This is most of my stuff, they're usually in RSS feeds so I've aggregated it all.
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This archival giclee print is taken from one of my original ink drawings and digitally coloured.
It is an archival quality print on fine art paper, printed with pigment inks.
The paper is approx 21cm x 30cm, and there is a generous white border for framing.
The print is signed and shipped in a cellophane sleeve in a sturdy cardboard envelope.
Please note that the artist retains copyright.
Please contact me with any questions.
Thanks for visiting!
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Want to protect your fingers from that scalding hot drink, but you don't like 'java'? and you don't 'slurp'? not a 'ninja'? Well, now you can have your very own personalized hand-embroidered cup sleeve for your coffee/tea/hot chocolate/beer/whatever!!
The cup sleeves are hand embroidered on canvas and made with two layers of felt. It is handsewn closed with the same embroidery floss in the back.
You choose:
*the WORD: up to 6 letters (longer words with thin letters, like 'i' or 't' are possible)
*the EMBROIDERY FLOSS colour
*the OUTER FELT colour
*the INNER FELT colour (usually I pick one that matches the floss, but this is yours so you get to pick)
A complete list of colour choices can be found in my PROFILE (over on the right). Please specify your choices in the 'comments to seller' when purchasing or send me a convo!
Please allow for two weeks (at the most) for completion. :)
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Special offers and discount codes: please enter the appropriate phrase or code in the 'comments to seller' when buying and the e-mail address to which I should sent the adjusted invoice.
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This is a test of the new greyscale colour scheme... I'm not sure I like it as much as the original pure black and white style.... but at such low resolution, it might be neccessary... |
From:
grahamreeves
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| Time: 00:33 | More in Gaming |
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Quickly added a rain "particle" effect... |
From:
grahamreeves
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| Time: 00:14 | More in Gaming |
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Improved (and probably final) car recycling code. There are only 20 blue cars in the world, when they go far enough away they are recycled and put back nearer to the camera's area. The cops (Stars on the radar) and the robber (red car, X on the radar) are persistant and don't get recycled.
Only improvement to do is to direct the recycled cars more towards the player/camera as they can be placed on a road right back out of the active area again. |
From:
grahamreeves
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| Time: 01:14 | More in Gaming |
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Quick demo of the civilian car recycling... if they go out of an active/half asleep zone they are repositioned somewhere else |
From:
grahamreeves
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| Time: 00:14 | More in Gaming |
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http://www.tootlegames.com/
Watch in high quality! Plain lines and colours aren't suited to youtube's high compression :) |
From:
grahamreeves
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105
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| Time: 01:37 | More in Gaming |
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Second revision of car AI.
Car now attempts to ensure they're on the path line before aiming towards the target node. |
From:
grahamreeves
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| Time: 00:56 | More in Gaming |
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grahamreeves
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| Time: 01:32 | More in Gaming |
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Block calculation. Once we've sorted out all the roads and junctions, we then have to detect street blocks which are the shapes created by the loops in the roads.
Now that we have our blocks, we can fill them with buildings!
The game's practically finished! |
From:
grahamreeves
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| Time: 01:02 | More in Gaming |
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Road map generation from OSD map. Then spidering to test network path integrity (ensure everything is linked up) |
From:
grahamreeves
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| Time: 00:18 | More in Autos & Vehicles |
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This is my one-of-a-kind stencil painting of an octopus with bubbles. 16" x 20" FREE SHIPPING.
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Rising from the depths are the twisting and writhing legs and arms of a giant octopus.
This is a print of a mixed media painting that was done in acrylic glazes ontop of layered 1930s newspaper scraps which referenced the disappearance of Amelia Earhart over the Pacific ocean. Obviously, the only thing that could have possibly brought Earhart’s plane down was a giant octopus. Don’t even try to prove otherwise.
Measurements: image is 3.75x10” with a white border for framing, printed on 8.5x11” paper
I do all prints of my acrylic paintings myself on a fine art, large format printer with premium UltraChrome archival inks to ensure the best results. Printed on glorious fine art, museum-quality velvet paper that’s 100% archival and absolutely delicious. Makes the colors pop, sizzle, and sing--you’ll eat it up! Every print is signed & dated by yours truly and also lovingly packaged in a protective slip and sent on its merry way in a strong, fiberboard mailer.
Also, to preserve costs, please note that these are generally printed as-ordered, so please allow a good 24 hours for your print to dry fully before shipment.
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The key has been lost for ages, but has finally been found by a small, innocent girl with a profound imagination and wishes of grandeur. I wonder where it leads... This is a print of a small mixed media painting I did earlier. The original has 1930s newspaper scraps as a background, which you can still make out quite clearly in print-form.
Measurements: image is 4x6” with a white border for framing, printed on 5.5x8.5” paper
I do all prints of my acrylic paintings myself on a fine art, large format printer with premium UltraChrome archival inks to ensure the best results. Printed on glorious fine art, museum-quality velvet paper that’s 100% archival and absolutely delicious. Makes the colors pop, sizzle, and sing--you’ll eat it up! Every print is signed & dated by yours truly and also lovingly packaged in a protective slip and sent on its merry way in a strong, fiberboard mailer.
Also, to preserve costs, please note that these are generally printed as-ordered, so please allow a good 24 hours for your divine print to dry fully before shipment.
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High quality digital print from my 2007 gouache painting. Printed with pigment-based inks on archival matte paper.
Image 7.3" x 10"; paper 8 1/2" x 11".
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A one of a kind ORIGINAL Acrylic Painting
This painting measures 18"x 24h"
It is on pre-stretched canvas. Medium texture cotton duck; the finest quality pure cotton standard white canvas of medium texture. Only Fine art materials used.
This painting is not a print it is an Original
I will have Certificate of Authenticity included with purchase. I have signed the front of my painting as well as; named, dated and signed the back.
The painting will be shipped and packed professionally.
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Limited edition print (#20/50) of "La Sorcière Noire" (The Black Witch). This is a digital illustration inspired by the witch in the movie "Stardust".
Print measures 6.5" by 9" on 8.5" × 11" paper. The image is centered on the paper leaving a white border for framing.
Printed on 100% cotton, high quality archival artist paper, free of acid and optical brightener, neutral Ph.
Will be Signed and dated on the front.
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Copyright won't appear on your print!
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***ABOUT THE SHIPPING****
Prints are shipped from France. They are packaged in a heavy and hard cardboard, protective stiff enveloppe. Each print is protected in a cello sleeve. I always ship in Intl. priority airmail.
I always mention "DO NOT BEND PLEASE" on my packages, I put a lot of effort in them. So what please note that I am not responsible for any damages or loss incurred during shipping.
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!Sales of artwork do not transfer copyrights!
Thanks for looking and please convo me with any questions about this item ♥!
annejulie
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I dunno, my heart says go with the bear but I realize that the robot is made of metal...
... and is strong
Chris Bishop resides in Alexandria VA and is the creative mastermind behind PBS kids interactive.
Check out more of his work at...
http://chrisbishop.com/index.html
This tasty little passport case has the following features
* Art on the outside, paintswatches on the inside
* extra sturdy vinyl on the outside.
* Textured vinyl lining
* Pocket for your passport
* two pockets for your ID and a pocket for moola
* oh yeah it's also thinly padded
Be extra stylin for the TSA agents for just $16 bucks!
Please note that the interior paint swatches may differ in color from those shown.
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This is lovely Elspeth and her beloved pet octopus (and muse), Yorrick.
I adore the intensity of colour in this piece - the original is oil paint on a canvas panel and the bright oranges and reds contrast beautifully with her giant blue eyes.
This is a limited edition ACEO, hand assembled, signed and dated on the back and it comes in a tiny protective sleeve.
There will only be 50 of these made in the whole wide world. This is number 9 of 50.
**If you'd like to see how the original was painted, visit http://scarlettcat.blogspot.com/2007/11/its-been-busy-day.html**
...............................♥ what's an ACEO? ♥................................
ACEO stands for "Art Cards, Editions & Originals".
They're miniature works of art the size of a trading or playing card (2.5" x 3.5") and they're an inexpensive way to buy original or limited edition art. After all, you shouldn't have to be Donald Trump to enjoy a piece of art you love!
............................♥ what can I do with them ♥............................
Lots.
You can collect them and keep them in an album - an inexpensive way of making your own coffee table 'art book', trade them with other collectors, pop them in greeting cards or letters as a lovely little extra, frame them in a tiny frame, or put a bunch together and make your own collage or use them as a gorgeous little bookmark.
..................................♥ the fine print ♥...................................
(c) scarlett 2007
This artwork is protected by copyright which does not transfer with sale. In plain English - while you're buying a piece of artwork, you're not buying the right to copy, print or reproduce it in any way. xxx scarlett
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Up for your consideration is an original 'Jellyfish' mini painting. I used ink and quality watercolor paints on 140lb. watercolor paper. The paper size is 5"x5", the image size is 2"x2". It is signed by me, emi.
This would look great in a little frame placed on a table top, or hanging on a wall, grouped together with other lollipopart mini paintings. Or give it away as a gift...everyone loves art!
Please note that the colors may differ depending on monitor screen settings. Image has been enlarged to show detail. Mat and frame not included. Please include $1 shipping for all U.S. destinations, $2 for all International destinations (for up to 10 mini paintings, shipped together). As payment, I will be happy to accept a personal check, money order, or PayPal for all U.S. destinations, and PayPal for all International destinations. Thanks for taking a peek!
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My 3 years old boy love this drawings so do I ;) To create this drawing artist uses ink and soft pastels on high quality paper. Drawing size - 5"x5". All of them are created and signed by mario (Mariusz Pierog).
I like to hang them together so every morning my son wake up he can repeat words from that drawings and easy recognize animals, fruits, vegitables and many other things.
Colors may be different than original - it depends on the screen quality and settings. I do not provide mat or frame.
I'm more than happy to combine shipping and put them all in one envelope up to 10 drawings - only for $1 shipping charges.
I accept a personal check, money order, or PayPal as well as payment with Credit Card by phone (please email me your contact information and the best time to call you).
I stumbled across an amazing photo of a kingfisher diving for its dinner, taken by photographer Adrian Groves with a Canon 40D camera. Though I can no longer show you here due to copyright issues...
Groves set up a tank of minnows as bait, camouflaged with some netting, and then hid out, waiting for the kingfisher to appear. When it finally did, the Canon 40D (with a 70-200f2.8L IS lens, set at f/8, 1/1000 seconds) managed to shoot the kingfisher diving for a feed. I can't stop looking at it—the orange feathers make it look like it's on fire.
Now I want a 40D. And a pet kingfisher. [TrekNature via Telegraph and Daily Mail]
UPDATE: images had to be removed due to copyright issues, but you can click over here if you want to see them all.
This is an experiment by Justin Windle aka Soulwire created as a result of a project where Justin needed to find a way of simulating digital interference on an image / video stream. Instead of using the graphics API or Bitmap effects, Justin resorted to the real thing.
The principle is incredibly simple. Corrupt / alter a byte (or several bytes) in the ByteArray of a JPEG and then load this back into a DisplayObject using Loader.loadBytes(). Because of the way in which JPEGs work, the image will still display but the corrupt bytes will mangle the output to varying degrees, depending on how many bytes have been corrupted. The result is an interesting glitch pattern, a bit like those which were accidentally created when my webcam drivers lost the plot. Read more..
An AIR app may be in the works, in the meantime you can download the source here.
Justin is an artist, designer and creative technologist living and working in London. You can find out more by visiting his website or his blog for latest project updates.
(via @zenbullets)
See also Digital Decay [Reference, Theory] article on CAN by Richard Almond.
The results of the Assemblee Competition are in! The winner of Part Two is Ivan Safrin for Bitworld, a really slick action-oriented roguelike that was made in Ivan’s own development framework, Substance (still under-wraps). He made use of a number of people’s work from Part One: Oddball, Oryx, Rynen10k, Blot, Stian Stark, Saros, BigLon. A hearty congrats, dude!
As you can see here, it was a pretty close competition, with a lot of great entries. I noticed quite a few entries made it on to 1up’s 101 Free Games of 2010, among other places. Here are the top ten finishers (with brief and inadequate synopses):
1. Bitworld 72 votes (7.9%) – slick 2d/3d roguelike
2. Dungeons of Fayte 63 votes (6.9%) – co-op action/RPG
3. Realm of the Mad God 57 votes (6.2%) – massively multiplayer fantasy
4. Mr. Kitty’s Quest 51 votes (5.6%) – explorey action adventure game
5. BirdyWorld 38 votes (4.2%) – Zelda-like where players create the world as they explore
6. Backworld 33 votes (3.6%) – platformer about painting
7. Tiny Crawl 33 votes (3.6%) – streamlined room-based RPG
8. s h i n e 32 votes (3.5%) – survival horror
9. The King, the Queen and the Jester 29 votes (3.2%) – first person dungeon crawl
10. Great Dungeon in the Sky 27 votes (3%) – platform game with many characters
Please check out the full list of Assemblee games if you haven’t already. Lots of gems in there.
The winner of Part One was Oryx, for his Lo-Fi Fantasy Tileset, which was used in many a game (including Bitworld). As stated before, all of the art and music for Part One is now available (image-heavy) for you to use in your own (non-commercial) projects. They have been released by their creators under a Creative Commons license.
TIGForums mod and Pokemans-lover extraordinaire Melly also held a Box Art Competition after Part Two, which turned out some more cool stuff.
I loved this competition. I think it definitely proved that a two-part competition can be very successful. Logistically, I’m going to have to do more planning for large volumes of entries. I was really unprepared for all the awesome that was going to come in, and that led to some delays. Thanks to everyone who participated, and congratulations to everyone who finished artwork, music, or a game!
ProLoop is an audio loop playing and sound experimentation app from Trapcode. It features a pretty cool looking interface that shows the waveform of each loop as it plays. It can play up to 6 loops and you can mix and pan each independantly. Where ProLoop shines is it’s ability to mangle your loops by repitching them or performing various modulations on them (using other loops as a modulation source). You can also pitch shift loops by musical amounts, and you have control over quantization. It comes bundled with an assortment of strange loops and offers the ability to load your own loops. Other looping apps, such as Looptastic also let you play and mix loops (with an easier interface), but ProLoop should appeal to experimental, ambient, and noise oriented folks who like to play with sounds live.
Peder of Trapcode sent us 5 promocodes to giveaway. If you would like one, please leave a comment below and we’ll random pick 5 people tomorrow.
About Trapcode:
Trapcode makes software for visual effects and motion graphics. Started in 2001 by Peder Norrby the focus is on creating groundbreaking, robust technology that is easy to start using for beginners and has many complex features for advanced users.
Platform: iPhone
Version: 1.0
Cost: $4.99
Developer: Trapcode
See also Slice [iPhone, Sound] by The Strange Agency
Super Mario Bros. X is a nice Mario fan game that mixes primarily elements from Super Mario Bros. 3 and World into one fine package (but you can also find some stuff from Super Mario Bros. 1, 2 and the classic Mario Bros). On top of that you get also a great working 2 player co-op mode!
So you have two options: You can either play it with a friend or try to master it alone by playing both Mario and Luigi at the same time by yourself (like i did as you can see from the video).
Maybe change the controls to control the characters independantly or leave the default settings alone which means that you control both Mario and Luigi simultanously with the arrow keys…
Fun!
Also watch the Trailer from the developer of the game to see some more stuff in action.
Moreover I recommend to check out the other carefully selected Mario related Games on Pixel Prospector
GunFu Deadlands is a fun and challenging action game that does a good job of capturing the spirit of the Old West showdowns we’ve all admired on the silver screen. The player aims with the mouse and can do a John Woo-style bullet-time dive by pressing the right mouse button. This is an essential move for getting the jump on bad guys, who fire on sight and from long distances.
It’s extremely gratifying to kill enemy cowboys in both bullet-time and real-time when the bullets are flying so fast and deadly. Somehow creator Christiaan Janssen figured out all the necessary ingredients for a Western shoot-out and distilled them into a tight little package. GunFu Deadlands even comes with a level editor to make your own OK Corral to share with friends.
One Button Bob is a single-button action game in which you have to help Bob survive an obstacle course to reach the treasure he desires. The control scheme is switched around in every room, meaning that you could be running away from a boulder, climbing a set of ladders or jumping from one platform to another as you venture further into the cave.
It takes about ten or fifteen minutes to finish the entire adventure, and there isn't really any incentive to replay it after you've completed your quest.
So hey. Back in December I finished up a 1.0 port of Smiles for Netbooks, and sent it to Intel by their early contest deadline.
And hey, guess what?
Second place! That’s awesome.
So hey, what does 2nd place actually mean?
Wow. So I guess I’ve got a pretty good story now when mingling at GDC.
I’ll post some photos once it arrives.
Woohoo!
Been a bit quiet around here, eh?
As I mentioned in my New Year’s post, I’ve been kind of taking a break lately. Haven’t really been doing much of anything to write about to be honest. Waiting for inspiration to hit me.
Well, it’s starting to hit. A few weeks ago, I talked to Shawn Pucknell about speaking at FiTC Toronto. So I needed to come up with a subject to talk about. Up to now, I’ve almost always done a brand new talk for every conference I’ve spoken at. Really, the only exceptions are when the organizers explicitly ask me to do a specific talk. But it seems that most speakers are doing the same talk at multiple events these days. Many do the same talk for a year, or a good part of thereof, at every conference they speak at.
I used to be opposed to this idea. I felt like it was lazy. For sure, coming up with a brand new talk and all the slides and examples that go with that, for every conference, sure is a lot more work. But I was talking to a few speakers late last year (specifically Grant and Mario while in Tokyo in November) and started to get a new viewpoint on the subject. These guys are anything but lazy about their presentations. Even though they are doing the same basic talk each time, they are constantly revising and tweaking it based on audience reaction and feedback, pacing, personal experience, new data, etc. Doing the same presentation more than once allows you to get better and better at that presentation. One part didn’t go so well? Drop it or change it? Went too long in one section? Figure out how to shorten it. Randomly run across some new graphic or example that is perfect for the subject? Squeeze it in there for next time.
On the other hand, when you do a new talk each time, you get one shot to make it good, and the next time, you’re onto something new and get one shot at that.
There’s also audience logistics that come into play. Again, I used to think that doing the same talk multiple times would be boring for the audience. But not everyone goes to every conference. If I do a talk in Brighton next year and that’s the only place I do it, there are a lot of people who might be very interested in it, but don’t happen to be at that conference, and will never hear it. And as for those people who seem to be at every conference, well, once they’ve seen your talk, they are free for the rest of the year to check out other speakers during your time slots. I know there have been plenty of times for me when there were two or more presentations going on in the same slot that I really wanted to see. I would be unhappy thinking that when I choose to miss one that I was really interested in, that’s the last shot I’ll ever get to see that particular talk.
So with that said, allow me to introduce my talk for 2010, “Programming Art”.
As you may know, in July 2008 I started a site called Art From Code. Algorithmic and generative art has, since I first started programming, been one of my biggest passions. In the old BIT-101 lab, I called them “experiments” but they were really quick and dirty interactive art pieces. Art From Code was an attempt to continue some of that same spirit, but with more focus on static images and less on the code behind them. I know that not providing the code for the pieces, and not making them interactive was a huge negative in many people’s eyes, but for me it was somehow very liberating and opened up my creative flood gates for a good six months. Then I got hooked on iPhone programming, and … well that’s another story.
So, while I was trying to figure out what to do next in my extracurricular programming life, one of the options was diving back into art. Another was to do more with games. I find game programming very fascinating. It has many of the same creative aspects as programming art, but in the end, I tend to get much more bogged down into the details of architecture and story line and level creation, and before long even the most exciting game idea becomes a chore to finish. With art it’s always fresh. Short iteration times and when you just publish the result, no bug reports!
Anyway, I decided I wanted to do more generative art again, but didn’t want to limit myself to just ActionScript and Flash. There were a lot of different tools and frameworks that I knew about and had dabbled with, that I thought would be fun to eventually try out more in depth. Stuff like Processing and Open Frameworks, but also lesser known stuff like Context Free Art, Structure Synth, Nodebox, and Toolbox, among others. I figured, what better time to dig into them but now, when I had nothing else particular going on anyway? And if I based my 2010 talk on them, that would keep me focused on them for quite a while. Enough to get to know each one really, really well by the end of the year. And so, that’s what my Programming Art talk will be about. Here’s the blurb:
As soon as computers had visual displays or printouts, people were using them to create art. In this presentation we’ll take a short look at the history of computer generated art, and a hands-on walk through of several of the available programs and languages used for that purpose today, including Flash, Processing, Structure Synth, NodeBox, Context Free, Open Frameworks, and maybe others.
I’ll be debuting the talk at FiTC Toronto in April, most likely doing it at Multi-Mania in Belgium in May, and then again at FlashBelt in Minneapolis in June. Those are the only conferences I’ve yet committed to speaking at in 2010. If I’m not totally bored with the talk, I don’t get rotten fruit thrown at me, and I get invited to speak anywhere else after that, I’ll probably do it a few more times.
Out of the talks I’ve given, one of my own personal favorites was my Art From Code talk at FiTC Amsterdam just about a year ago. I definitely plan to incorporate certain parts of that talk into Programming Art, before exploring the different tools.
I think it’s going to be a fun year!
Motion blur! It doesn't just ruin photos. It's also something that can be used for artistic effect, when done properly. And for the results of this week's Shooting Challenge, we've got 117 photographers who did just that.
This is my favorite Korg, and I thought this would be pretty cool to capture "In motion!"
I used a Canon Rebel T1I
f/25
20 Second Exposure
18-55mm Lens (shot at 27mm)
ISO 100
Developed in Lightroom2
And my lighting was a small fluorescent tube light, the size you would put in a closet and such... -Marcel Maynard
Camera:Canon EOS REBEL T1i
Lens: 18-55m F/3.5
Exposure:3.2
Aperture:f/22.0
Focal Length:28 mm
ISO Speed:100
Exposure Bias:-1/3 EV
-Shant Meguerdichian
Camera: Canon S90
Shutter Speed: 0.81 sec
Aperture: F/8
Focal Length 6mm
ISO: 80
Exposure Compensation: -0.7 step
-David McGibbon
Cowboykilla is an action platformer with emphasis on getting a nice hiscore by killing hundreds of enemies. Helpful on your side: Fine weaponry (pistol, shotgun, sword, baseball bat, chainsaw…)
The game is a collaboration between Andrew Brophy and Banov and is made for the YoYoGames Comp 05
Banov:
“The game doesn’t have an official title yet but we’ve been calling it “CowboyKilla.” It’s an awesome hardcore bloodbath where you’re pitted against an unending army of enemies with a lot of sweet weapons at your disposal. It’s ridiculously fun, and development is going at a very good pace.”
Link to Gameplay Video (PixelProspector)
Link to Gameplay Video (Andrew Brophy)