Interview with Polystyrene Man – By Obelisk

January 4, 2008 at 4:12 | In Interviews | 1 Comment
Tags: , , , , ,

Jay, more commonly known as Polystyrene Man, is a good friend of mine. He is also probably my favorite Game Maker user, and has brought us instant classics like A Day in the Life of Bob, Plaxis, Absolute Zero, Xochitl, and more recently vim. Being the fountain of inspiration and brilliance that he is, I decided to ask him a few questions.
Zane: So, what exactly got you into creating games? You say you’ve never owned a console.

Jay: It’s true that I’ve never owned a console, but I’ve always had a PC. When I was younger, I enjoyed playing games such as Roller Coaster Tycoon and The Sims. I wouldn’t say that these influenced my decision to begin game making, though- mainly, I was bored with playing my PC games and wanted to see if I could make something better. So Game Maker served as a challenge and a creative outlet.

Zane: What inspires you artistically? Any artists in particular?

Jay: I love all things abstract and experimental. My favorite artists are Salvador Dalí and M.C. Escher. I also draw a great deal of inspiration from music; bands such as Radiohead, Pink Floyd, My Bloody Valentine, and The Helio Sequence have a large influence on my games. It’s hard for me to explain exactly why that is, but I try to reflect the complexity of their music into my games. Music is very much a visual experience for me, and sometimes when I listen to a song I enjoy, I find myself coming up with ideas for games.

Zane: Did your former chemical habit have any influence on your creations?

Jay: If you experiment with drugs, any of your creative pursuits are bound to be influenced. Games such as vim, Farmer Fred’s Psychedelic Garden, and Another Day in the Life of Bob have all been influenced by my experimentation. I wouldn’t call it a necessary part of game making, and I don’t suggest that anyone begin taking drugs, but we all draw inspiration from various points. That’s just one of them.

Zane: You describe vim as your perspective of humans. What exactly does that mean to you?

Jay: I’m an incredibly cynical person with a bleak outlook on human life. I also hold the belief that all people should be free to do whatever they want (that includes, for instance, doing drugs, polluting the atmosphere, eating animals). Without a doubt, the animals in vim are symbolic of humans: Behind all of our social constructs and abstract country borders, we’re all just selfish individuals whose purpose in life is to eat, drink, and reproduce. At least, those are the primal instincts. It’s survival of the fittest when you get right down to it; I hope to convey that in vim.

Zane: How long does it usually take for you to complete a game?

Jay: It depends on whether or not I have Internet access when I’m working on my game. My first four games (A Day in the Life of Bob, Gyroscope, Absolute Zero, and Miner!) were all finished within a couple of months, because I didn’t have Internet access at that time (well, I did, but I was on dial-up). Since I got broadband, it’s taken me a lot longer to make games. vim was on-and-off for over a year, “Bob 2″ is still in the works after more than two years, Farmer Fred’s Psychedelic Garden is on hold for an undetermined amount of time… the list goes on. The Internet is a terrible distraction for me. When I want to get serious work done, I take my projects to my laptop and remove the wireless card.

Zane: Could you tell us anything about Farmer Fred’s Psychedelic Garden? How’s it progressing?

Jay: I haven’t made any progress in months, but I looked at the source recently and the code is actually relatively neat, so it would be easy for me to pick it up again. I don’t want to say that I’ve cancelled the project, because it’s a beautiful game and I would hate to see it lost.

Zane: Will Another Day in the Life of Bob ever see the light of day?

Jay: I’d rather play Another Day in the Life of Bob than make it. Maybe that’s what’s slowing me down so much- I have a ton of ideas for the game, but I can’t must the energy to add them. It’s slow going because I actually don’t enjoy making the game. I have a feeling that completing “Bob 2″ will kill my enthusiasm for game making, and will likely end up being my last hurrah.

Zane: Any advice for other game makers?

Jay: Do the newbies a favor and release your editables. That’s how I learned how to code- by editing other people’s games. I’ve released the source to all of my games, and I’ve had absolutely no trouble.

Zane: Any final words?

Jay: Keep your eyes on the stars, spread your wings and fly! You can do it if you really put your mind to it! Don’t let those bumps in the road get you down!

Q&A with REZ – by Fabio

December 1, 2007 at 1:5 | In Interviews | 4 Comments
Tags: , , , , ,

REZ 2 in action.

Q: To start this off, a question I ask everyone: What inspires you to make a game?
A: Mostly tiny stuff. I connect things pretty weirdly in my mind. For instance, I based some of REZ II’s plot off of what I heard about the Bastille.

Q: Another question that I ask everyone: How do you start with a project?
A: Graphics. Its the game’s character and if I can’t define it, I’ll pitty myself throughout the process of making the game.

Q: What does the REZ series as a whole mean to you, in terms of self-accomplishment and sentimental value?
I’m not quite sure. I’m a bit disturbed by this whole following I got on 64Digits. People really seem to enjoy seeing the REZ character and that only makes the games’ overall value even greater to me. To answer your question, it means a lot. There’s always a fan for something, and I’m just glad to have a few.

Q: Any exclusive information you can give us about the highly anticipated new REZ game?
A: REZ is going to mature. I’m already limiting my pallet to darker colors. REZ won’t be a rookie Hood in this installment either, he’ll have a few new tricks up sleeve. He’ll need ‘em too, he’s gonna fight a war without many allies. I can’t tell you much more.

Q: Can you tell us the base for the new game?

A: REZ will be locked up in a massive prison for the murders of 42 villagers (something that would make sense if you beat REZ I) along with Loch, the immortal vampire, when Bloodlings, a demon-like race of soldiers, come to save REZ for unknown reasons.

Q: What are some of your other hobbies?
A: As expected, I love to draw and sketch. As a matter of fact, REZ sort of sprouted from an old childhood comic. Besides that, my other hobbies include: reading graphic novels (mostly batman, but we’ll save that talk for another time), writing some of my short stories, and brainstorming in general. I guess if you could consider thinking a hobby, it’d be up on my list pretty high. I plan out movie scenes in my head.

Q: Any advice for other game makers?
A: I realize everybody feels unmotivated and uncreative at times, the trick is to have at least 3 projects and take month long breaks on them. It strangely worked for me. I suppose that’s the best advice anyone could give. Do what works for you.

Q: Now, the question everyone’s been waiting for… paper or plastic? More seriously, any last words?
A: To solve the problem of not knowing where REZ I left off, I’m going to release REZ: Havoc’s End with more saves for all the little good boys and girls. Who knows, if you’re lucky, there might even be a twinkie in your stocking.

Q&A with Kenon – by Fabio

December 1, 2007 at 1:12 | In Interviews | 3 Comments
Tags: ,



Q: What inspired you to start making games?

A. That’s an easy one. Since I’ve been young, I’ve been a real fan of video games. People claim I’ve been playing them since I was 3. Also, when I was 10, I had ready access to a computer. It’s only natural of me to want to make my own games if I had been playing them for 7+ years.

Q: How do you start work on a project?

A. My process is quite wierd. First, I get a basic idea out of thin air, no idea why it came to me. Next, I elaborate on that idea by walking around in a circle outside for about an hour. No idea why that either, but it gives me a bunch of ideas. Then I work on the engine or sprites.

Q: So, you’ve been working on Platformed, a very popular title among 64Digits. What are you working on now as far as Platformed goes?

A. The last thing I was working on for PLatformed (Yesterday) was an animation of an enemy sprite. Right now, I have basic sprites done for the demo, so I’m working on animations.

Q: Any exclusive news you can give our GM Edge readers today?

A. I really don’t have much I would like to disclose, other than you can expect a demo soon from me. And no, it’s gonna be wildly different from demos in the past.

Q: What are your other interests?

A. I am very interested in mathematics, which fits well with the fact I am great at it. I also take interest in playing warcraft, drinking caffeinated beverages, and polishing my 1..2..3..4..5..6..7..8 medals for academic excellence.

Q: Care to explain your view on Platformed Wars?

A. I am a fan of having these, as it pushes me to refine and actually work on PLatformed. Since I have recently updated my knowledge of GML with Primitives and Surfaces, I hope to be much better than REZ 2 graphically.

Q: What are your expectations for your longtime project?
A. PLatformed has always had high expectations in my head. If everything goes as planned, it should be insanely amazing, kinda like a modern age seleikus. I don’t know if I spelt that right.

Q: Any last shout-outs?

A. Yes. Sadly, readers, I don’t think I’ll say ZOMG PLATFORMED DELAY until PLatformed 2: Rise of the Crysallis. (Yes, I have a name for PLatformed 2 already.)

Teleka Preview: Q&A with Obel Isk – by REZ

November 25, 2007 at 25:8 | In Interviews, Previews | 4 Comments
Tags: , , , ,


Above: Main characters (left to right) Obel and BUBZ in the stylish look of Teleka

On 64Digits, there are 4 fairly popular games that steal the show. Among these are Platformed and Teleka. Today, I (Clay) talk to 64Digits celebrity, Obel Isk (Zane), about his highly intisipated project, Teleka. 

CLAY: What was your original inspiration for Teleka and when did you begin forming the game itself?
ZANE: My original inspiration for Teleka? If it’s gameplay you’re wondering about, I got most of my ideas from one of the older Zelda games. Teleka started out as just a simple minigame called DodgeBubble. You were in a room full of floating bombs coming after you, and you could destroy them by tricking them into ramming into one another. I wanted to give it a story, and it kinda snowballed from there. I started that about two and a half years ago.
CLAY: I see. So Teleka has some major history behind it. What sort of ideas came from this snowball effect?
ZANE: Hehe, snowball effect. I love that phrase. As I said, it started out as just that little top-down shooter. But then I had some crazy ideas. I thought it would be cool if your character could create cyclones that you control. I eventually got bored of the whole minigame scene, so I decided to make it into an adventure game. I dropped the top-down perspective, and placed a little emphasis on exploration. I gave it some worlds to explore and some characters to interact with. I also invented some new items, such as that throwing star among others.
CLAY: I think we’ve all seen the concept art on 64D. How well is that style transferring to a GM game, and what’d it take to achieve that look? 
ZANE: I’m not sure if one can even call that concept art. That’s actually how the graphics look in-game. Though I must admit, it looks a little odd. Pre-rendered 3D graphics on a 2D plane might seem a little awkward. With today’s standards, especially in console gaming, most games are presented in realtime 3D. But then again. If you’ve ever played the first Oddworld game, you can probably notice how the game is completely two-dimensional, but the graphics are prerendered. Perhaps Teleka can carry on its legacy? Anyway, achieving the right look was a pain in the ass from the start. I’ve restarted Teleka about six times, three of them due to graphical changes. But I’m finally satisfied with the look now, and this will be the final thing.
CLAY: I understand Teleka features everything from cuddly robots to space age geckos. Can you give us some background on the story?
ZANE: BAHAHA! CUDDLY! Heh, you crack me up sometimes. The geckos are the cuddly ones, trust me. BUBZ will massacre you and your entire city if he’s willing to. Anyway, the main plot is just the typical bad-guy-looking-for-something fiasco, but there are also a few subplots. BUBZ is banished and sent on an impossible mission, Obel is sent with him, and Aster is protecting BUBZ and Obel while trying to hide something the Dystopia is looking for. I would say more, but I would probably get carried away.
CLAY: What kind of gameplay can I expect? What word (i.e. genre) best describes it?
ZANE: I hate sounding like a broken record, but it’s a Zelda-ish adventure game.
CLAY: Sounds like you got a long road ahead of you. Simple question, are you receiving any help on this game? 
ZANE: Occasionally. At school I discuss my ideas with my friend Asterisk. He helps me loads with concept and music. There’s also Kenon, who I often consult for ideas. Oh yeah, and Andes. He helps me with all kinds of ideas, such as bosses and items. Serprex and a few others have also helped me with development. 
CLAY: Anything special about the game’s score?
ZANE: There are a few things. The song “Invader from Inside” was composed way back for the first incarnation of Teleka, but eventually I decided to remake it for the game’s new feel. The song will be used for a very “heated” part of the story. If you haven’t heard the song, just ask me and I’ll let you have a listen. Also, in the song “Dystopia Incarnation,” which will probably be used for kind of a trashed city scene, you can hear background vocals near the end. It’s me speaking, but the sound is heavily manipulated.
CLAY: Sounds like you’re really paying attention to all aspects of the game. Well, thats all for now. Any final thoughts? 
ZANE: Yes, I know I’m a little late, but I would like to thank Al Gore for his work and congratulate him for the Nobel Prize he won recently. Manbearpig is at large, and he must be stopped!

Q&A with Nobody – By Fabio

November 11, 2007 at 11:6 | In Interviews | 6 Comments
Tags: , , ,

Jan Willem Nijman (Better known as Nobody) is the creator of many GM classics, including Boom New York, Smallness, Archer, and more. He has become an icon of quirkiness and intervention in the GM world. Recently I got an interview with this GM great.

Q: What made you start using GameMaker?
A: I think I once saw Gamemaker in some kind of kids computer magazine. I downloaded GM4, and since I didn’t really know English at that time, I mainly made crappy edits. After a year of non-gm, I came back to it, joined GamemakerGames, and started making “real” games.

Q: What gives you inspiration for a game?
A: Almost anything. Mainly movies and screenshots of other games, without me playing the games. Imagination can do quite a lot with just a screenshot. Also alcohol helps sometimes.

Q: How do you start a game?
A: I make some sprites. If the sprites don’t work, the project won’t be made. After that I start coding. If I get bored within 3 days, the project is usually doomed.

Q: Which is your favorite project of yours?
A: Pfff, hard question. They change a lot, so I don’t really know. Perhaps Boom Manhattan, because of the awesome story. I enjoy making stories more and more nowadays.

Q: What makes a game good in your opinion?
A: A game needs to be fun to play, that’s all. Graphics can be crappy if it still plays awesomely. On the other hand, crappy graphics can ruin the experience.

Q: What is your favorite genre?
A: I don’t play much games myself. I spend most of my time on making them. And if I enjoy a game that’s not because of the genre, but because of the game itself. I don’t really like fps’es, but Half-Life is my favorite game. A game has to be quite perfect for me to like. So dislike most rtses, except for the blizzard ones and red alert 2. I also really liked adventures, my favorite one being Grim Fandango. I don’t know, it was mainly my brother who got me into gaming, with Warcraft 2 and command and conquer. After that, he introduced me into some of the later (3d) Lucasarts adventures.

Q: Can you give us any exclusive details on your latest project?
A: Well, I have multiple latest projects, but sure. The one I’m quite excited about at the moment, is my entry for the Yoyogames winter competition. I’m making it together with Tim (escapader), and it will be a non-combat exploration platform game. I’m doing graphics, he music, and both programming. The graphics are simple grayscale, plus some colors. It has awesome animations. I can’t really show anything, but I can tell something about the story.

The player is happily flying around in his biplane, when suddenly the engine fails. His plane crashes, and he manages to escape with a parachute. You land in a world you later find out to be a giant floating iceberg. The people there are in trouble, since the iceberg is melting. What is causing the melting, and can you rescue the people? That’s what you’ll find out in this game.

Q: What are your other interests in life?
A: I enjoy music, mainly semi-electronic and buzzy rock. I play the piano and own a guitar, although my guitar skills are very bad. I also read quite a lot, and hang out with friends. Other then that I’m busy with school. In the final year now, after that I plan to study Game Design and Development. So when you will be playing my games in a year or 6, you can say you’ve seen me grow and get famous. ;)

Q: Any closing comments?
A: Yeah, spread the use of the word slordig, and let it conquer the world! You use it in a positive way, like cool, or awesome.

Blog at WordPress.com. | Theme: Pool by Borja Fernandez.
Entries and comments feeds.