GALLERYNES: OPEN SOURCE PIXEL-ART SLIDESHOW VIEWER FOR THE NES
New from Don ‘No Carrier’ Miller, the oft-mentioned current king of NES programming and creator of software-circuit-bender glitchNES: galleryNES, an “an open source picture gallery for the Nintendo Entertainment System” that lets you “create your own pixel art and view it on a real NES in slideshow format.” [via True Chip Till Death]
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ANOTHER DIMENSION: MEGA MAN IN 2.5D
Work in progress video from homebrew creator Peter Sjostrand, creating the Paper Mario, co-op version of Mega Man we had no idea we wanted until right now — more wallpaper-sized screens are at Sjostrand’s site. [Thanks, Torley!]
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COLOSSAL FIND: THE LAST SHADOW OF THE COLOSSUS ART ARCHIVE YOU’LL EVER NEED
This is a heads up simply to point out that there exists a fantastic Picasa gallery that’s collected all things Shadow of the Colossus, from the stupefyingly hi-res screenshots like the above, to scans of its artbook and viral campaign images, and, oddly, a fan-made collectible card game based on Fumito Ueda’s second PS2 masterpiece. [via Tom]
See more posts about: Offworld Originals, Shadow of the Colossus
BRIQUE ROCK: FIRST VIDEO TEASER OF HARMONIX/TT’S LEGO ROCK BAND
Dredged up from the unknown depths at French gaming site JeuxVideo: the first video of TT Games and Harmonix’s fantastically unlikely crossover Lego Rock Band. While it doesn’t show off any gameplay, per se, since we’ve been playing Rock Band for the past two years, it shouldn’t take too many guesses there as to what to expect.
What it does hint at is some of the environmental destruction detailed several weeks back, as well as the game’s “fantasy locations” (ie. big yes to Lego pirate/castle stages), and, at the tail end, TT Games’ propensity for slapstick bricks.
See more posts about: Harmonix, Lego, Offworld Originals, Xbox 360
LITTLEBIGWATCH: OFFICIAL ICO/LITTLEBIGPLANET CROSSOVER ART EMERGES
This is about all we know: an image surfaces on LittleBigPlanet Central‘s forums, purportedly from creator Media Molecule themselves. The studio confirms it to be official art. It is Ico with Sack-Yorda, it is beautiful, it is as muted and subtle as the original game itself, it is my new desktop. That’s about all we really need to know for now, isn’t it? [via VG247]
- One shot: LittleBigPlanet's Famous Monsters of Gameland – Offworld
- One shot: LittleBigPlanet encounters a trouser malfunction – Offworld
- LittleBigArthouse: Matthew Barney's Cremaster comes to …
- LittleBigWatch: Media Molecule to offer sticker packs from Jon …
- Leaked: first video of Ico/Shadow of the Colossus creators' Trico …
- Ico creator looks back at Colossus development – Offworld
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ONE SHOT: TOM GAULD’S END OF LEVEL BOSS
Your worst videogame nightmare, circa 1865. From Tom Gauld‘s forthcoming comic The Gigantic Robot. [via Creative Review]
See more posts about: Offworld Originals, One Shot
RAPID-SHOT: MARK COOKE CREATES 10 GAMES IN 10 HOURS
Put together for Tokyo’s most recent Pecha Kucha Night (which, as inspired GDC’s MicroTalks session this year, features a series of speakers given 20 seconds to narrate 20 auto-advancing slides), game developer Mark Cooke — most recently programmer on Konami’s Zombie Apocalypse, but whose resume stretches as far back as Grim Fandango — challenged himself to create 10 games in as many hours.
As you’ll see, not all managed to come in under the one-hour limit, and not all were necessarily successes, but he did manage a good dose of creativity for each, particularly the Shinjuku Shame ‘homeless staring FPS’ and the procedurally generated Surfing on Sine Waves.
Head over to the official Pecha Kucha Night page for another video of Cooke actually delivering the presentation to get a better sense of how well the games went over with the crowd, and for news that the Pecha Kucha organization will be working with Cooke to create an official iPhone app out of his Can You Say Pecha Kucha? rhythm game.
Mark Cooke’s presentation [Pecha Kucha Daily, thanks Jean!]
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SHADOWPLAY: SALTYANDSWEET’S TEAM FORTRESS MOBILE
One of Valve’s most renowned character design theories, evident in all recent multiplayer games from Team Fortress to Left 4 Dead, is in creating each figure as a shape so distinct that they’re instantly recognizable from nearly any distance, in any light.
And, taking that idea to its logical extreme, Etsy seller SaltyandSweet has given life to the unofficial official Team Fortress 2 mobile, laser cut and “extremely lightweight [to stay] in motion with even the slightest breeze,” and perfect for toddler-training tomorrow’s jarate-tossing champs today.
Team Fortress mobile [Etsy, thanks Matt!]
- One shot: the Dynamic Tension of Team Fortress 2's Sniper update …
- Team Fortress team teaches how to faceplant with grace – Offworld
- Video: Super Smash Bros: Team Fortress 2 edition – Offworld
- Folders League United: trogdoriangrey's Team Fortress papercraft …
- Red vs. Blue: Valve's latest Team Fortress master-short, Meet the …
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PALM-DEEP IN THE DEAD: ID DETAILS IPHONE DOOM PORT
Hot on the heels of their Wolfenstein 3D iPhone release, Id technical director John Carmack has posted a lengthy, and, well, technical, look at the work they’ve done on the soon-to-be-released port of Doom.
In contrast to Wolfenstein, which Carmack says was simply a “quickie project to satisfy my curiosity and test the iPhone waters,” Id has undertaken an “honest development effort” to make the port “a really good game on a platform that doesn’t have a keyboard and mouse or an excess of processing power.”
The first version to be released will support WiFi multiplayer, with a later iPhone OS 3.x exclusive release that will also support bluetooth, but Carmack says latency issues keep the game from being playable online over 3G.
Most intriguingly, Carmack says that with the release and subsequent popularity of even very large iPhone apps, like the 700 meg-large Myst, he’s considering taking the platform even more seriously:
The fact that people are downloading Myst on the iPhone is heartening — I have ideas for leveraging our high end idTech-5 content creation pipeline for a future iPhone game, if people will go for a few hundred meg download.
iPhone Doom Classic Progress Report [iD]
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GIMME INDIE TOOLS: 2D BOY UNLEASH OPEN-SOURCE RAPID PROTOTYPING FRAMEWORK
Attn. would-be indie devs: World of Goo creators 2D Boy, as they gear up to develop their next game, have just released this simple open-source framework for rapid prototyping, a process which 2D Boy Kyle Gabler notably employed to create the original Tower of Goo at the Experimental Gameplay Project. The framework, they say, will:
1. Minimize the amount of code required to set up a new game
2. Provide all the basic facilities so as to avoid wasting time reinventing the wheel (2D rendering, sound, input, persistence layer, and resource management)
While the 2D Boys won’t be providing any support beyond the two included sample games, they have set up a new forum to discuss development on the framework. Let us know if you make something incredible!
Rapid Prototyping Framework [2D Boy]
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