Monthly Archive for October, 2005

HAPPY SPOOKY ORANGE DAY

Another year where my annual plans to create the best damn Pyramid Head costume possible has not come to frutition. Sigh. <p/> But the lack of a big rubber suit doesn’t mean my Halloween night won’t be full of fun and excitement, especially with items such as:

  • Beating the last two colossi in Shadow of the Colossus. Most people beat this 10-hour game in a day; me, I’ve already managed two weeks of play out of it! Between that and Castlevania: Dawn of Sorrow, it’s been two of the best weeks of gaming in a long, long time.
  • Trying out Half-Life 2: Substance for a while until my currently-futzy computer decides to crank up another round of its own game: The Random Warm Boot game, a game that the machine’s maker thinks is most un-fun. <p/> On perusing the mod’s FAQ, HL2: Substance adverties many fine additions to the game, such as the “enhanced crowbar,” dual RPGs, the battle Gravity Gun (however different that is from the one I usually bring into battle, firing cement blocks at people’s heads), and “Solid Snake mode.” Awesome. <p/> Still no robust hand-to-hand or foot-to-face combat mod available, though, a diversion the gaming world truly needs in order to garner mass popularity and unite all demographics under one glorious, face-punching banner.*
  • Wondering if any trick-or-treating visitors are brave enough to bust down the lock on the apartment’s main door to come a-visitin’ the interior. That isn’t to imply I live in a particularly rough complex, but the alien fruity-musty smells that linger out in the hallway can make any reckless visitor pretty woozy for several hours after just a minute or two of inhalation. <p/> Since I didn’t except to have many visitors for the festivities (if any at all), I had a notion earlier to pick up several king-sized candy bars for the more rapacious of candy accumulators. Reward their tenacity with quantity and quality, and a chewy nougat center! <p/> However, the earlier notion was not heeded, and anyone coming to pay a visit is liable to receive a fistful of coinage or a nice Clif Bar into their pillow case. <p/> And now it’s now raining, right in the middle of gatherin’ time. Kinda sad.
  • That’s it. It’s Monday night, for cryin’ out loud. <p/> I’d say come back tomorrow for more exciting things, but Tuesday hasn’t worked so well in the past either.
*Obscure Smackfest 3K reference

INTUIT-ION!

To gauge where my money goes after flying out the window — various respectable retailers, of course, but which ones?! — I’ve been using the trial edition of Microsoft Money for several months. I would have liked to try Intuit’s Quicken — Dad Anderson has used it for many years and testified to its high quality on many occasions — but Quicken does not offer a software trial. <p/> Money’s trial, at least, allowed me to see if these personal finance applications would be something I could actually use on a daily basis. And ‘lo, it is handy and time-saving indeed: budgeting and statement downloads are about all I need, and it tracks the numbers without trying to round to the nearest dollar or any other goofiness. Thanks to personal money management, checking the number of coins left in the piggy bank is no longer a once-a-month horrific heart-stopping experience, but rather more like a little pain delt out daily. Not so bad. <p/> But! While Microsoft Money as a functional utility is fairly complete, there’s something about navigating through Money’s GUI that’s just completely unwieldly. The interface looks pretty good and polished in that blue-green-shiny-rounded-buttons-big-green-hill on-a-new-Windows-XP-installation-desktop kind of way, but just try to find out how adjust your budget to make a new allotment for fudge, and you’re lookin’ at ten minutes of searchin’ that ends up with a rancor-filled e-mail fired off directly to bigbilltheboss@microsoft.com, throwing your fist into the air and screaming, “Ver iz za money, Lebowski?!” <p/> I’m certainly not in the Microsoft-hate camp (nor under the Microsoft-love canopy), but migod, a bad interface for software is some kind of slow death in the software world. It’s like trying to get work done in an office, garage, whatever workplace and having all the ambient lights slowly start to dim down — you may be able to see your hands and various tools for a while as the light level drops, but trying to write notes, hammer nails, or accurately mop up viscous fluids is going to get increasingly frustrating at a rapid pace. <p/> After using Money for about four months, while I continued to use it because of the decent job managing all my budgeting and savings stuff, opening it and navigating around is just no fun at all. The program can open about twenty little frames in the startup page, including a nice little pie chart of where my money is taking an extended vacation, but I couldn’t friggin’ figure out how to manage my budget categories after setting them up. Oh, I’m sure the option is in there somewhere, but if I have to go digging into a help file to figure out something as simple as adding “Groceries:Salmon Lips” as a monthly expense, something is dreadfully wrong. <p/> When Money’s trial ran out a couple days ago, I went to Best Buy to pick up the full version…of Quicken. After installing the quaint Basic version, it took me approximately five minutes to bring it up to speed to where Microsoft Money was. And adding the Assorted Roadside Junk weekly budget after the initial setup for monthly expenses: two clicks, right where I hoped they would be. <p/> I guess it was a good idea to try out the Money trial after all: It told me which application not to buy. Owned, Bill.

ART IN A LOOSE, STUPID KIND OF WAY

For about a week or two, I’ve attempting to make some of my own machinima. How this sudden urge came about, I have no idea — I’m no big fan of Red VS Blue or…whatever else is popular in the machinima world. (In my video collection, among the many demos and goofy clips of “regular” game footage, exactly two machinima are present: the classic Apartment Huntin’ from the Quake 1 era, and the more recent A Few Good G-Men, the latter of which has marginal appeal.) <p/> Nonetheless, I’ve been spending a bit of time in Half-Life 2 and Deus Ex with a few ideas of my own — not good ideas, mind you, but those buzzing bees around have to be released somewhere. <p/>

MEAN MAD AT MOSSMAN
The first project used the Half-Life 2 engine and was a sad little thing called Mean Mad at Mossman. The plot of Mean Mad was, in its entirety, dashing around Black Mesa East like a mad ape while unloading various ordance into Mossman: Firing crates at her head, hopping around, bouncing Combine balls around in small rooms, shooting rockets at the wall, etc. This sounds like a good idea, unless you’ve actually played a bit of Half-Life 2: When you attempt to inflict damage (or any world event at all) upon a friendly actor such as Mossman, the character does not react at all. Nothing. No blood from bullets, no big meaty chunks from grenades. <p/> This lack of reaction makes any attempted amusement from dealing out to death to moving actors on-screen a complete failure: Unload an entire magazine from a sub-machine gun into Mossman’s intellectual-elite features, and she’d still be blabbing on about the Black Mesa portal technology. Bo-ring. <p/> I deleted all the footage from Mean Mad at Mossman, since after taking roughly thirty minutes of footage, it was obvious the best thing about the finished machinima would have been the title. <p/>
MOSSMAN POSSESSED!
My second recent attempt at machinima fame came about during a second attempt of making a movie immolating Mossman. Already sounds like the next Citizen Kane, doesn’t it? For this next stunning production, I chose to employ Garry’s Mod, which at least would let me shoot models and have ‘em show a little physical kickback at the flying hot lead (although now they’d just be static models with absolutely no speaking or animation — win some, lose a lot). <p/> However, in the midst of “production” — that is, attaching a rope to the top of Mossman’s head, attaching the other end to a wall, and then firing off the gravity gun so she’d fly around and smack gruesomely into objects — the model I was using decided that it’d had enough of my direction and began to ad-lib the scene. <p/> The model, already hovering two feet off of the ground, began moving in a linear direction, coasting towards a nearby wall, and twisting its body around with the head as the pivot (encoded in XViD, about a MB large). I immediately began shooting footage, realizing (somewhat sadly) that a bug in the game probably had better ideas how to make interesting machinima then I did. The model continued along the level, twisting and coasting peacefully — until it met the wall, imbedding the upper body into digital brick and convulsing the lower half in a most, say, unnatural fashion. <p/> As if frantic seizures weren’t enough for the making of the next Nosferatu, the model would occasionally pause its savage dance in mid-spasm, allowing the viewer to notice the legs of the model, which appeared to have been brutally snapped, bent, and reshaped into appendages that more resembled the shapes of cracks in concrete. Shooting the model would restart the frenzied flailing. <p/> I knew I had the clay for bona-fide, true-blood, blockbuster hit in my hands. Now it just needed a little molding, a little touching-up, a little love. <p/> Just kidding. While the footage was fun (in that not-so-fun kind of way) and the material somewhat creepy, watching a model goof off is about as exciting as an in-game character not reacting to being bonked on the head with a big metal chair. Attempts were made to round up the footage into a Silent Hill-esque trailer of sorts by some finessed editing and a variety of digital effects: blur, motion blurring, slowed or sped-up frame rate, and so on. Let the computer do all the hard work — yes, like making my machinima into something decent. Har har. <p/> Trying to mould the impromptu footage into a decent bit of machinima was like trying to teach a headless, wingless duck how to swim: It would never be able to exercise the muscle and fat enough to be tasty. <p/> The “final,” lame version of Mossman Possessed (XViD, ~2.5 MB) features a typical flailing-around clip and Porcupine Tree’s Trains “mechanized” and played backwards. It is not scary. Enjoy. <p/>
BEDLAM IN BATTERY PARK
This illustrious track record brings us to the present, when a decision has been made to switch development studios from Half-Life 2 to Deus Ex, trailblazing the production for Bedlam in Battery Park, undoubtably the next Battleship Potemkin. <p/> Bedlam has the disctinction of being the first machinima of this awkward trio of creations to actually have a modicum of pre-production in the form of a script — the quality of this script, written on the back of a printout for Oklahoma’s Withholding return underpayment worksheet (whew) during work, is evident only in the repeated claims to kill bums and sick people. The final scene of Bedlam even revolves around a grand tripping-out sequence after taking zyme, Deus Ex’s narcotic for the future. Quality, non? <p/> Okay, so perhaps Bedlam in Battery Park has as much chance for greatness as Spam has for appearing in a four-star restaurant, but I will not be repelled from my grand machinima-making endeavors. Heck, I’ve even gone ahead and made a teaser-trailer for the imminent four-star production Bedlam in Battery Park (might be XViD, could be about 2 MB). <p/> And how many times have people seen a good trailer, only to have the movie turn out to suck outright? That can’t happen, right?

PHOTOBLOGGING: BLOGGING ON THE CHEAP PART 2

Another successful concert!

That be-a Mikael’s signature in the upper left and Peter’s below. Martin-on-Bass is inside the booklet. Sadly, Martin-on-Drums is absent for the US tour, it seems, so I didn’t get his signature (or the replacement’s, who was very good). <p/> Also absent is new keyboardist (who Mikael introduced as “the guy who’s making us sound cheesy” during the concert) Per. But two out of four ain’t, uh, too bad?

WHOA! GOTTA GO!

Concert-going in fifteen minutes! Acoustic-death metal on the horizon! Excitement in the mouth! <p/> The grand focal point of today’s post is a 1:45 clip of one of the finest bits of music heard anywhere, above or below the oceans. And it’s brought to you by — the band! Enjoy!