I filed my first DMCA takedown notice today...was much easier than I expected it to be.
Tuesday, May 28, 2019
Monday, May 27, 2019
Fanime 2019 report, etc.
I guess I may as well try to be good about linking to previous posts...here is Fanime 2018.
Didn't get to hop on either (there were 2!) of the Bishi Bashi games unfortunately -- again, just didn't have the time or willingness, since I already had other gaming plans, etc. and people were already playing. I guess these sorts of things are great for those times when you go to con early Friday or whatever and it's super not crowded. I'll have to remember that for next time, that going on Friday during the day is actually probably a great idea to get all the Artist Alley stuff/etc done with since you want to go through those when it's less crowded, then you can do photo posing and all that when more people are around...
Went to one panel this year, Queerness and Magical Girls, which was great! It also reminded me of just how awesome Madoka was, haha, but also had a lot of good content and great things to think about. Yay~
We went to IPOH for roti, yay~
For my own gaming, I brought my laptop complete with Melee setup and a small group of us sat down to play some friendlies. There ended up being 4 of us so I decided we should try out the epic "Dual 1v1" mode of 20XX where you play two simultaneous 1v1 matches (that can't interact with each other!) on the same stage, then the winners of both face off in a 2-stock match. It was pretty hilarious, especially since having both matches going on in the same space was super visually distracting, and after one match finishes the victor is free to just spam tech skill as much as they want in an attempt to distract the other match, and do things like charge f-smashes, do rolls to confuse techchases, and general other shenanigans. We played a few doubles matches as well -- 2v2 is not something I play very often (well, not that singles is either), but I knew that more than anything it's important to just look out to fish for kills whenever one of them is at high %. That's one of the great strengths of Fox in a 2v2, his upsmash is just such a great quick kill option that can be thrown out whenever opportune, and it doesn't require the precision of a tipper marth fsmash or something like that.
Watched one or two of my friends perform at Fanimaid Live, so cool and so good! Woo~
Also played around with some Puyo Puyo Tetris as well as Keep Talking and Nobody Explodes with another friend, which was great!
Artists' Alley and Dealer's Hall: Went through, bought some Journey pins and a necklace from Stephanie Kao (already have some of her prints!) -- only thing I bought all con, but it's nice to have a Journey necklace! You know, to go along with my Journey messenger bags and Journey lanyard and Journey phone charms as I'm wearing my Journey cosplay lol. Didn't make it all the way around Dealer's Hall (again, didn't really have the time to spare) but didn't quite care either.
I did make sure to spend at least some time going around with my hood/mask on, which surprisingly was more comfortable than I remembered for some reason. I also discovered that the trick for photos is to just find a good spot somewhere in the main hallway (not blocking traffic) to just sprawl out and do a meditating pose -- then a ton of people just start taking photos as they pass by. So I'm glad I got a chance to do that before leaving con for good. I unfortunately (this always seems to happen) didn't actually get any photos of myself personally, but also didn't feel too bad about that considering I didn't have a ton of free time.
Overall a chill con as expected, though Saturday was quite a long day still. No B&W ball this year since I had to go teach private lessons and dance with the Stanford kids, so a bit of a shame, but honestly I wouldn't have been able to handle that much dancing (let alone social energy) this weekend anyways. But yeah, overall pretty satisfied with how things went.
Speaking of dance, that went well too. Private lessons are always a challenge trying to really drill down and distill useful practical knowledge in a short timeframe, but they're fun and they also really push my own understanding of dance as well, so great all around.
For now in the aftermath of the weekend I'm just taking it easy I guess. I didn't do that much today besides spend some time cleaning up and trying to work on All in a Day's Work 4. Oh right, and I also was notified of some website blatantly stealing one of our games, sigh. DRM sucks and all until you are an indie game dev where it's actually quite easy for people to steal your games. It sucks because I've already implemented a crude site-lock for these games but unfortunately this site simply embeds the itch.io-hosted html5 index.html file in an iframe, so there's not that much of a good way to prevent it. I can at least make their lives harder if the itch.io folks will maybe let me change the urls around by deleting old builds, but we'll see. In the end, this kind of stuff is always an arms race and if people REALLY want to steal your stuff, there isn't that much you can do to stop them as an individual unless you want things to get hairy. Beh. Well, if I find myself with some extra time, maybe I'll look into more creative solutions, involving working around Same-Origin Policy blahblahblah. But it might not be super doable if I also want to support itch.io. Bleh.
But anyhoo, All in a Day's Work 4 wil be my main project moving forward for the week I'm sure. Don't think there will be a postmortem for Inflate Me to the Moon (the only thing I'd really talk about is the SPC-style music). There is still a fair bit of work left for All in a Day's Work 4 though. I've gotten the album design all done at least, which is great, and I =thought= I had the tracklist done, but then I remembered that there are actually a bunch of OHC entries I did after I stopped making my "Monthlies" series where they were WIPs or other projects, so they've never been formally released. Things like the WIP version of "Convergence", or "Song of the Sea", or even some Mysterious Space songs. And some of those are actually pretty great! So I had to try and make some room in the tracklist for those. In the end I decided to cut out a few of the more recent songs and just save them for All in a Day's Work 5, because there are just too many songs that I want to put into these albums! (figures, since it's been soooo long since All in a Day's Work 4) Anyways, I still have to do the liner notes for all that and make =sure= that I've included all the tracks I want in the order that I want, so that'll be my main thing for the coming week....though I am also very overdue for some letter writing time.
Let's hope we can have a good week this coming week.
Thursday, May 23, 2019
I guess, let that be a lesson to myself what the consequences are when I am not doing what I know is best. I feel sort of weird now, and I can't help but think it's because of some "mistakes" I made. But all is well, I imagine.
Wednesday, May 22, 2019
I've always wondered why iTunes' "Sound Check" feature (basically their implementation of replaygain) was spotty at times...turns out it completely fails to perform any sort of volume analysis on VBR (variable bitrate)-encoded files.
I used to prefer 320kbps CBR for my mp3 files but I've switched to downloading VBR from Bandcamp (I think this is -V 0 or -V 1, something like 240kbps) in an attempt to save on some disk space.
What really confuses me is that I haven't found anyone reporting this issue at all even though it's plain as day if you know what to look for. It's not a huge deal for me as I rarely enable this feature, but I use it when playing music for dances......nice to know that it actually will only work half of the time, sigh. Yet another argument for pre-editing every single audio file that I use for dances. I may as well just create an FL Studio project with my entire setlist in advance at this point lol
Wednesday, May 15, 2019
The past has been tugging at my sleeve a bit more these past few days. Perhaps it's the uncertainty of the future that reminds me that the past, also, is "uncertain". It is not something to be taken for granted, lest it fade away.
Friday, May 10, 2019
Rock the House
Made a banger of a tune last night, hot dang -- worked for 5 extra hours on my OHC entry, will be played at tonight's Big Dance. Last time that I did a last-minute composition for Big Dance was when I wrote Zodiac Procession two years ago. It hasn't been quite a yearly thing, but it's definitely a pretty good excuse to try making dance music.
Big Dance 2019 will be my 7th all-nighter and 9th big dance (last year's post). Should be fun, aiming to chill and take it easy for the most part and try to actually interact with everyone instead of having the ubiquitous "oh yeah we were in the same room for 9 hours but actually never danced together oops". Will bring all the requisite supplies, including insoles (which I actually brought last year but couldn't find -_-), glowsticks, melee, and such. Hit me up if you want to talk about dance or work on things since, ya know, we gotta do =something= to fill up those hours.
Had a dream last night that I was supposed to perform with Decadance at VBall and was running late......orz I don't think I've ever had stress dreams about Deca before, but you know, if this is the replacement for Marching Band stress dreams, I'LL TAKE IT!
Monday, May 6, 2019
Work work work
I get (hopefully) better and better at the process each time, but doing all of the legwork to really finish off each of these Ludum Dare games and get them into a state where I say "I'm finished!" is really a long and arduous journey no matter how you slice it. There are just so many individual things to keep track of and get done, it's a miracle that I can manage it all, but I guess that has always been a strength of mine.
Here is roughly what the task list looks like:
GAME
- Make improvements, bugfixes, and feature additions to the game itself (this could take weeks, depending on the amount of content to add)
- Port the game to mobile, including adding touch controls, alternative UI, etc.
- Make builds for WebGL, iOS, Android, test on device and fix inevitable bugs
MEDIA
- Create set of gameplay screenshots
- Create an animated gif of gameplay
- Record 30-second gameplay trailer, upload to youtube
- Use Avisynth and Me-GUI to resize and letterbox gameplay trailer to correct sizings for iOS app previews
- Record full game playthrough, upload to youtube, with appropriate description and tags
- Create app icon
- Batch resize screenshots for different iOS resolutions
PUBLISH
- Write shared game description
- Create page on ddrkirby.com, link from games and index pages
- Create page for the compo version on ddrkirby.com too
- Create page on cocoamoss.com, link from index page
- Create iOS app store page, upload screenshots (multiple resolutions), app previews (multiple resolutions), etc.
- Create Google Play store listing, upload screenshots, link to youtube video, etc.
- Create itch.io page, with game description, screenshots, link to trailer, etc.
- Post on Facebook, Twitter, Facebook Page, Discord, Slack...
- Write up post-mortem report...
- Fix up any mixing/mastering/etc in the music, re-render as necessary
- Render album versions of each song (loop twice and then fadeout)
- Create album artwork
- Convert all songs to FLAC, upload all to Bandcamp including both album versions and seamless loop versions
- Fill out bandcamp description, with links to game, Patreon credits, genre tags, etc. This also includes looking at my project files to see the estimated work time per track.
- Link to bandcamp album from website
- Use After Effects to render visualized soundtrack video for streaming on Youtube -- upload to youtube with appropriate description
- Upload soundtrack to Soundcloud, NetEase cloud music as well...post timestamped comments to soundcloud for the beginning of each track...
- Create paid Patreon post linking to soundtrack download, promote soundtrack on social media too...
This is why when I do Ludum Dare you usually don't actually hear about the game itself until at least a few weeks afterwards...it's because I'm shoulder-deep in the middle of all these tasks... some of these can be automated to =some= extent and it helps that I've got templates for a lot of this stuff as well as 3 different machines so I can literally just sit down and fire off builds for all 3 platforms at once, but in the end there is just a plain lot of STUFF no matter how you tackle it.