Firewatch Dutch translation

TL;DR: Download link.

As a little passion project I’ve been translating the game Firewatch into dutch in the off hours of the past two months or so. It was a bit more work than I anticipated but I had a good motivator: my girlfriend. I wanted to play the game with her but I knew she wouldn’t fully understand it if it was in english. Plus I like translating things, and this would be a good addition to my ‘portfolio’.

I had previously translated Gone Home, but Firewatch was a whopping 6827 strings, topping out at 53220 words. Transifex made it very easy with an excellent online editor though. Part of it had already been translated by other people but, nothing against them, it lacked a consistent tone, and some bits were just translated incorrectly. So I went through and reviewed everything, tested it in a full playthrough last week, and I’m ready to release it out into the wild now. There might still be some small errors or typos, so if you find those: let me know. And otherwise: enjoy!

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How to do datamoshing in Photoshop

Datamoshing is “the practice of intentionally using compression artifacts in digital video and animated GIFs to create glitch art”.

It’s an effect popularized by Kanye West in his video Welcome To Heartbreak, but it’s mostly been an effect exclusive to video. There are a few crazy ways to get this effect on images by editing them with text or audio editors instead of image editors, but it’s hard to find a straightforward way to just do it in Photoshop. But, there is a fairly simple way to emulate it with a few filters. Here’s how:

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5 simple tips for demoing games at events

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As I’m getting ready to demo Last Voyage Of The Orlova at the Opium Torenkamer Festival, I’m adding some extra features to the game to make my life easier during the two weeks it will be there. Demoing a game at an event may seem like a simple errand: put the executable on a computer and let people go wild. But there are a few things you can do to make everything go smoothly:

Continue reading “5 simple tips for demoing games at events”

Trilinear thinking

As I get closer to releasing a beta for Last Voyage Of The Orlova, I’m doing lots of little polish things. Making the ship rock back and forth on the waves, adding a subtle blur behind the UI elements, better-looking fog, random little interactions, analytics, but also adding mipmaps to all the sprites.

Mipmapping means that instead of using just one sprite for, say, a chair, it makes progressively smaller versions of the same sprite to display when the camera moves further away. This avoids the image quality becoming crunched and blocky, like in the screenshot below. It’s like antialiasing for your sprites.

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It’s a built-in feature of Unity, literally as simple as checking one box on the sprite importer, but I never used it because I generally want my sprites as sharp as possible. But I decided to try it recently, and it looks way better! You can see there is better definition on the arm, and it smooths out the straw in the glass. It just looks more polished in general. Gotta remember that setting.

Scratching that itch

Hey there blog denizens!

It’s no secret that I’m a fan of itch.io, thé online marketplace for interesting indie games these days, but I never added ALL of my projects before. And it would have been weird to upload unfinished games to a webstore, but itch has evolved tremendously lately, offering support for limited betas and early access games. So now you can find all of my personal projects of note at hedgefield.itch.io.

But wait, there’s one more thing.

Last year I stopped blogging weekly about my indie escapades and created a once-in-a-while newsletter, but I noticed that I then also shared less little gamedev insights, something which the blog was perfect for. So I’m bringing that back. As I wrap up work on the first Orlova beta for an upcoming event, expect more work-in-progress posts. It’s time to turn this place back into a proper devblog.

Starting with the new title screen for Last Voyage of the Orlova.

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