something in the way

a tumblog about design + code
Sep 8

Machinarium for iPad 2 live now!


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Machinarium, an award-winning indie point-and-click adventure/puzzle game in Adobe Flash and AIR.

A few months ago I met the guys from Amanita Design in Brno, Czech Republic. We talked about the success of Machinarium for desktop (available for Windows, Mac and Linux). That was just around the time the Adobe AIR 2.7 for iOS, Android and PlayBook was made available – and after some time the guys decided to port the game for tablets.

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And today September 8th 2011, the game is available on the iOS App Store!
*Note: I will be releasing an article about the making/porting of Machinarium for tablets soon covering all the technical details.

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Watch the trailer:

Interview with Jakub Dvorský (game designer and director):


Me: You have just released the new iPad version of Machinarium, but tell me something more about the history of Amanita Design and how you started building puzzle/adventure games?

Jakub: Amanita Design started in 2003 when I released a free web-game Samorost which was my thesis project at the Academy of Art. Even before that, I had created a couple of adventure games while studying at grammar school. Since then I have found several excellent collaborators so now the studio is nine men strong. We are still completely independent and self funded, and we still make adventure games. Of course we are also trying to push that genre somewhere to make our games more funny, entertaining and challenging at the same time.

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[Screenshot from Samorost 2]

Me: Where does the original idea for Machinarium come from?

Jakub: First we knew, we wanted to create a full-length adventure game and that it should be a bit different and more complex than our previous Flash games. Then we came out with an idea of a robot as the main hero who lives in a robotic world. My first idea and vision of a strange vertical city populated by robots came to me about ten years ago when I was on an exchange scholarship in Netherlands. I was influenced by the modern functional architecture and the flatness of the country.

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[Machinarium - sketches]

Me: How long did it take from the first sketches to the release?

Jakub: It took us almost three years. It’s a very long time and it wasn’t easy to stay focused on only one project all the time. Of course the whole game also changed significantly over that time. The basic concept was much simpler and our idea was to create longer but quite simple looking game. We thought it will take us about one year to finish it. In the end I’m really glad we spent all that time on it, because the game is now much better and more polished than what was intended in the initial plan and it definitely paid off.

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[The artist's studio - Adolf Lachman]

Me: Why have you chosen Flash/AIR for the game?
Jakub: We have a long time relationship and lots of experience with Flash (since the Macromedia days). We don’t know any other tool for making such rich and interactive animations like Flash. And AIR was for us the only way how to get the game on iPad and other tablets in a relatively short time. Also we are looking forward to trying upcoming features of AIR 3.0 including Stage3D.

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[Black Cap Brotherhood from Machinarium]

Me: What about the music and sound effects?

Jakub: The music and sound effects are very important in all of our projects so we do care about the whole audio side a lot. Our ‘in-house’ composer Tomas ‘Floex’ Dvorak (who created also Samorost2 OST) has worked almost one year on the score. The style could be generally described as electroacoustic music with elements of ambient, soundtrack and classical music. Tomas is very interested in the fusion of the acoustic and electronic fields, and it is also noticeable on this work. The same goes for sound effects which were all recorded and edited in our studio.

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[Music by Tomas 'Floex' Dvorak, Sound design by Tomas 'Pif' Dvorak]

Me: Where can people get Machinarium?

Jakub: Machinarium is available for PC, Mac and Linux on our own website (machinarium.net) and it’s also on Steam and Mac App Store. The iPad2 version is available on iOS App Store and the Android version for tablets is coming soon as well. In addition to that we are also working hard on PS3 version which should be available later on PSN.

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[Level design]

Me: Are you planning any other games at the moment?

Jakub: Yes, right now we are working on two projects – the first is a light-hearted and funny adventure game called Botanicula. It’s about five friends – little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. The game itself is about exploration, solving little puzzles, meeting strange tree creatures and listening to the music. The other game is Samorost3 which is our main project. It will be our second full-length game and it will feature full HD graphics and a bit of a new approach to game design.

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[Sketch of the five friends from Botanicula]

Jul 26

Dynamic Touch Interfaces That Build Themselves, with Android, iOS

Today, we note the availability on Android of Control, a WebKit-based touch interface also on iOS.

For visualists and interactive designers, it’s worth paying attention to one feature in particular: dynamic interface creation. Perhaps biased by the musicians who have tended to embrace them, touch interfaces have tended to rely on the static layouts favored by physical knobs and faders. That’s arguably the worst of both worlds: you lose the tactile feedback of physical controls, but you don’t add any of the flexibility of a display.

Control is an open-source application rendered in HTML5, powered by JavaScript and JSON, so it’s capable of anything you can imagine. But Charlie Roberts has already demonstrated how a dynamic interface could work. Using OSC, you can make control layouts on the fly. That could lead to more sophisticated software integration for visual and musical performance, new chances for collaboration and live rigs, and the ability to make an interface on someone’s device in an interactive situation.

We saw the last of these scenarios in the case of the iOS app mrmr, developed by Eric Redlinger. As proof of concept, I and others put together a gallery show using mrmr, at which interactive pieces were able to build interfaces on-the-fly on user’s iPhones and iPads. With Control, those horizons expand, no longer constrained to individual proprietary UI widgets on one platform (like iOS), but cross-platform, Web-based, and dynamic.

The video above I think does a good job of scratching the surface of what’s possible. More on that here:
Control 1.3: Dynamic Interfaces, jQuery integration & more

But dynamic layouts could go in many, many directions. Since this is especially relevant to visual performance, perhaps in modes of interaction not really possible in music, I’d love to hear what readers imagine. And do try Charlie’s app, whether on iOS, Android, or both:
Control

– and if you’re really ambitious, have a look at the source!

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May 18

Sound, the Final Frontier: Audio Collections as Planets in Space, Intelligently Related

Two spacey ways of finding media: music collections, heirarchy, and images of planets in Planetary for iPad, top. Sound and loop collections, “magnetic” relations, algorithmic categorization, and rapid torchlight auditioning in Soundtorch 2.0 for Windows, bottom.

If your music and sound collections seem like outwardly-expanding universes, two new tools promise to bring order by representing media as virtual planets and stars. One works on albums and tracks on the iPad; the other uses computer-aided analysis of loops and samples (not just music) on Windows. One will make your eyeballs pop; one might help you manage gigs of samples for a game design project.

Built in the open-source framework Cinder by an all-star team of media artist-designers (Ben Cerveny, Tom Carden, Jesper Sparre Andersen and Robert Hodgin), Planetary should satisfy space nuts and eye candy lovers. The metaphor is pretty direct: artists are stars, albums are planets around the artists, tracks are moons around the planets, and you can filter “constellations” by letter. That means the actual structure is heavily hierarchical, actually, in the tradition of iTunes (and, before it, its predecessor SoundJam). I’m not sure what happens with, say, compilations. But let’s face it: the real draw is that it’s incredibly beautiful to look at. I’d be just as entertained looking at a visualization of my system folder if it looked this pretty.

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For now, Planetary is some fascinating eye candy with at least basic playback capabilities, iPad-only. That brings some good news – Airplay wireless works, and since it makes use of standard media code, even features like Last.fm scrobbles function. It also brings some bad — while Apple added support for libraries to third-party apps, Home Sharing isn’t included, so you’re limited to what’s on your iPad. Playlists aren’t supported, either. But hook this up to a projector or large screen TV with some of your favorite music, and I don’t think you’ll be complaining. And as a free tool, it’s incredible.

Planetary is available now; free for the iPad. As seen on creativeapplications.
http://planetary.bloom.io/
iTunes link

Less pretty, but with greater facilities on the utility side, is the Windows-only Soundtorch. (Thanks to Kristian Gohlke for the tip!) Visually, it offers a similar metaphor: media assets live on a continuous plane. Functionally, though, it’s more algorithmic than hierarchic, using something called the Computer Aided Sound Exploration engine (C.A.S.E.). The set of algorithms, which the creators say were based on evaluation of human listening, performs a sophisticated set of extractions of some 600 features from each sound file.

Rather than limit itself to albums and tracks, C.A.S.E. is tuned for audio files and loops. It’s fast enough that it can plow quickly through gigs of material. So, if you’re on Windows and have amassed an enormous collection of loops, samples, field recordings, sound effects, and the like, Soundtorch will use C.A.S.E. to first map all those relationship, then visualize them. You can use the mouse to produce new collections of assets, map relationships visually, export those relationship to XML, copy sounds to the clipboard, export to WAV, or open them in Windows Explorer. That is, all that eye candy is a genuine interface, not a barrier between you and what you might do (as so often happens with these sorts of experimental interfaces).

In fact, you might argue that, despite outward appearances, Soundtorch is entirely different from Planetary, but they share one common conceptual assumption. Related media “orbit” or attract to common materials. The difference is that Soundtorch is relational. In Soundtorch, if you “magnetize” a file, it – and any similar files – become attracted to attractors called “magnets.”

As is appropriate searching for media, the “torchlight” metaphor shines a light through files. Everything under the light plays back simultaneously, so you don’t have to audition sounds one at a time. (That sounds slightly terrifying to me, but I have to spend more time with it in an actual library.)

The creators describe the magic thusly:

Have you ever listened to a sound and felt that there was a similar one somewhere on your hard disk? And the sound you can’t find would just work so much better right now? Well, Soundtorch also remembers all sounds that you ever listened to. Just select any sound on Soundtorch, and let the system suggest the most similar ones from your whole collection.

In other words, SoundTorch is as much about what you can’t see as what you can – the intelligence to determine similarity behind the scenes. Check out the tech talk in the video above for more information on how “aurally and visually-enhanced audio search” could also apply this technology. More research at:
http://www.accessive-tools.com/

Soundtorch 2.0 entered a free public beta last week. It was developed in Microsoft’s C#-based XNA framework.

Grab the download:
http://soundtorch.com

Finally, if you want to hear the “Optimist” track by Zoe Keating without that voiceover and just enjoy Planetary’s gorgeous visuals, here you go:

From innovation in the visual interface to the intelligence underneath that changes how the computer interprets relationships between files, finally, there’s hope. Music and sound might not forever be trapped in views borrowed from spreadsheets, tables modeled on the needs of accountants 30 years ago.

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Feb 11

A study of iPad usage via fingerprints

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As we all know, the iPad has changed how many people interact with online content as well as provided interaction designers with a new vehicle to mess around in. Your hands aren't glued to mouse and keyboard anymore. They're all over the place, depending on what application you're using or game you're playing. George Kokkinidis, of Design Language News, has a brief look at these differences through his fingerprints:

My method involved cleaning the iPad’s surface with a microfiber cloth, using an app for a short amount of time, then turning the screen off. Next, I photographed the iPad, positioning a light source and some black matte board to limit distracting reflections. I then brought the photographs into Adobe Illustrator, and created vectors of the iPad and the fingerprints to emphasize the data.

The method is so simple but super effective. I'm sure just about everyone recognizes that pattern on the bottom left.

[Design Language News via Waxy]

--
Learn data. Pre-order the FlowingData book.

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Dec 5

Fingertip Music: Reactable Mobile in a Tutorial Video

Weekend fun, part 1: as Reactable makes the leap from custom, tangible interface to go-anywhere iPhone/iPad app, here’s a look at what the fingertip-controlled music creation experience is like. The first of a series of tutorials, the video above walks you through some basic music production. It should lay to rest any question about whether this kind of interface can work in musical performance or live arrangement. I still think some artists will want to bang on something rather than just gently finger-paint their way through music, but as arrangement tool, it’s intriguing – and this video makes clearer what the thing is about.

(Just a couple of quick posts by way of apology for breaking one of our two servers, causing an outage. My fault.)

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Sep 29

The War For the Tablet Device

A while back I wrote a post questioning the future of the iPad, or more generally the tablet as the wave of the future. Well, the questioning is over. Now that I've spent significant time with the iPad, I find the device to be incredibly compelling. Apparently, I'm not the only one either. There have been numerous tablet-related announcements lately, including the "PlayBook" tablet by blackberry, the Android-powered Samsung Galaxy Tab, and numerous windows 7-powered tablets.
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Aug 20

Nibbble — This is how I browse dribbble on my iPad

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I just saw it, but I already know this is it. Ever since the dribbble api opened up, we’ve heard of so many clients, it’s almost the new twitter client. Well here’s nibbble, an iPad web application based around the dribbble api, created by Nial Giacomelli (@nialgiacomelli). Nial is the same designer who created the “Showtime” web app for the iPhone some time back, so he’s obviously upgraded on this one.

nibbble is so fluid, you’d be wondering why you even need a dedicated native app on your iPad. Beautiful grids of ’shots’, tap to see the author, and tap to show the shot in a lightbox. It cuts out the comments and other dribbbely features, and is purely a way of browsing images. Best of all, it’s free.

UPDATE: I’m told it also works on the iPhone — one image at a time.

[thanks @nawong for sharing it with us]

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Jul 21

Flipboard — Fluid, Interactive, intelligent, and on all counts, slick.

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What do you do when an application just blows you away the minute you open it? Write about it on BP, of course.

Designers have been trying to figure out how best to tackle the 10 inch screen, and while I’m not certain whether we’ve reached that conclusion, or if there is just one way of doing it, but Flipboard certainly is the best attempt yet. It combines fluid interactivity, with live personalised data, into an experience unlike any other. What boggles the mind, is that it’s free.

You have no excuse not to download it. Screenshots and fantastic promo video after the fold.

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Apr 16

The True Cost of a Flashless iPad [Image Cache]

Forget Hulu: with no Flash allowed on the iPhone and iPad, whoever will protect us from the Legion of Doom? [The Duty via Walyou] More »


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Apr 3

Google services on the iPad and tablet computers

Here at Google we’re really excited about the promise of tablet computers, which will be great for browsing the web and using apps. We’ve been working hard to optimize our services for the new format - larger touchscreens, increased portability, rich sensors - and we’d like to share some information about our progress so far.

While surfing the web on your iPad, we expect many of you will want to check your Gmail. If you go to gmail.com in your browser, you’ll see something different than what you’re used to on the desktop. We’re releasing an experimental user interface for the iPad built on the Gmail for mobile HTML5 web app that we launched last year for the iPhone and Android devices. Those devices have large screens compared to other phones, and tablets like the iPad give us even more room to innovate. To take advantage of the iPad’s large display, we’ve created a two-pane view with your list of conversations on the left and messages to the right.

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To try this new interface, go to gmail.com in your browser. We recommend adding a homescreen link for easy access. As this interface is experimental, expect changes as we continue to develop and optimize. Also, please let us know any ideas or feedback that you have. You can also access Gmail on the iPad through the native Mail app using the IMAP protocol.

Additionally, the iPad ships with a number of Google services pre-installed. As with Mac computers and the iPhone, you’ll find Google Search in the top right corner of Safari. The YouTube app for iPad is built-in, so you can watch HD videos and read and write comments. The new Maps app on iPad takes advantage of high-resolution satellite and Street View imagery, includes a new terrain view, and lets you search for local businesses and get directions. Just like on the iPhone, you can also go to the App Store to download Google Mobile App with search by voice. Of course, Google Mobile App was originally designed for the iPhone’s screen dimensions, but we’ve adapted it to work on the iPad and we’re looking into new ideas to make the app even better.

As you use Google’s web-based applications on iPad, you’ll notice that you sometimes see the desktop user interface and other times you see the mobile interface. We’ve evaluated the behavior of each Google web app using the iPad Simulator, and we are serving the interface we feel works best. If you’d like any help using our products on iPad, please click the 'Help' link within the product.

We’re particularly excited by how tablet computers create the opportunity for new kinds of user interaction. Here on the mobile team, we often talk about how mobile devices are sensor-rich: they can sense touch through their screens, see with a camera, hear through a microphone, and they know where they are with GPS. The same holds true for tablet computers, and we’re just starting to work through how our products can become even better on devices like the iPad.

Update on April 4, 2010 @ 12:30 AM: The new Google Mobile App for iPad is currently not yet available in the App Store. The version that you can download now is the iPhone/iPod touch version.

Update on April 13, 2010 @ 11:40 AM: The new Google Mobile App for iPad is now available in the App Store.

Posted by Punit Soni, Product Manager, Google Mobile

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