miércoles, 23 de septiembre de 2020

A Word About The Polish Gaming Market

Last January, I was travelling in the European east. The main purpose of this trip was to finish my post-doctorate research about "Advergames: games as marketing tools" that I developed with Paneurópska vysoká škola at Bratislava (Slovakia). I presented the results and it was great (one more trophy achieved on the academic game).

After some days in Bratislava, I travelled to Kiev (Ukraine) and then to Krakow (Poland). In the last part of this trip, in Poland, I visited one awesome gaming studio named Moonlit. Knowing that the Polish land is a great market for games, I sent some e-mails trying to contact people from the local industry to share some ideas and discover new points of view. I talked to Mateusz Wanatowicz, PR and marketing specialist in Moonlit Games. Below, I surmised our conversation, sharing highlights of the polish gaming industry, Moonlit projects and an overview of polish gaming market.

1.Why do we need to pay attention to the Polish gaming market?

Well, it's one very important market in the central Europe. According to the last Newzoo gaming research, the country (with a population of 34 million people) has profited around 500 million dollars with gaming products. In comparison to Brazil - a country with 210 million people and a profit of 1.3 billion dollars in the gaming market - it's a very interesting emergent market to pay attention to.





2. About Moonlit Games studio

Moonlit is a gaming studio and a software house. In 2018, the company started to produce two authorial projects: Playerless - an arcade game where you need to fix bugs and the NPCs to run it correctly (PC); and Ignis - a battle arena game with wizards, sorcery and combats (PC and Xbox). Below, you can check some trailers and contents from both games.








3. Some aspects of the Polish gaming industry 

It is a promising industry as we saw in the first topic. According to Wanatowicz, the government of Poland sees this industry as a profitable area to invest money in and an entry door for many startups and small initiatives for new business. Wanatowicz highlighted that big events, games jams and young talents are receiving support from the government; and, another important point: careers in gaming area (coding, game designing, 3D art etc.) are also prominent in the academic area.

Another important thing to mention is the fact that the games from the series "The Witcher" were a way to present the Polish gaming industry to the whole world.

It is important to say that board games and card games have a main role in this context too. Local production of analogic games is growing year by year.

4.Polish gamers

Wanatowicz also said that Polish gamers, in a general way, support the local industry and they are proud of the national industry and gaming production.

5.A final message to the Gaming Conceptz audience

Mateusz Wanatowicz emphasizes that part of the success of a gaming industry is about how government, gamer community, studios/companies and universities can join powers to create a fertile ecosystem for different kinds of projects. Big initiatives as "The Witcher" series are fundamental, but supporting indie studios, small startups, events and clear marketing rules are also a key for a good gaming market.



Note: check Moonlit works in the official site and social media by clicking in the links!

#GoGamers

martes, 22 de septiembre de 2020

9 Years, 9 Lessons On Horror

By Thomas Grip
Edited by Kira

It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and feels like we should celebrate that by talking about the craft of horror games.

Horror games are quite a different beast when it comes to the game industry at large. Most other genres revolve around what the player does. In a turn-based strategy you take turns doing strategy:

Into the Breach

 In a first-person shooter you shoot things from a first-person perspective:

Doom

In a Match 3 game you match three thingies:

Candy Crush: Soda


In a horror game, the activity is not at all as important. What is important is that the experience is a spooky one. This makes designing horror games different from designing within other genres. Many times the standard industry tricks just won't work, which makes one think about game design in a different light.

In the past 9 years we have learned a great deal about horror games, and to celebrate the occasion, I wanted to share 9 lessons we have learned over the years.

That being said, I don't see these lessons as only useful for horror games. There's quite a bit of overlap with other genres, especially any games that aim for a narrative-heavy experience.

And finally – this is by no means an exhaustive list. Still, the lessons here are at the core of the craft of making scary video games.


Lesson 1: Horror is not enjoyable

The basic emotion of horror is not a pleasant one – yet people play horror games wanting to experience horror. This is the paradox of horror as entertainment. This paradox requires game developers to be careful in how they deliver the experience to the player.

You could draw an analogy between horror games and rollercoasters. The basic purpose of a rollercoaster is to simulate the sensation of falling. Under controlled circumstances the experience of falling is thrilling and fun (at least for a good portion of people). But if you put someone in a barrel and push them down a cliff, chances are they will not find the experience fun at all. Even if they survive unscathed, the whole ordeal would be a horrible experience.

The same is true for horror games. If you have a game that only relies on jumpscares – figuratively throwing people off a cliff in a barrel – few people will consider that fun. This became apparent in certain maps in Penumbra. We thought it would be good enough for a scary gameplay section to have a maze and some monsters. Instead of becoming mazes of fear, they instead became mostly... annoying. Amnesia: The Dark Descent had similar issues towards the end, where the monster encounters were just that, not supported by any other aspects. At that point the game no longer felt as entertaining.

Well this is a familiar face.


Lesson 2: Players are working against you

For a horror game developer, the worst enemy is… the players. Seriously, if we could sit around and make games without having to worry about what the players will do and think when playing the game, life would be so much simpler!

As mentioned before, being scared is not a pleasant feeling. Therefore the players will try to optimize the feeling away, often unconsciously. In the end, the players will ruin the intended experience for themselves.

Take the demon dogs from our first game, Penumbra: Overture. The game takes a bunch of time to build them up as creepy monsters that stalk the dark mines. However their AI has some weaknesses that some people are very quick to catch. Hence the dogs become easy to defeat, and are no longer scary.

Can't get me. I'm on a box.

And the crazy thing is that the players complain when this happens! They probe the system for flaws and choose to exploit them, yet want the dogs to remain scary. So their behaviour ends up going against their will.

Some games solve issues of player exploitation simply by making the enemies extremely hard (think Dark Souls): they make sure the monsters are just as hard to beat as they look scary. Another approach is to instead skip much of the gameplay (think Dear Esther): if there are no mechanics, there's nothing for the player to exploit – problem solved, right?

I don't think either of these solutions is optimal. Instead I think one should aim for a third route: making the players think about actions in a more narrative fashion. More about that later!


Lesson 3: Scares alone won't make a horror game

Horror is like a spice that defines a dish. You cannot do without it, but you can't cook a dish solely out of spices either. That would be just gross.

As an example, let's take three horror movies I consider to be at the top of their genre: Alien, The Exorcist and Ringu. All three movies deal with very different subjects, have different styles, and are overall different from one another. But there is one thing they have in common: they all have very few scares in them!

Instead each movie is mostly about the characters, the discussions, the anticipation of the horror – building up the atmosphere and the dread of things to come. Very little time is spent actually facing the horror.

Let's get back to our roller coaster analogy. When you think about it, the actual roller coaster ride lasts a very short time. Most of the time is spent doing things like buying a ticket, standing in line, and hearing other people scream. All these actions are not superfluous extras – they build up for the actual ride, and are crucial to the overall experience.

When we first made the study section of Amnesia: The Dark Descent, we implemented a ton of jumpscares. Books fell down from shelves, doors banged, pianos started playing and so forth. But as the map became more complete, it felt like something was off. So we reduces the scares to just a couple, and instead focused on letting the player learn the castle's mysteries. At first we were afraid this would make the level too boring – but as it turns out, spacing the scares apart made players much more scared than previously.

In horror, less is often more.


Lesson 4: Fun gameplay is just too… fun

In a horror game more than any other, the players go in expecting to have a bad time. And as designers we want them to feel anxiety, despair, and a whole array of negative emotions. But gameplay – because it's so damn engaging – tends to counteract all these juicy emotions.

Let's use Dead Space as an example. When I started playing it, I was really scared, walking around slowly and peeking around every corner. Then, about an hour in, I learned how to kill the monsters, and what tricks I needed to survive.

Dead Space 2 promo art
All of the fun, none of the horror!

Not only did I get good at killing the monsters, I thought it was great fun! The things that used to terrify me now became a source of amusement. Instead of dreading the monster sounds they now made me excited – oh great, another necromorph to dismember!

So where did the fear go? It was simply overshadowed by the rewarding gameplay.

Us humans tend to have this thing called attention, and we only have a limited amount of it. If the game is constantly engaging the player with thinking about their aim, checking ammo, and looking for loot, there's no room left for much else. In other words, the players' brain will lack resources to frighten themselves.

The early designs of Amnesia: The Dark Descent included genre-typical weapons, and even guns. We also experimented with very elaborate puzzle set-ups, everything from swinging chandeliers to redirecting rays of light. All these caused the same issues as Dead Space. They were too fun, and took attention away from what mattered: getting scared.

Eventually we decided to reduce the "fun" elements the gameplay had – and it paid off.

We saw this very clearly when watching Let's Plays of the Amnesia games. Since players didn't have things like combat to pay attention to, they reacted to things they might not have even noticed in other games. A vague sound, almost like a footstep, was suddenly a reason to look for the nearest cupboard to hide in. Had the players minds been filled with thoughts of loot boxes, they would have never reacted like this.


Lesson 5: Narrative is a core element in good horror

So if engaging gameplay can be counteractive to the horror, and you need to be careful with the scares, what do you fill a horror game with?

While no silver bullet, narrative is a big part of the equation.

By building up a narrative, us game designers can make game worlds bigger and more intricate than they actually are in-game. We can prime the player into doing a lot of the scaring for themselves.

In order to explain this, let's take a random image let's take a random image of a quaint town:

Aww, I wanna go there. :)

This feels like a great place for an evening stroll, right?

Now let's give this image some backstory. Put on some spooky music, like the Amnesia soundtrack, and read the following:

It has been two weeks since a huge storm cut the town from the rest of the world. All means of communication are down.
Today, our emergency services received a call – it just started out as static, a joke that kids would play, but then the screaming started. The screaming of people, then an otherworldly roar, nothing a man nor beast on Earth could make. I had to find out what happened to these people up the serpentine road from us. 
I am now here, yet no one else seems to be. It's like everyone vanished. But as the cold sun sets down over the mountain, I get a sense of unease…

...And now look at the picture again.

The worst monster of all is leaving the lights you've been murdered horribly.

Not so cozy anymore, right?

A new context leads to re-interpreting the environment based on this information, and get into a different mindset based on it. While you previously admired the view, you are now scanning it for signs of danger.

A big part of horror takes place inside a player's head. And by fueling their imagination, we can turn a cozy village into a place of terror and despair.

Looking back on which areas worked in Penumbra, this component became apparent. The most loved environments were those where players could use lore and environmental clues to fantasize what happened… and what could happen. The expansion, Penumbra: Requiem, lacked a lot of this background information. So despite us designing some of our best puzzles and implementing interesting visuals, Requiem was received quite badly. Without a strong narrative component, the players didn't get the experience they wanted.

Penumbra: Requiem, or as we call it, The Marc Game.


Lesson 6: The world must feel real

In order for a horror narrative to have proper impact, the world it takes place in must be taken seriously by the players. But what does "serious" mean? Grey and brown tones with no cartoonish elements? Not quite.

Let's draw a parallel between real and imagined worlds. If you suffer from nightmares, there's a trick to that: make a habit out of knocking on walls, tables, or whatever is closest to you. Eventually you will start doing the same when you're asleep. However, when you knock on walls or a table in a dream, your hand is likely to go through the surface – that's how you'll know you are in a dream, and no longer need to be afraid of the world around you.

Making horror games is basically a business of creating nightmares. But it's hard to be successful when you have a bunch of players (those damn players again!) constantly doing the equivalent of "knocking on surfaces", simply by playing the game. As soon as they discover some sort of glitch the immersion of a terrifying world breaks, and it takes a long time to build it back up again.

Let's look at an example from Penumbra again. In Penumbra we want the players to imagine that the demon dogs are "real", implying all the traits (demon) dogs possess. So, we want players to be worried about encountering a dog, and hiding from it. However, some players "knocked on surfaces" by messing around with the environments, and figured out that the dogs can't reach you if you camp on top of a box. So, whereas a real dog could jump up on the box and chomp the player up, the AI dog cannot. Therefore the fantasy of dogs as "real" is lost, and the game loses a bunch of its scariness.

The intended reaction when encountering a demon dog

Because of this effect, game developers have to be careful about how they construct environments, and what tools they give to the player. There should be enough things to do to make the place feel real. But not so many as to aid players in breaking the illusion.


Lesson 7: Keep it vague

You know creepypasta and scary photos you can find on the internet? Almost always the thing that makes them scary is that they leave a lot to the imagination. Seeing a silhouette and glowing eyes out in the corner of a photo feels threatening. A close-up glamour photo of the same monster does not.

AAH! What IS that?

Oh, just our good friend Terry bringing us a gift. (by ThiccBoiMyers on Discord)

As mentioned before, much of the horror comes from simply not being sure what the hell you're looking at. It's when there is a gap in our knowledge, a certain amount of uncertainty, that horror can really shine. This is especially true when you combine it with some sort of danger element.

It is quite common in games to make sure the player understands the systems in place as clearly as possible. This often results in some really daunting tutorials. Of course for some games, like fighting games, it's important to have in-depth knowledge about the systems to be able to optimise the game. In horror games we actually want the opposite!

A vague and uncertain game system is like a creepy photo. You can make out enough to get an idea of what's going on, but there's still room for the imagination to go wild. Let's use the health meter in Resident Evil as an example. Internally it is an analog property, a decimal number from 0 to some value, but the player will only ever know that it has "three" states. This strikes a great balance between giving information and being vague, and helps crank up the tension.

The sanity system in Amnesia: The Dark Descent is similarly vague. You know scary things – whatever those are – lower your sanity, and bad things – whatever those are – will happen if it drops too low, so you don't want to risk it.

This was not always the case. We started out with a pretty straightforward gameplay system, hoping players would play along with it. However, people either game it or got frustrated by it. When we tweaked it so it was much less clear how it worked, it sparked player's imaginations and it was much more enjoyable.

Alex isn't looking so good.


Lesson 8: Players need a role

All stories are driven by the characters that are contained within it, and how a plot plays out is determined by the characteristics of these characters. Just imagine how different Jurassic Park would be if the annoying lawyer guy was replaced by Judge Dredd! So, in order to get the most of any narrative, it is crucial to establish roles.

Games are no different. The role that a player inhabits will determine what actions they have at their disposal, what their goals ore, and so forth. Knowing the character is a vital component in order for the player to be an active part of the story.

Yet this is one of those components that many horror games forget. You are often thrust into a story as some generic character. Often the thought behind this is that the player would "play as themselves", but this is not how any narrative really works. In order to properly parse a story situation, you need to understand what kind of person is dealing with it.

Say that you come across a corpse. You are playing as Sherlock Holmes, a corpse means a case! You will want to search for clues and try to solve the mystery of how this person died.

Now imagine you're playing as a flesh-eating ghoul. Now the same corpse is suddenly dinner - yum!

An alternate universe where Daniel is turned into a ghoul. Bon appetit!

In most areas, horror games are well beyond your average game in terms of narrative. But for some reason, a large portion of horror games just fail to set the player role properly. It's strange, relying on a narrative backbone, yet losing so much of the atmosphere by not defining the player role.

Another big reason for defining roles is that it can help with some of the issues addressed earlier. For instance, it can limit the number of actions the player feels is rational to take. For example Penumbra's protagonist Philip is a physics teacher, so while he could perhaps fight some demon dogs, it would be more logical to run and hide from aggressive humanoids.

This lesson we clearly learned in SOMA. At first we thought about having a non-speaking Simon with very little character. However, this made player distance themselves from the events. Things got a lot more personal when they played as a character who was reacting to what was happening. While players previously wouldn't ponder the strange events in-depth, Simon pushing them in the right direction it worked much better.


Lesson 9: Agency is crucial

When I talk about agency, I'm not talking about the CIA. What I mean is agency of the free will kind. A game that has a lot of agency lets the players make decisions and feel like an active part of the narrative.

This is closely tied to the previous lesson. Not only do we want to give players a role, we also want them to own that role. They need to feel like they really inhabit the character they are supposed to play. A game can achieve a lot by combining agency with keeping things vague – and letting players decide to take uncertain decisions.

Say that you are faced with a dark tunnel – dark tunnels are pretty scary!

Now imagine that the game explicitly tells you that your goal lies beyond the tunnel. There's no choice, you gotta go in. And if the game forces you do something, it will also make sure you do actually have the means to complete this quest – in this case get to the other side of the tunnel.

What's the worst that could happen? :)

But what if entering this dark tunnel was voluntary, or at least presented as such? The game vaguely tells you that there might be something important there – but you don't know, and might also be a certain death. All of a sudden the tunnel feels a lot less safe. By adding agency and making entering the tunnel an uncertain choice, all sorts of doubts pop up in the player's mind.

There's also a number of other ways to add agency. Say the player needs to do something unnerving, like Amnesia's Daniel drilling into a corpse to get blood out. In the game it is clear that there is no other option. Overall reactions to this was not very strong.

Just petting a guy's head while the drill drills a hole in it.

Compare this to similar moments in SOMA, where intended course of action is much less clear. Here players are forced to actually think through what they need to do, and get emotionally involved in the process of it.

While SOMA did do this part better, it also had its shortcomings. In Amnesia: The Dark Descent, the game was divided into hub maps, so there was no one path or right order to do things. These choices increased anxiety. Whereas maps in SOMA were way more streamlined, and we noticed a considerable drop in scariness due to this.


In closing

And them's the rules! As said before, these are not the only ones, but I believe these come out on top when listing the most important ones. You could also go into them with a lot more depth, but I wanted to keep this blog concise. A lot of my previous blogs in the design tag dive deeper into related subjects.

Finally, I want to close by saying that, because of all these special requirements for horror games, I don't think you can approach them like other games. Instead of "finding the fun" and iteratively building upon that, horror game design needs to start with some strong principles.

When designing a horror game, you want to hone into what you've chosen as your core principles, be it atmosphere, theme, or something else. Then, as you progress in development, you don't want to evaluate the game on how "fun" or "nice" it is to play – but in how well it fulfills its set core principles. And a cornerstone for being able to do that evaluation is to keep the above lessons in mind.

This in itself is a huge topic of its own, and will need to be dealt with in some future post. Stay tuned for more!

sábado, 12 de septiembre de 2020

Designing With Competitive Vs NON-competitive Play In Mind

No catchy title this time, just wanted to talk about how we should design games that hold up to competitive play… AND to NON-competitive play.

I've said before that all things being equal, games are better if they hold up to competitive play. That is to say that they don't break down when a player "tries to win." For many games, that's not strictly necessary, for example, many party games are not really played "to win," but just to facilitate a fun time. That's well and good, but my point still stands: the game would only be better if it did not unravel when one or more players do play competitively.

I've stumbled across a new observation that is related to this, and may be even more important. Not only should a game strive to hold up to competitive play, but it must also hold up to NON-competitive play! By this I mean simply: if one, some, or (worst case) all of the players do not aggressively pursue the winning condition, the game must not stop working, and it must still progress toward an end.

Case Study: Apotheosis

This has come up on my current design, Apotheosis. In every playtest of that game, at least one player (myself, if not my friend Dave) would treat the game as the race it was intended to be. We both strive to do tier-2 adventures as quickly as possible, as they're much more efficient then tier-1 adventures, and we press as hard as we can toward reaching the win condition (the end of a track). As a result, the duration of the game was always acceptable, and I thought the game was in pretty good shape.

The other day I had a test with 3 other players on Tabletop Simulator, and I decided to sit out and help facilitate instead of playing because TTS is kinda fiddly, and I thought it would go faster that way. This turned out to be fortuitous because it revealed what I'd consider a fatal flaw in the game: all three players went for even advancement to obtain the "consolation" level-ups I'd added, effectively spending too many turns building up rather than pressing to get to those tier-2 adventures and racing up a track. As a result, perhaps not unexpectedly, the game dragged on and ended up taking about 2 hours -- fully twice an acceptable duration!


Thinking about this problem is what turned me on to the axiom above: games must hold up to non-competitive play. First time players will not necessarily notice that you're intended to push up the tracks as fast as you can. In fact, the current incentives kind of suggest the opposite. And many players just play games to explore their systems, and don't try doggedly to achieve victory. Therefore, it is definitely appropriate to address this game-dragging problem in some way.

Brainstorming solutions

My first thought was to remove or reduce the "consolation" level-ups. I'd added them to ensure that simply picking one track and ignoring the other two wasn't necessarily the best path to take. To be honest, I'm not sure they were really necessary in that respect, but I did like having a reward for even advancement in a game where the goal is to advance any 1 track to the end. While that might have reduced the problem, it would not have eliminated it, as new or bad players could still dilly-dally too long and make the game drag. This might not be a practical problem, but it's certainly at least a theoretical one. The game should naturally push toward an end, no matter how players decide to play.

My next thought was to make some of the rewards on the tracks "1st come, 1st served" to encourage players to race for those. This might be good to do, but I'd also like to see players get those rewards more often, so limiting them might not be great after all.


Finally, the 3rd thing that came to mind was the biggest, and possibly best solution: add a game end condition that would trigger when players dilly-dally. Such a game timer would keep the game from dragging by definition, if players don't progress the game themselves, it will still come to an end. In general I'd say this is an obvious choice, except in Apotheosis, the win condition is reaching the end of a track. So what happens if the time runs out and nobody has achieved the win condition? How do you decide who wins? In some games it's easy to assess relative progress, and award the game to the player who's closest to winning. But here that is thematically odd because topping out a track is supposed to represent a big, momentous event.


Another option is to say that if time runs out, then nobody wins. This is an interesting thought, however it may be out of place in this type of game, and it's likely to make for a bad first play experience if players all lose in the first game.


Settling on a solution?

What I have decided to try is this: add a game timer (the king will return, and once he does, your opportunity to steal the throne will be gone!), and if you win before time runs out, great (the king returns to find you on his throne, controlling his army, or backed by a demon, or with his court turned against him)! But if nobody has won by the time the king returns, then the player with the best reputation across all of the guilds (evenly advanced up the tracks) is the winner.

Tangentially related: game end dynamic

In addition, I'm considering a variable, slightly random game length, something like this... When the adventure deck runs out, the king is ALMOST home. Put a King marker on a short (6 space) track that's revealed under where the deck was. Give the triggering player a marker as a reminder, and for the rest of the game, after that that player's turn each round, roll a die. On a 1-3, advance the king marker 1 space. On a 4-5, advance 2 spaces. On a 6, advance 3 spaces. Therefore when the deck runs out, you have 2-6 turns left to win by getting to the end of one of the three victory tracks. This way, if you don't think you can reach the end of any the tracks by the time the king returns, or if you think someone might beat you to it, you can advance your track markers more evenly in case nobody else achieves the win condition in time either. This gives you something to do if you feel you can't win, and it might also extend the tension (until the last minute at least) even if you know you can reach a track end before anybody else.

The game must communicate its dynamics to the players


This brings me to another recent observation, which we could put down as another axiom: The game must communicate its dynamics to the players. I have talked about this in the context of the "Alpha Player Problem" and what I call "Solitaire by Committee", or committee-style cooperative games, but it applies more generally as well. In SbC games, this axiom suggests that it's important to let players know that the game is not about making your own choices and having full agency with some incentive to coordinate with or help the rest of the group, rather in an SbC style game, the whole point is to have a little committee meeting to decide on a course of action, and then do that.

For the new perspective alternate end game trigger in Apotheosis, this axiom would suggest that it's important to make clear the "most evenly advanced" win condition is a secondary condition, and that the primary and most common way to win will still be by reaching the end of a track. Without clearly communicating this, I can see how it'd be very easy for a player to assume both win conditions are equally viable to go after, and I can just see reviewers now complaining that "the game is not well balanced, not all win conditions have the same win rates" (duh, they're not supposed to!)

I'm not exactly sure how to go about that communication outside of explicitly stating it in the rulebook, which is not ideal by itself, because it is too easy to overlook or forget about.

TL;DR summary

Games are better if they hold up to competitive play, but they MUST hold up to non-competitive play. Don't allow your game to drag on or fall apart if players don't pursue victory as aggressively as you expected them to.

Download Shotcut Video Editor Free

shotcut is only free video editor








downlod shotcut free

downlod shotcut video editor software without any water mark

system reqirments
minimum=2gb ram
processor=intel pentunium
64bit computer

shotcut is a free video editor sofware 
  • Support for the latest audio and video formats thanks to FFmpeg
  • Supports popular image formats such as BMP, GIF, JPEG, PNG, SVG, TGA, TIFF, WebP as well as image sequences
  • No import required - native timeline editing
  • Frame-accurate seeking for many formats
  • Multi-format timeline: mix and match resolutions and frame rates within a project
  • Webcam capture
  • Audio capture
  • Support for 4K resolutions
  • Network stream playback (HTTP, HLS, RTMP, RTSP, MMS, UDP)
  • Frei0r video generator plugins (e.g. color bars and plasma)
  • Color, text, noise, and counter generators
  • EDL (CMX3600 Edit Decision List) export
  • Export single frame as image or video as image sequence
  • Videos files with alpha channel - both reading and writing
  • Video Effects

    • Video compositing across video tracks
    • HTML5 (sans audio and video) as video source and filters
    • 3-way (shadows, mids, highlights) color wheels for color correction and grading
    • Eye dropper tool to pick neutral color for white balancing
    • Deinterlacing
    • Auto-rotate
    • Fade in/out audio and fade video from and to black with easy-to-use fader controls on timeline
    • Video wipe transitions:
      bar, barn door, box, clock (radial), diagonal, iris, matrix, and custom gradient image
    • Track compositing/blending modes:
      None, Over, Add, Saturate, Multiply, Screen, Overlay, Darken, Dodge, Burn, Hard Light, Soft Light, Difference, Exclusion, HSL Hue, HSL Saturation, HSL Color, HSL Luminosity.
    • Video Filters:
      Alpha Channel: Adjust, Alpha Channel: View, Audio Spectrum Visualization, Audio Waveform Visualization, Blur, Brightness, Chroma Key: Advanced, Chroma Key: Simple, Contrast, Color Grading, Crop, Diffusion, Glow, Hue/Lightness/Saturation, Invert Colors, Key Spill: Advanced, Key Spill: Simple, Lens Correction, 3D LUT, Mask, Mirror, Mosaic, Old Film: Dust, Old Film: Grain, Old Film: Projector, Old Film: Scratches, Old Film: Technocolor, Opacity, Rotate and Scale, Rutt-Etra-Izer, Saturation, Sepia Tone, Sharpen, Size and Position, Sketch, Spot Remover, Stabilize, Text, Timer, Vignette, Unpremultiply Alpha, Wave, White Balance
    • Speed effect for audio/video clips
    • Reverse a clip
    • Waveform video scope
    • Editing Features

      • Trimming on source clip player or timeline with ripple option
      • Easy-to-use cut, copy, and paste operations
      • Append, insert, overwrite, lift, and ripple delete editing on the timeline
      • 3-point editing
      • Hide, mute, and lock track controls
      • Multitrack timeline with thumbnails and waveforms
      • Unlimited undo and redo for playlist edits including a history view
      • Create, play, edit, save, load, encode, and stream MLT XML projects (with auto-save)
      • Save and load trimmed clip as MLT XML file
      • Load and play complex MLT XML file as a clip
      • Drag-n-drop files from file manager
      • Scrubbing and transport control
      • Keyframes for filter parameters
      • Detach audio from video clip






                                                                           download here



              https://www.sendspace.com/file/q85lmu

viernes, 4 de septiembre de 2020

AX-029, Crackpots!

Today's episode is about Crackpots, the Activision game that was the first 2600 game by Dan Kitchen, who went on to make many more (and is still making them!). I hope that you enjoy the episode.

Next on the podcast is Malagai, by Answer Software. If you have this game, I would love to see a photo of it on Facebook or Twitter, see the links below for those. If you have any thoughts on the game, please send them to me at 2600gamebygame@gmail.com by end of day 17 February. Just tell me what you think of it, I will take care of the nuts and bolts of the game. As always, I thank you for listening.

Crackpots on Random Terrain
Crackpots on Atari Protos
Dan Kitchen's web site
Dan Kitchen's Games site
Dan Kitchen interview by Classic Gamer 74
Atari Age thread on Keystone Kapers 2 discovery
Crackpots patch on Digital Press
...and accompanying letter
Crackpots commercial
Jim's Ferg Quest sprite hack
Ryan's Atari Age High Score Showdown post for Crackpots
Wilson Oyama's Crackpots playthrough video
No Swear Gamer 521 - Crackpots
Sean's Autobiography of a Schnook Podcast Chapter 5