Bernard, etc..



A really early brainstorm of puzzle ideas. NASA O-ring was probably "too soon" and twenty-five years later the dumb waiter would finally make it into The Cave.


I'm still amazed Gary and I didn't get fired.

17 Jul 07:02

Google+ social network no longer requires you to use your real name

by Andre Yoskowitz
Markku.lempinen

"many commentators, especially on YouTube, just stopped commenting" considering the quality of the comments, that is generally only a damn good thing.

Google+ social network no longer requires you to use your real nameIn 2011, when Google launched its Google+ social network, the search giant angered many users by requiring that the page include their real name.

Google had the novel idea that if your real name was attached to a comment you were making, you were less likely to be belligerent (or violent). It turns out, more than a few people are still willing to make awful comments, even with their real name attached.

The restriction hurt users that had to use other names for safety reasons, and many commentators, especially on YouTube, just stopped commenting. Google has heard the complaints for years and has now decided to drop any name restrictions for Google+.

Reads the Google+ post:


When we launched Google+ over three years ago, we had a lot of restrictions on what name you could use on your profile. This helped create a community made up of real people, but it also excluded a number of people who wanted to be part of it without using their real names.

Over the years, as Google+ grew and its community became established, we steadily opened up this policy, from allowing +Page owners to use any name of their choosing to letting YouTube users bring their usernames into Google+. Today, we are taking the last step: there are no more restrictions on what name you can use.

We know you've been calling for this change for a while. We know that our names policy has been unclear, and this has led to some unnecessarily difficult experiences for some of our users. For this we apologize, and we hope that today's change is a step toward making Google+ the welcoming and inclusive place that we want it to be. Thank you for expressing your opinions so passionately, and thanks for continuing to make Google+ the thoughtful community that it is.

Permalink | Comments


17 Jul 06:25

FCC Net Neutrality deadline extended to Friday

by Cory Doctorow
DEADLINE
The FCC's site has been so hammered by comments from people angry about its plans to enact Cable Company Fuckery that many haven't been able to get through. Read the rest
17 Jul 06:24

Congress wants to shut down broadband competition - ACT NOW!

by Cory Doctorow


An amendment introduced by Marsha Blackburn (R-TN) will block the FCC's plan to allow cities to set up their own broadband connections, competing with Comcast and other monopoly/duopolies. Read the rest

17 Jul 06:23

Ku Klux Klan recruiting with bags of candy tossed on doorsteps

by Xeni Jardin
Markku.lempinen

Kandy Krush Klan

4220559_G

In Oconee County, South Carolina, some residents report to have encountered bags tossed at their homes containing candy and a flyer inviting them join the KKK. Ku Klux Klandy? Read the rest

17 Jul 06:21

Cookie Monster seen in pasta pot

by Rob Beschizza
Markku.lempinen

"Touched by his noodly appendage"?

Animal pasta.jpg

Where is your god now? [CaliG831 via Reddit]

16 Jul 06:41

Google+ kills off “real names” policy

by Casey Johnston
Markku.lempinen

For quite a few people this comes way too late. To me it's all the same, though. I use g+ the way I do and I'm fine with that.

Google has decided to reverse its long-standing policy requiring users to use their real names to make profiles on the service as of Tuesday, according to a post shared on the official account. The move comes after Google+ head Vic Gundotra suddenly departed in April, marking the beginning of a shift for the service.

"When we launched Google+ over three years ago, we had a lot of restrictions on what name you could use on your profile," the post begins. As time went on, that rule softened to allow "established" pseudonyms and let YouTube users to bring their usernames over from the service.

Google+ has been criticized not only for preventing users from protecting their real identities, but causing confusion among them. In January, one transgender woman tried to send a text message to a colleague but sent a Hangout from her Google+ profile instead, outing her.

Read 1 remaining paragraphs | Comments

14 Jul 09:41

Buni

by Ryan Pagelow
14 Jul 07:18

Kids' Boba Fett minifig cosplay

by Cory Doctorow


Toronto awesomedad CGS1 created an amazing Lego minifig costume for his son, documenting it on The Dented Helmet. Read the rest

14 Jul 07:01

Crawl devs devise a better way to announce a delay

by Jessica Conditt
Just like Mother always said: "If you have to deliver bad news, use a gif." Crawl, the monster-infested multiplayer dungeon crawler from Powerhoof, won't launch on its promised July 17 date. Powerhoof is an independent studio in Melbourne,...
14 Jul 06:58

Last of the coffee.

by Ryan
Markku.lempinen

In my workplace that's called the "marketing trick" :p

Last of the coffee.

I worked at a place where it actually was a rule that you refilled the coffee machine if you took the last drop of coffee. That shit was serious biz.