Making of an Image Mask

Martin · 11 years

I was working on a somewhat complicated image mask of a motocross rider the other day at work. Whenever I work on complicated things like this, I try to save every few minutes to make sure that if Photoshop crashes, I don't lose much of my work. When I was done, I had a short progression of images that showed my progress as I made the mask, and I thought it'd make a neat animation. Check it out:

In case you're not into computer graphics, an image mask is a special bit of extra data attached to a layer of graphics, represented in grayscale, where black represents total transparency, white represents total opacity, and the values in between make up the range from transparent to opaque. Basically, it's a way to tell Photoshop (or other image editors) where you should be able to see through parts of an image. Masking is obviously a very important part of working with computer graphics.

Website Redesign, 2013 Edition

Martin · 11 years

If you're a frequent visitor of my website (and why would you be, honestly?) you might have noticed that the site's look has changed a bit over the last few days.

Well, as you might've guessed, I've updated the website's theme again, and will be continuing to make improvements and adjustments over the coming days / weeks. This is an effort to both make the website more clear, as well as take it away from the stark look it had since the last revision. A spring cleaning, with a little bit of fashion, if you will.

If you happen upon something that looks weird drop me a note and I'll check it out. Thanks, and I hope everyone enjoys the new look!

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I've recently been dabbling in creating items for Team Fortress 2, via Valve's Steam Workshop feature.

If you've never heard of Workshop, it is a system Valve integrated into Steam where people, outside of the official game development teams, can create assets for use in-game and submit them for community vetting / approval. The respective game's dev team then gets to choose from the crop of community-crafted items to add to their games and usually, to sell as micro-transaction DLC, for which the original creator of the item is compensated.

It's an interesting thing, to say the least. Especially for people like me, who are already interested in creating 3D models and who already play many of the games which participate.

So anyway, I've been trying my hand at making a few items for Team Fortress 2, and so far, so good, I think. As of now, I've created four items, and with each one I feel like I've learned a lot of new stuff about the process, and about being more efficient with the process. So much so that I suspect that I could (and probably should) go back into the original files at some point and update them to include all the things that I have learned. We'll see though.

That's all for now... If you want to check out my Steam Workshop items, check them out here. I'd appreciate an upvote or two!

I just wanted to take a moment to share some screens of the game You Still Won't Make It, which I am working on with Vetra Games (Uriel Griffin, Jake Almond, and Jesse Venbrux). Development has been slow at times and fast at others, but it's coming together, and we will hopefully have the game out later this year.

In case you haven't played the original game (You Probably Won't Make It), YSWMI is more or less the same type of game: a skill-based platformer where the player simply needs to navigate the character from start to the finish, through a series of increasingly challenging rooms.

Naturally, I'm in charge of the graphics. And though the project is, graphically, a large departure from the original game, I'm happy to say that it's also a vast improvement. That's not to say the original graphics were bad - they got the job done - but there was a lot of room for some creativity on that front, and so far, I'm very pleased with how it's looking.

This is essentially what the game looked like when I got my hands on it some months ago:

And here are a few screenshots from our sequel, which is a work in progress at this point:

Quite different, eh? But still the same (brutal, fun) game underneath all of that.

Though I'm continuing to develop and add new graphics to it, I just recently finished enough to actually have the game play without a bunch of ugly placeholders everywhere, and that's a great milestone to achieve. We're looking forward to getting this game out later this year, and hopefully many people out there are looking forward to playing it, too!

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Mario Kart 7 Is Broken

Martin · 12 years

After spending some time trying to work my way through the various tracks of Mario Kart 7 on 150cc mode (the highest difficulty), I've reluctantly come to the conclusion that the game is broken. In all other aspects, I love Mario Kart 7. I think it's a great game. But the outcome of the races are too random at the 150cc level, and at that level, the game simply just isn't fun.

I remember, many years ago, reading an interview with Valve about the making of Half-Life, on why that game was such a great step forward for the medium. One bit that always stuck with me was about how they made the game more fun by helping warn the player about upcoming threats and obstacles.

I don't remember the exact example they gave of this, but it amounted to showing cracks on the floor and having the player observe little bits falling off into the abyss before the player actually encountered a portion of the game where the floor would break under their weight, and they could fall and die. Something like that, anyway.

This struck me because it was such an obvious concept. Half-Life is more fun because the observant player could avoid random death. Obviously, random death is not fun. It teaches the player nothing, and it feels cheap.

And that's why Mario Kart 7's 150cc mode seems so broken to me. It doesn't matter how well I take the corners or how lucky I am at drawing weapons. The randomness of the largely unavoidable arsenal of weapons the enemies are constantly throwing at me negates any skill I might have. It feels cheap to get hit by a blue shell at the end of an otherwise perfect race, especially when it's lobbed into play by a computer-controlled player.

Because of this, each time I attempt to play the game on 150cc mode, no matter how relaxed or passive I'm feeling at the outset, I am a total, utter, frantic lunatic by the time it's over. My heat is racing. I'm upset. And most of the time I don't come in first.

That isn't fun for me. I really want it to be, but it just isn't. It's not worth the frustration.

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Little League Games

Martin · 12 years

It's funny how your brain's memory works. Things that you haven't thought of in decades can suddenly come back and fill you with feelings that were, at one time, something more familiar.

I experienced this the other day while going for a walk. My girlfriend and I were walking past a school where little league baseball games are almost constantly being played. I never really pay much attention to it, but for some reason the sounds of the games really grabbed me for a moment.

Ping! An aluminum bat made contact with a baseball. The small crowd of friends and family went from talking to enthusiastic yelling. A few yelps from people with loader voices, chirps of encouragement, and then all became quiet again as the play came to a close.

I didn't see what had actually happened during that moment of excitement and I couldn't make out the names people were directing their cheers at, or even what they were actually saying for encouragement. But the general feeling, the pitch and tone of it all, really brought me back to my youth when, for a few years, it was somewhat normal for me to have to go to baseball practice and wake up early to go to games on the weekends.

I've never been much of an athlete, so I didn't always like having to do those things, but I still remember it being fun, in a simple sort of way. I suspect that might just be the rose-colored glasses of lots and lots of time having passed that has made me forget the things I didn't much like, but maybe it's better that I remember it just for the good parts.

Anyway, it's funny how easy it is to go back to those thoughts, even after just about 20 years of never once having thought about it. Transported through back in time by the sound of an aluminum bat!

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