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hello: Let the time wasting ensue

Sick of using using a scientific calculator for a real purpose. Now the greatest port to come to the Texas Instruments 83/84+ is Wolfenstein83.


The guards may look like lego figures, but it comes with its own on-calc map editor.
The best 130kb you will download all week

Wolfenstein83

Posted by kurt
(Read More... | hello | Score 0)

hello: Fashion in Video Games

Somethingawful.com brings us a tongue in cheek critique of fashion in video games.
From FFX to Bushido Blade 2, Zack and Dr David Thorp tell it like it is.

"Zack: I think he's supposed to represent a metaphorical perfect swordsman. He combines the European fencing and cutlass fighting, medieval broadsword and long sword fighting and the famous Japanese tradition of simply horrifying your enemy with various bright colors and oversized garments."

Fashion Swat

Enjoy

Posted by kurt
(Read More... | hello | Score 0)

hello: Pixxel Point 2005 Call for Subs

Pixxel Point is an ambitious and promising new digital art festival to emerge from the very lovely Slovenia. Submit or visit, it looks to be a goodie.

Deadline for submissions: 20th of September 2005 (errm consider it a reminder..)

From the Pixxel Point site.

The International Digital Art Festival ­ Pixxelpoint is one of the most successful and renowned festivals of digital art in Slovenia and also abroad. Its purpose is firstly, to bring the information technology and digital art closer to the general public, and secondly, to raise awareness about a different potential to use computer among the young.

Gracias por el enlace Marta!

Posted by julian
(Read More... | hello | Score 0)

hello: Character Design Festival Deadline October 18



A festival of contemporary character design in animation, motion graphics and music visuals is now calling for submissions.

http://www.pictoplasma.com/motion/

Domo Xanita

Posted by rebecca
(Read More... | 788 bytes more | hello | Score 0)

Low Frequency Emotion.

I-F-E-A-R is a project exploring an interesting, if not ambitious thesis. From the project page:

I propose to explore aspects of infrasound and their connection to emotion. Infrasound is synonymous with negative emotion, but how well can this emotion be controlled. Is it possible to use infrasound to specify definite emotions? To accomplish this I will use a corridor installation which will represent my virtual environment. This will be used to translate emotional events from a virtual world (the video game Doom 3) into the real world. I am going to control infrasound through eversion of data, so someone else will be defining the experience for the participant relinquishing control.

Brought to you via Chris of the excellent PIxelSumo.

Posted by julian
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tech: Sauerbraten - 6 Directional In-game Heightfield Modelling


This looks promising. An experimental evolution of the Cube engine code base, Sauerbraten takes the unusual bi-directional extrusion-based in-game modelling paradigm several steps further; here the entire worldmesh is a 6 direction heightmap (a cube has 6 faces so you can imagine the possibilities). Looking at some of these screenshots it's no wonder Escher's universes come to mind.

I found Sauerbraten compiles easily under Linux with gcc-4.0, a simple 'make && make install' in the src directory. I just had to ensure I had the SDL 1,2 image and mixer headers in my path. Once done 'cd ../sauerbraten' and '../src/sauer_client'.

It's a brilliant project, and ideal for teaching, rapid prototyping situations; within seconds I was in an FPS map. I hit the EKEY and I'm editing it realtime. Great work and congrats to the developers.

Update 06.09.05

I forgot to add you need to ./configure && make in the enet/ directory (they provide the libs). Tak pix and Nils!

Posted by julian
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theory: Other Players Papers Online

A fantastic selection of papers from the Center for Computer Games Research IT University of Copenhagen Other Players Conference, December 2004, is now available online.

http://www.itu.dk/op/proceedings.htm

Posted by rebecca
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archive: I secretly want one too




Kia Ora Kurt

Posted by rebecca
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Patently Insane (was 'Patently Absurd')

It doesn't get too much better than this.

In a feat of bizarre, capricious opportunism, the flailing Nintendo filed to patent first-person representations of madness in videogames.

<sarcasm>The astute and rigorously well researched United States Patent Office scoured their case, dragging it over the proverbial coals and trawling their abundant archives for prior art. At the last minute and completely out of character for this noble, ethically grounded institution, they said </sarcasm>:

"Whateva. Cough up with the cash and we'll sort it out for ya."

That's innovation right there, in green. It's telling that madness itself has become a commodity item..

Posted by julian
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theory: Virtual Gaming's Elusive Exchange Rates
camper writes "

CNet has recently published an article entitled Virtual Gaming's Elusive Exchange Rates, in which they discuss the difficulty in putting a fixed exchange rate on MMORPG coinage. They spoke with the Terra Nova guys, who everyone knows are an academy for virtual economy.

They covered IGE and GameUSD.com,a non-commercial research site providing price trend graphs for currencies of most top MMORPGs(Ffxi gil, SWG credit, WoW gold, Lineage 2 adena, Everquest Plat, Eq2 gold,etc.). According to the graphs and talking heads, what is interesting is that ironically, given the dollar's weakness in world markets, in almost every case the games' currencies are losing value against the greenback because of inflation."

Posted by rebecca
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archive: If videogames were real



Be sure not to miss 'Mystery_Bob's' suggestion in the main thread, I'd pay for the front row. Better still I'd like to see Agassi vs The White Block.

Besos Marta!

Posted by julian
(Read More... | archive | Score 0)

archive: The Kill Yourself Game


Playable prototype Java game for the mobile platform, designed for people who are so bored they'd rather be dead. Mobile games, are after all, a catharsis for transient boredom.

Currently on show at the Sydney Opera House as part of Dlux05 Mobile Journeys.

Posted by rebecca
(Read More... | 1580 bytes more | archive | Score 5)

tech: Real-world games with portable, motion-sensor consoles

Staying on-topic, Wired are covering a new mobile gaming technology from University of Southern California's School of Cinema-Television. Runs on a tablet PC with motion detection and WiFi. You know how people with BlueTooth headsets look like they're conversing with ghosts? Wait until they start seeing giant killer spiders through direct-retina, mobile gaming units.

Posted by christo
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tech: Real-world effects game character

G-Link is a student project by Ross O'Shea. His device records real-world data and applies it to your Morrowind game character. I'd like to think we're going to see more cross-over functionality between 1st and 2nd worlds. Maybe we could track emotional state and blood pressure along side movement? I still get spooked when my SecondLife avatar types when I do.


Posted by christo
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tech: GPX2


Ever wanted to ssh -X into your console?

Lately I've been grepping for three things: an ultra portable ARM or PPC Linux box to hack on, a console to develop for and a portable video/ogg vorbis player.

A while ago I wrote about the Gamepark32, that little handheld with a gigantic emulator/user/developer community and while hovering over the buy-me button I came across it's younger fitter brother, the GPX2. What a scorcher, the only thing really lacking is wifi, but it does have TV out. Perhaps I'll post a review with some real information once it's actually in my hands.


Posted by julian
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tech: Oh Happy Day

Word on the street is (after aeons of anticipation) that iD is soon to release the Quake3 sourcecode. Apparently Carmack announced this at QuakeCon moments ago.

This is big news for game developers and artists looking to develop unique standalone projects in a BSP friendly engine with a solid networking layer. Let's hope the license the src is released under is GPL, or GPL friendly.

Quake3 has a fairly robust toolchain and is a well proven engine. I don't need to tell you that though do I!

Posted by julian
(Read More... | tech | Score 5)

Adventures in the Second Person

Update:14-08-05. Windows version of demo now works nearly as well as the Linux version. youBot now chases and navigates in Windows. If it doesn't work for you, let me know..

For a few years friends have heard me ranting about the second-person shooter format, what it might look and play like. I've always been meaning to actually implement something slightly playable that throws around these ideas.

The past few weeks, while serving as Artist in Residence at the ITU in Copenhagen I've been thinking about it again and cobbling together the basic logic. Here's a little demo I made in Blender and Python that represents one configuration: the second person as a displacement of agency and as a crisis of control - a Dislocative Media if you like.

The first person perspective has always been priveledged with the pointillism (or synchronicity) of a physiology that travels with the will in some shape or form, "I act from where I perceive" and "I am on the inside looking out". In this little experiment however, you are on the outside looking in, and to my great amusement, it's a complete and total pain in the arse.

The object of the game? Shoot yourself to live!


Read on for files and instructions..

Posted by julian
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tech: Doom ported to iPod
iPod Doom

A hacked iPod running Linux, running Doom.


Posted by christo
(Read More... | tech | Score 2.5)

theory: Cognition & Learning in Massively Multiplayer Online Games


A very well researched addition to the growing body of writing on this topic, Constance Steinkuehler makes a solid case from a healthy mix of ethnographic study, gameplay and a hell of a lot of reading.

One of the few papers that really captures the MMORPG as a richly conversant platform in which the user actively shapes the culture of their environment.

Ty Marta!

Posted by julian
(Read More... | theory | Score 0)

archive: The Front Line


Besos Marta!

Posted by julian
(Read More... | archive | Score 0)

theory: Sex in Games: Representing and Desiring the Virtual

For Gareth Schott's in depth academic analysis of the increasingly sophisticated effect games are having on our groins, and an answer to the question ''are ‘bodies without flesh’ achieving a representational or aesthetic status capable of evoking bodily intensities comparable to real-world encounters?" get this paper.

Posted by rebecca
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This Spartan Life Talkshow
This Spartan Life Talkshow

Thanks for the fine intro Julian - its great to be on board.

For all you machinimists pushing boundaries - I'd love to hear your theories and see your work. Links and thoughts can be submitted to christo_at_machinima.com.au

This Spartan Life is a talk show hosted by Damian Lacedaemion. Its produced inside the Halo game with interviews taking place while exploring the nuances of the game. A camera crew follows the action from multiple positions. Very well executed and edited.

This interview with Peggy Ahwesh (aka She Puppet machinima) is fantastic. Watch out for an appropriate ending.


Posted by christo
(Read More... | Score 0)

hello: We take great pleasure in Introducing..


We've been hunting high and low for a new contributor to SP and gladly our trawling for the right mind has come to end. It's with great pleasure we welcome Chris Dodds to the selectparks team, machinima expert, theoretician and fine human behind the nick 'christo'.

Chris is currently conducting a MA by Research at RMIT's School of Creative Media. His thesis follows the rise of machinima as a filmic genre, emerging trends in game manipulation, and next-generation content delivery systems. He's also co-founder and director of Icon.Inc Creative Communications, a leading marketing and communications agency based in Melbourne, Australia.

NB: If anyone knows who the people in the above image are, please don't hesitate to contact local authorities.

Posted by julian
(Read More... | hello | Score 0)

Machinima falls victim to Culture Mafia

From http://www.rpgfilms.net:

RPGFilms was a website that hosted tons of machinima videos made with video-game engines. One popular machinima genre is the music video, in which a machinima artist synchs action recorded from a game to a piece of popular music.

Now the Recording Industry Association of America has had RPGFlims shut down because they argue that these "songs files" (not MP3s you understand, but humorous videos made by fans who in no way substitute for purchasing the songs) infringe their members' copyrights.


Update: It seems something strange is afoot here. Perhaps we'll get to the bottom of this soon.

..via my Heroine of free-culture Marta.

Posted by julian
(Read More... | Score 0)

Space War - the best thing since psychedelics
Space War - the best thing since psychedelics

I'm only really posting this link for the opening para "Ready or not, computers are coming to the people. That's good news, maybe the best since psychedelics". Its a 1972 article from Rolling Stone commenting on how obsessed the new programmer geek class is with playing Space War - the first recognised computer game. Others reckon this 1958 version of Pong takes the crown.


Posted by christo
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Emotive Virtual Actors
Emotive Virtual Actors A rudimentary but interesting experiment in Emotive Virtual Actors. Its creator, Professor Ken Perlin, works out of the Media Research Laboratory at NYU. Would be great to these types of tools work themselves into machinima editors.

Posted by christo
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archive: ''A Few Good Men'' Half-Life 2 Machinima
Untitled Document

Built in HL2, this machinima piece is adaptation of a scene from the movie A Few Good Men. The growing interest in interactive narrative tells me we should be able to participate in the plot frag irritating characters in the not too distant future.

http://www.nailbiter.net/gman/


Posted by christo
(Read More... | archive | Score 0)

theory: Women in Games Conference

WiG 2005 is an opportunity to bring together women who work in the field of computer games both nationally and internationally. One of the aims of the event is to be a forum for recognising the tremendous achievements that have been made in industry and academia, by "women in games". The WiG 2005 conference will highlight to both the academic and industrial world the most recent, groundbreaking work in this area of computer game research and development.

http://www.womeningames.com

Posted by rebecca
(Read More... | 1310 bytes more | theory | Score 0)

theory: 2005 Machinima Film Festival Announced
Untitled Document Fire up Fraps and get your masterpiece submitted for the 2005 Machinima Film Festival in NYC. Deadline for submissions is October 6th with selected films screening November 12 at the Museum of the Moving Image.

Posted by christo
(Read More... | theory | Score 0)

archive: Planarity

http://home.cwru.edu/~jnt5/Planarity/
Nice flash game for the other side of your brain. Thanks AJ!


Posted by rebecca
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featured artwork
Ungravity's
'Oversaturation'


upcoming events
10/18   Deadline for Character Design Festival
11/2   Hamburg Bitfilm Festival
11/23   Australiasian Conf Interactive Entertainment
11/29   Paris.fr H2PTM'05 - Create, Play, Exchange: networ

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