Welcome to audio.cagames.com! If you’re here on a quest for audio, please have a listen to the samples listed in the Flash player.
Here you’ll find some chronicles of my work and discoveries I’ve made about myself as a musician, and possibly my programmer half.
Contact Roddy: rtoomim (at) cagames [dot] com
“Roddy was able to take the varying desires of our team’s requests and provide us with something that ultimately satisfied us all. And on top of that, he delivered well head of schedule!”- Steve Westhoff, Whirled World Studios
“Very professional. The music and sound effects fit the mood of what we were looking for exactly and the work was completed in a very timely manner.”- Joe and Vin Licari, Zero Emission Games
I spent quite a large amount of time figuring out how to make a Jenkins server kick off a job to run some integration tests on a remotely connected Android device. A LARGE amount. So much time, in fact, I wished someone had written an article such as the one you see below. Connectivity from the server to the remote device connected to a host computer was my largest time sink by far, so I hope to minimize that for you.
There are some pieces of this puzzle I won’t get into, as lots of information already exists about them. They require some basic knowledge I’m going to assume you possess or that you have ready access to tutorials. The information I’m glancing over includes the following points:
- How to setup a server with Jenkins
- How to instantiate a new Android Emulator
- How to install the Homebrew package manager
- Basic understanding of what JSON is/is capable of doing; how to write/edit a JSON file
- Basic understanding of networking ports
I’m running on OSX, but you can probably do all of the following with Cygwin. Read more…
Well, I’ve gone and done it… made a game in 48 hours at the “What Would Molydeux?” Game Jam branch here in Austin! I participated alongside more than thirty programmers, designers, producers and artists from the Austin (and surrounding) area. Nick Fofi was my teammate, and we managed to get our game to a “finished” state! You can play the version we showed off at the Jam online by following this link. Remember, it was made in less than 48 hours if you count the tiny bit of sleep we got and breaks, but we worked our butts off. Nick and I shared the work load when it came to code, he created the levels, and I scribbled out music and sound effects. Enjoy the silliness, and make sure you read the buttons.
Another fantastic submission you should all play is here: Tether was created entirely by Alex Ni using the Flixel library and a host of free tools. The game is superbly retro, and worth your time. Check it out!
Today is a day for field recording. Been a while since I’ve done this, so I’m listing my takealong kit (in case I forget):
- my audio interface
- a large AKG condenser and possibly the Rode shotgun
- mic cables and a stand
- a TV dinner table
I’m sure you’ve guessed, but the last item is probably the most important!
I’m actively looking for paid programming projects. Let’s do this thing!
Finally done with school (for programming). At least, as far as I know I am. I got approval for graduation at the middle of this semester. Let’s hope they keep their end of the bargain
Yet another repost from http://podcast.cagames.com
Finally, I got my hands on a PS Vita. I played the TGS build of Uncharted: Golden Abyss, which is a system exclusive. I can see why it’s difficult for games reviewers to get a sense of what a product (a game and system, in this case) will be like on launch just from playing a demo. The game demo was short, a bit buggy, but overall pretty impressive. The bug, if you’re wondering, involved Drake getting into a “ready” position to hoist an AI character onto a higher platform. The AI character proceeded to get stuck, and there was no way to cancel the canned animation. Graphics from the Vita looked somewhere close to a 360, and possibly better, but it’s difficult to say with any certainty. There were high resolution textures, lots of simultaneous sounds, and a relatively smooth play experience. The demo isn’t enough to convince me that the system is worth buying, but then again, I’ve been soured by my PSP experience. I shouldn’t have to hack my system to access functionality I want it to have (to be specific, I want to play PS1 games I already own without having to buy them again). Hopefully, my annoyance will change with PS Suite.
I like to share anything I write here, so I’m reposting my article from http://podcast.cagames.com:
Right now, if you want to make a game for the PlayStation3, you need to spend tens of thousands of dollars on an expensive development kit. That same thing holds true, even if you just want to make some casual titles or PlayStation Minis! It’s a different story for making PSP games as the devkit is quite a bit cheaper at $1500, but you’re still out of luck if you’re short on cash. Luckily, Sony has seen the light (and the money signs), and is going to open the PS Vita as well as a few other platforms for use by the casual and low-budget indie developer. I suppose I could have titled this “Garage Development Comes to the Masses,” but that’s already been done by the likes of XBox Live Indie Games, the PC and (last but not least) the short list of Apple iOS devices. We heard about this new “hardware neutral” development environment in January of this year, but what does Sony plan to do with PlayStation Suite?
I’m workin! Can you believe it?
If you contact me, please allow at least 24 hours for me to get back in touch with you, as I may have other tasks yanking me in multiple directions. This is not an affront to your importance! You’re all important to me.
Heading to the Austin Convention Center in the morning so I can listen to and report back on interesting panels, discussions and roundtables!
See you all when the whirlwind decides to stop throwing small pieces of splintered wood at me! Stop me and say, “Hi!” if you catch me either at GDC or ACL starting on Oct 8th!
A new song has been posted to the player on the right: Jewel’s “Foolish Games” as sung by my good friend (with a FREAKING AWESOME VOICE) Dawn Eminson, and recorded/mastered by yours truly. This is basically my first sung-vocals studio project and, in my humble opinion, believe it turned out pretty well.
Leave any recording/mastering-related critiques in the comments, if you’d like. I can certainly use it.
Note: the background track was not created by me, although I’m sure I could do something similar