"Hello Multiverse" - My Portal 2 level

"Hello Multiverse" - My Portal 2 level

Since I'm posting Super Mario Maker levels now, I figured I might as well post the first and only level I made for Portal 2: Hello Multiverse. I thought the Portal 2 level editor was brilliant, but after beating both the Solo and Co-op campaigns I'd had my fill of the game and didn't feel motivated to play or make any more.

The chamber itself is fairly simple, but I felt like it was a good starting point at the time. Here's a play-through of it I just found, recorded by DiscussorGameVideos.

"Agile Pipeline" - My first Super Mario Maker Level

"Agile Pipeline" - My first Super Mario Maker Level

Miiverse Screenshot

Course ID: 83C3-0000-00AA-43EA

I got Super Mario Maker this week. When you first play the game, you only have a small number of tools available to make levels with, and as far as I can tell, the only way to unlock more features is to make levels with what few tools you do have.

I was worried when I was first looking into this game that levels would always either be completely uninspired or feel completely out of place. Instead I found that, even with such basic elements, one can easily craft fun, challenging and original levels that would feel right at home in a proper Mario game. Not that there's anything wrong with the more suprising, wackier and... oddly-directed stuff.

It's a shame that the game does not have a video uploading feature, or at least better quality screenshots, so that one may showcase their levels on the Internet, especially since Mario Maker levels are regularly deleted to save server space (which, to be clear, I am not complaining about). I grabbed the one above from the level's Miiverse post. It's obviously not great quality, but what's more, it's also missing two enemies that would appear right away as well as Mario himself.

Overall, I am quite happy with the game and look forward to spending lots of time with it, though. I just hope Nintendo realizes its full potential and fixes its issues through free updates.

StayPuft theme update 1.2.5

StayPuft theme update 1.2.5

It's been a while!

I've finally put in the work to update StayPuft, the theme used in this very blog, to the latest version.

Ghost 0.7.0

This means you can now update to Ghost 0.7.0! If you've been waiting for this theme update all this time, that means you've also missed Ghost 0.6.0 and the versions in between, so go check out the new features!

If you need help upgrading Ghost itself, just follow the instructions in their own Support page.

Installing StayPuft

If you're not yet using StayPuft and would like to try it out, just take a look at the Installation section over at GitHub.

Updating StayPuft

Because of the new features, updating is slightly more complicated this time around. The easiest way to do it would be just to delete and reinstall the theme from scratch, following the updated instructions at GitHub. If you've made any modifications, you can always try and pull in the changes and solve the merge conflicts instead.

In any case, you will have to:

  • Make sure you configure the theme properly (check out the new examples)
  • Move your Google Analytics snippet, if you had one, to the Code Injection section of the Settings page of your Ghost blog.
StayPuft theme update 1.1.3

StayPuft theme update 1.1.3

StayPuft, the theme I created to use in this blog, has finally been updated to version 1.1.3, which should work with Ghost 0.5.6, as well as some older versions of the blogging platform.

Since there's been some general discussion about this theme in other, unrelated blog posts due to lack of a better place, I figured this update was a good moment to create a post where such discussion could take place (this one). For specific bugs or issues, please use the corresponding section in GitHub.



You're looking at it! There are also some other posts to showcase specific features:

The GitHub page contains Installation and Configuration instructions, as well as downloads to previous releases.

Low Poly Mountain Scene

I believe "Low Poly" art with flat shading, realistic lighting and particle effects will, if it has not already, become a popular choice for independent game developers making 3D games, similar to how pixel art is ubiquitous in 2D games. Of course, voxel art will still be favoured by many due to the success of Minecraft.

It is a fairly acessible art form, which means that while actual artists are still recommended, some programmers and designers should be able to make full games without the need for one.

Here's my first attempt at a scene using this style, created using Blender and following this tutorial:

Low Poly Mountain Scene

The same scene at daytime (I kind of prefer this one):

Low Poly Mountain Scene at Daytime

I think more detailed scenes, and dedicated artists to create them, would be desirable for some genres, but this would still be acceptable for, say, Strategy or Simulation games, or even an RPG.

I would recommend anyone who is getting acquainted with this style, and finds it as appealing and/or useful as I do, to run a Google search and look at real-world examples such as the game Before.

Update: I've set up a Pinterest board featuring this art style.

Global Roboto with Open Sans Headers user style

This is a global style that changes every font everywhere to be the Roboto font, or the Open Sans font in the case of Headers. This may include the browser itself, which may or may not be good.

It requires the Stylish extension, which is available for Firefox and Chrome. It also requires the Roboto and Open Sans fonts, of course.

Download/installation at: http://userstyles.org/styles/100206/global-roboto-with-open-sans-headers