Code share: a javascript image gallery, javascript & php countdown timer, and a very basic javascript & php email form…

It’s been a while since I shared code of things I’m working on here. Since one of the projects is not yet announced (a secret!), but the code for it is useful, I thought it’s about time that I do one of these again… My last little code project was to FINALLY make a vanilla-javascript based image gallery (just plain javascript, no jquery or anything). I’ve been putting this off for years, and the last one I had was just a hacked together thing. I got around to making one that’s extremely simple, no massive features, and easy to customize!...

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More from the wonderful world of tools by small devs, shareware, and freeware (art tools, music tools, and toys to create with)

This is a followup to my first post where I talked about the wonderful world of tools and art toys that exists outside the mainstream. Some months ago I asked if there was interest in another one of these, and yes. There was interest! The level of interest that exists for freeware and shareware tools (in general, tools made by small creators) is really exciting to me. We see genuine enthusiasm for quirky artistic tools… things that you could basically call a creative “toy”. These things are like a breath of fresh air. To me, they remind me why it’s...

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The Beautiful Rebellion of Video Game Bugs (how simulated worlds express malfunction in their own way, and that poetic digital decay…)

My favorite thing to do while playing AAA games is to go bug hunting. Not bug as in virtual insects, but bugs as in those weird quirks that totally break the immersion of the game, and put to test my ability to take it serious. It’s almost like the game laughs back at me for being immersed. I’m reminded that this is still software, and it breaks in very silly ways. My current video game hot take: Video game bugs are like glitch art. Just a sillier version of that. It’s incredibly novel to me how each simulated world expresses...

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Asking Kotaku for accountability, a collection of my threads (cries for help) all in one convenient place…

This is a short post that I will probably hide from the front page… The intention with this is to be a collection of all my threads in which I’ve been asking Kotaku for accountability for how they have exploited, lied to, and endangering sexual assault survivors. I’m putting all this in a post to keep track of the extend that I’ve been asking, and I’ve been ignored. After they covered metoo in games last time, and got lauded for “great journalism” by people that know what they did to us, I’ve made a point to tweet about it once...

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All the beautiful Zines from the first ever Electric Zine Jam (and the recorded stream)

This last week IndieCade ran a small event for the Electric Zine Maker. This is what was done in place of the E3 showcase that the Electric Zine Maker was chosen for. I’m honored and deeply touched by the amazing work they did in organizing this. I have an interview with Celia. You can see that here: Part 1, and Part 2… where we talked about the Electric Zine Maker, many of the ideas that went into it, and Celia ended with some profound thoughts on preservation. It’s a good talk! IndieCade also organized a few streams where guests made...

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Open sourcing the Electric Zine Maker (early commit available on github!)

Thanks to a grant by the Clinic for Open Source Arts (COSA) at the University of Denver the Electric Zine Maker is now open sourced. I am grateful for their generosity to creative open source projects such as this one. The github repository is here: https://github.com/alienmelon/Electric-Zine-Maker Do read the readme… although, this post is the same as the readme. So here are the details… This is a VERY early stage of the open sourcing process. All of the Electric Zine Maker, the various language renditions that it will undergo, and all the messy prototype bits, will be available there thanks...

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The New Electric Zine Maker Update! (About the grant, open source plans, and some thoughts on UI design…)

The newest update for the Electric Zine Maker is out! This marks the one year anniversary of the Zine Maker… It’s one year old. They grow up so fast! You can download it on itch here, or GameJolt here. I’m really proud of this one. It’s a tools update, but it feels like a major milestone because It Got Done. I took a step back from the Zine Maker, earlier this year, to build the story world for it. That’s the ARG that I’ve been talking about. You can check out the itch page for it here, and play it....

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Mackerelmedia Fish: an ARG-like text adventure game (with sourcefiles)

I just published this. It’s an ARG-like text adventure game called mackerelmediafish.com It’s about digital archeology, exploring the ruins of a long abandoned website, RSS spelunking, braving the hazards of the old web, and finding friendship in unlikely places. Play it here: mackerelmediafish.com The entire thing is open source here: https://github.com/alienmelon/mackerelmediafish-source I’ve been very quietly working on this for a while. I didn’t want to talk about it because I was afraid of jinxing it. I’m pretty sure that I jinxed my last project by talking about it while I was developing it (that’s why it failed horribly and couldn’t...

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About desktop pets & virtual companions: discussing the inhabitants that fill the void of our digital spaces

Here is a hugely passionate area of creative interest to me: desktop pets, screenmates, screen buddies, desktop buddies, desktop mascots, screen crawlers, virtual pets, virtual companions, screen wanderers, digital pets… (those are all the things they are called, ur welcome!) I love designing them and think they are intrinsically fascinating. I make maybe one a year, and this next project I’m working on will involve one as well. There’s something special about filling the virtual void with warm, silly, supposedly pointless simulated companionship. It’s like having a fireplace lit in the corner of the room. It’s weirdly comforting. Image of...

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UI design is fun! (inspirational ways of looking at UI, and discussing how to better understand UI’s place in game design…)

This post is an extended writeup of what would have been my GDC2020 talk. Since the conference has been postponed I’m sharing parts of this talk as a blogpost (I elaborated on what would have been my talk. This post is much longer). Last year I wrote about some of this on Gamasutra (link here). I also have a twitter thread where I’m collecting links to historic UI’s (link here). It’s kind of a source for inspiration. Also, here’s a youtube channel of interesting synth UI’s… There’s lots to be inspired by! UI design can be pretty amazing :) UI...

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