First test with a Unity scene exported to Flash

We tried exporting Rain,Sand,Stars as is, the whole game, but while it launches and runs there are many audio and graphical problems. Nevertheless, it doesn’t look SO bad, and we’ve already identified some issues (like materials using mobile/vertexlit turning to black)

Quite artsy, but audio is just broken.

So we choosed a simpler scene, and it works quite well! Try it! Blue particles will follow your cursor.

We still receive contract jobs that require Flash. Whenever technically possible we offer HTML5, but now that our favourite tool exports to Flash… well, many projects will become much easier to produce!

Just another tool in our belts!

Looking for Japanese players

Quite difficult, I would say. Much more because finding a reliable translation of something you have in mind is quite complicated. It’s already difficult writing all this in English, given that it’s not my mother language! I was looking for a short sentence to write in Twitter, along with a link to the game trailer.

At first I wanted to say My name is Tsuyu, the name of the main character. I found out that

私の名前は …

seems to mean ‘My name is …’ and in this blog I found how to write Tsuyu: 梅雨 Tsuyu means literally ‘plum rain’, the name that is given to the rainy season around June. That’s why we choosed that name for our little hero: he is able to summon rain. So, ideally

私の名前は梅雨

would mean ‘My name is Tsuyu’.

Edit: it seems that it’s not exactly correct, as it sounds like ‘my name Tsuyu’. It should be written like this  私の名前は梅雨です

Anyway and just in case I looked for something easier. I tried ‘It’s raining‘, which @japangaijin confirmed in Twitter that it is written like  this

雨が降っている

Also quite nice, as that’s what happens in the game: it must rain so trees can be brought back to life.

Finally I also found that

もうすぐ梅雨入りだね~

means something like The rainy season is about to begin, which sounds perfect! Assuming that it is correct, of course. If was a friend of mine who loves Japan who told me so, but a confirmation would be great.

Will it reach Japan? I hope so, but it’s already difficult reaching someone outside Spain in English… just imagine trying to write something in such a beautiful but complex language as Japanese!

Tsuyu, our tiny hero.


“Rain, Sand, Stars” is now available in the App Store

It’s been a looong year. We wanted to release this game by June, but many things made it pretty impossible. Mainly that we started offering Art&Software services, which consumed most of our time. But it’s finally in the App Store!

Rain,Sand,Stars
Tsuyu, reforesting the galaxy one planet at a time!

Players control Tsuyu, a non-violent creature who is able to summon rain and bring trees back to life, something pretty useful in a galaxy where all vegetal life has disappeared because of a misterious sandstorm.

In this first adventure Tsuyu will reforest the Yakeraan system, 16 planetoids inhabited by bull-like creatures that will try to gore him out from their planets. But Tsuyu is small, and cute, and even if he could he wouldn’t harm living things. So he will be forced to outrun and jump over Yaks to avoid their thirst-induced rage while reforesting their planetoids!

Rain,Sand,Stars

Well done, Tsuyu!

We tried to create an endearing setting. We hope we have managed to create a game that both children and adults will enjoy. And while the experience can be quite on the short side, the game has been designed to be enriched with new planetoid systems and new creatures. If things go well and people like Rain,Sand,Stars, it will certainly grow in a near future.

Expect a PC/Mac version soon!

 

We’ve just launched a bandcamp store!

We have been considering crowdfunding these days. But after a while we thought we could as well try getting money in exchange for our work (that is, for the one we have already completed), so we opened a store at Bandcamp! Stop by and have a look, you can listen to our themes before buying them ; )

 

I’m not the musician but the programmer, so I’m free to say that this guy is an incredibly talented composer. I mean, my colleague, not the small guy in the picture. We have been working together for two years, creating two games for iPhone/iPod (Sound Juggler & Oddy Smog’s Misadventure), and a third one that we hope to release soon. You may or may not like our games, but I’m sure you will like their music!

We would love to hear your comments!

R2D2 Pitch Detection project

I’ve just uploaded an attempt at extracting pitch from human voice to GitHub. It’s a Processing sketch that uses the following classes:

PitchProject.pde – main sketch file.
AudioSource.pde – gets audio from wav files or microphone.
ToneGenerator.pde – creates an output tone with a triangle wave.
PitchDetectorAutocorrelation.pde – an audio listener that uses Autocorrelation to extract pitch from captured sound.
PitchDetectorHPS – an audio listener that uses Harmonic Product Spectrum to extract pitch from captured sound (not working yet).

Right now it’s prepared to open wav files with a file chooser and apply Autocorrelation to extract pitch. When executing the sketch, you should see some bars on screen that represent the pitch, and an output tone that corresponds to the one found in the audio. Try it!
However, while it works quite nicely, I am not sure if I’m doing things right (this is my first Processing project!). Are minim buffers being used properly? Is the Audio Listener correctly implemented? Shouldn’t all this be a little bit smoother? (audio experiments small hiccups from time to time…) Opinions, advices and suggestions are welcomed!