Posts tagged Mojiferous Industries

Guess what? I finally updated the damn website!

Yep, it’s only about 3 or four months late, but the Mojiferous Industries site is finally updated and ready to go… I even added Increase Speed, Drop Down, Reverse Direction! to the list of software, because I figure at this point it will never truly be finished, and what the hell, might as well put it up. I do have something new though: some screenshots of a strange little game I made for shits and giggles a little while back — much like IS, DD, RD! it doesn’t have sound and isn’t feature complete by any means, but it does have Mr. Tooth. Enjoy!

News! (Finally)

So I continue to be overrun with work outside of the Industries, but there are a few things in the works… Oh, and I kind of abandoned the weirdo side scroller I was working on last summer, because it wasn’t really going anywhere productive. Meh — sometimes these inane ideas work out, other times not so much. Anyway, here’s a rundown of what’s going on at Mojiferous Industries:

1) The beginnings of Atomic Combat 3.0, or “rebuilding the Pyramids”. I have a UI, and most of the basic functionality, and it’ll probably be another couple of months before this sees the light of day. I will likely release it on the app store, prepare to hear more about it in the near future.

2) I’ll soon be releasing an iPhone app in conjunction with King Thor… More on that soon, as well.

3) I’ve also started finishing FontUtensil (with an improved UI) for final release.

4) And finally, I’m prepping an overhaul of the website for 2011 (since I seem to redesign every spring) — stay tuned!

Mojiferous is busy, so enjoy this beta!

So I’ve been super busy doing all kinds of other things, all the while diligently ignoring Mojiferous Industries… But fear not! I have a few little things for everyone:

a) I started a blog dedicated to my bizarro drawings. I’d call it a “webcomic”, but there is not a lot of funny going on…  and an unfortunate amount of tumors and tentacles. If I haven’t completely ruined this idea yet, check it out here, at Rhombus Jerk.

2) Despite the lack of activity around here, there is still a bunch of games that have never seen the light of day, mostly because they’re unfinished. So I present to everyone, in mostly-working beta form: Increase Speed, Drop Down, Reverse Direction, for both Mac and Windows. Keep in mind that the “preferences” tab doesn’t do a damned thing, so the game is forever sized to 1000×900 and the keys are pre-set (keys on the left will make the left-ish aliens shoot, and keys to the right will make the right-ish aliens shoot… I wish I could give you a better description, but that’s about all there is to it.) There is no sound, no fancy intro movies, no saving… In fact there is nothing too special to speak of at all (Oh, and I have no idea if the Windows version even works, so take that Windows guys!) Enjoy!

ISDDRD Mac version

ISDDRD Windows version

What should I do?

Whoa. It’s already May… It seems like forever ago that I was releasing Wholesale Hero to the public (okay, so it’s only been 3 months, but it seems like forever.) I’d love to say that I have a whole bunch of new and exciting projects in the works, but that would be a blatant lie. I’ve been up to my giblets in work – because of school and freelance BS – and for once I don’t have a million projects in the works, waiting to be unleashed on an uninterested public. So I need a little guidance folks, a smidgen of public input to figure out what crappy project I spend my free time on for the next few months…

1) I have a working iPhone version of the shipping game from Wholesale Hero – it functions just peachy and is nearly ready to go, but I have my own personal doubts about it: The regular version of Wholesale Hero has been well-received thus far, but isn’t exactly the most popular download from Mojiferous Industries (that would be Desktop Cigarette, followed closely by Atomic Combat.) Oddly, convoluted number matching games aren’t wildly popular! Who would’ve guessed?

2) I can finish Increase Speed, Drop Down, Reverse Direction – which I have been meaning to do ever since I last posted about it in January, before school got in the way. The game is pretty much done, it would just need some soundtrack love from King Thor and a little gameplay tweaking. It would be nice to get this game out of the laboratory…

3) I have an inane idea forming in my head for a new game, it’s nothing more than bits and pieces right now, but it could easily form into something magical. Right now it involves lots of drinking, talking birds, cacti, and abstract expressionist level design… It could be magical, or it could end up being a Mojiferous Industries project!

My options, therefore are:

1) I can spend another month or so testing and deploying WH iPhone so it can rot in the far reaches of the App Store.

2) Finish Increase Speed, Drop Down, Reverse Direction

OR

3) I can start up a new Quixotic quest for something else that isn’t even completely fleshed out yet!

I’m leaning towards #3, surprisingly enough. Anyone have any input out there?

Hello 2010 (an update)

So I have three things to tell everyone:

1) I updated the website with a new look and feel for 2010, with a simpler update system for me, and a better system for permalinks. I also moved all the old pages into an archive folder, because after three years of updates and old links I figured it was about time to start fresh and clean. There are some CSS 3 additions and it looks fine and dandy on Safari, Firefox and Chrome, but I’m sure the 5% of my visitors using IE will be presented with something less than spectacular (I don’t have any Windows software, so it’s hard to say what they’re doing there anyway)

2) I uploaded Wholesale Hero build 263 to the website (available here) It is mostly working and ready for the world, but it definitely needs some beta testing, so if you would be so kind as to download it and send me feedback, I would appreciate it! I’ve played it pretty extensively during the build phase, but I’m sure there are still bugs that will pop up, so any help would be great.

3) 2009 was another busy year for Mojiferous Industries, with contest entries, contest wins (Most Creative Game and a bronze for Best Sound in uDev 2008 for Simoebic Dysentery), my first utility (FontUtensil), and what seemed like a never-ending build for Wholesale Hero. Atomic Combat and Desktop Cigarette continued to be the stars of the show, with 10s and over 100 thousand downloads respectively, and more and more people [and their bizarrely named countries] logging high scores in AC. The fact the “France” was finally knocked out of the top spot in the AC Top Ten amazed me, since I have never gotten anywhere close to the over 7000 mark that “Uri” achieved just last month. No one seemed to really care about FontUtensil, although the few people that have seen it in use or used it themselves seemed to value it, but I still have yet to get any feature requests or traceable bug reports (which means I should just call it a 1.0 release, but who has time for such things?) King Thor and I also entered Simoebic Dysentery another contest, and they have yet to contact me about my ability to post the new Simoebic build to the public, or for that matter, if they even received anything beyond my entry fee. We won’t see results from our efforts for another couple of months, but hopefully the time we squeezed in between school and work was enough to make a winning game of some sort… And then there was Wholesale Hero, which started as a lark and then became my semester project and now may finally see the light of day — I slaved unusually hard upon it, making sure everything not only looked okay but also functioned well, and I think the results have paid off. I wouldn’t hesitate to call WH the most complete game I’ve released: full working update system (thanks to Sparkle), a graphical theme I actually spent time refining and tweaking until I I was happy with it AND it looked okay, the start of a truly helpful help system, more than just basic sound (although music would be keen), a gameplay concept initially stolen from Motor Pants but refined and expanded to a point where my simple matching game is much more enjoyable (and with another game type added on), and a full-featured online scoring system that is much more robust and interesting than the simple one I developed for Atomic Combat. I have high hopes for Wholesale Hero in the coming year, and you’ll have to tell me what you think!
And so 2010 is shaping up to be another banner year here at Mojiferous Industries: still no money coming in, yet more strange games (KT and I are currently working on something that could be pretty interesting) and maybe some swashbuckling adventure!

Or maybe no swashbuckling, I am getting a little too old to be running around with a sword stabbing pirates.

—Mojiferous

Minor website update

In celebration of the newly re-made and transferred Mojiferblog, I rebuilt/remastered the website a little bit:

  1. Made pretty with the text and layout
  2. Added a feed of my Twits, axed the ads (as no one was clicking on the damn things)
  3. Rebuilt the innards to accommodate the new blog’s feed
  4. Finally made some minor adjustments so that Firefox users would see the same thing that Webkit users did
  5. Prettied up some internal code, which sounds disgusting, but I assure you it was all on the up-and-up
  6. Finally settled on a header logo, mostly because I was the only person excited about the rotating logos (the cartoon heads still rotate)
  7. Finally alphabetized the software on the software page. I’m not really sure how I organized them before but it didn’t make sense (unlike the sidebar, which is organized by download popularity. Really it is.)
  8. The number 8!

— The Admiral

Mojiferous Industries, art, and all that jazz

The other day I had a conversation with one of my coworkers about Mojiferous Industries, my programs, and what the hell I did in my spare time. He had been poking around the website and downloaded a few of my programs and was generally confounded about what the hell they were supposed to do, supposed to be, and why I had even bothered to make something as inane as Zoltan. I have insisted for a while that some of my work is “art” in some form and King Thor has even written a couple of interesting articles claiming as much, but I have never actually explained why or how I would consider any of my output to have artistic merit or what my rationale is behind said crap.
Over the last few years I have tried to realize each project I have undertaken with a sense for the aesthetic, building something that, to my eye at least, is beautiful or at least aesthetically pleasing. Whether it is the odd black and white vintage TV appearance of Heatstroke or the vintage-etching look of Simoebic Dysentery, I have tried to create my programs with concrete themes and visuals. Each project is also filled with my sense of humor and outlook on life, through touches of the surreal and the absurd. Blended together as concrete little blocks of code, most of the Mojiferous Industries output actually seems like a Dadaist manifesto for the 21st century: anti-war, anti-bourgeois, chaotic, nonsensical at times, and usually unappealing to the mainstream art world.
It would be rash to say I have any expertise in art, as I have no formal schooling in it whatsoever. However, I have been a muralist and graffiti artist for quite some time, painting, sometimes for money, in an effort to express myself visually (mind you, most of my painting was done legally on public “free walls” or privately-owned graffiti-friendly walls. I am not the type to needlessly destroy property for the illogical territorial pissing contests most people associate with graffiti, nor do I want to start that argument, that is for a different forum.) This was a cathartic experience, allowing me to manifest my emotions more freely, knowing that what I had painted would be gone within a week or two. I had no need to try to paint for anybody but myself – not gallery owners, buyers, nor the public. Everything I laid down on those walls is gone, erased forever, and my art became a messy, paint-splattered visit to the psychiatrist. Occasionally I would paint something more permanent on canvas or board, laying out scenes of man-eating factories and weird people with wrenches sprouting from their heads, and these would inevitably end up in a gallery show.
It was the galleries that I hated the most – sure, some people bought pieces from me and I enjoyed free wine and booze, but dealing with some people in the art scene was a pain in the ass. The best way to get ahead in the art world is apparently to be as self-centered and self-serving as possible, to glad hand and pimp yourself, because the movers and shakers are more concerned with the artist as a person than they are with what that person can do.
So I got tired of all this BS and started to get back into programming, in hopes of someday supporting myself, and slowly I realized that I really enjoyed it and opportunities for expressing myself to the masses that I wasn’t going to get through the traditional art world were opening up for me. Soon enough I had started up Mojiferous.com and began filling it with my absurd little worthless programs, effectively setting up a gallery for my underappreciated art form. Does this mean that any of this shit is actually art? That’s all relative, but I think with a little more insight into my process and thoughts behind each of my programs, maybe it’ll be a little clearer. So here it goes:

Atomic Combat:
Is definitely just a game. I may have toiled over the artwork for many days and may have poured my all into the damn thing, but my goal was to make something playable (which is open to debate). There is an overwhelming pacifist statement in the game, since there is no technical way that you can ever truly win (you can survive and not be a loser, but forcing the surrender of your enemies without a single death is nigh impossible). Would I call it art? Hell no, but it is one of my best-realized games.

Desktop Cigarette:
I guess you could claim that Desktop Cigarette is some kind of a meditation on health and fitness, but the truth is that I am a smoker, I enjoy smoking, and although I would like to quit, it has not happened yet… No, instead Desktop Cigarette is a study in absurdity, a gadget with no function, a digital representation of a physical item that has no business being digitized. It was made as an aesthetic object and a curiosity.

Heatstroke:
Is just a poorly made, poorly realized game built around a horrible idea. There is nothing to see here, move along.

Lobster Petting:
Lobster Petting is another endeavor in absurdity, and nothing is more surreal and absurd than lobster petting. Unlike many of its peers, (like fart games or virtual staplers), there are a few things that I think distinguish Lobster Petting from a simple work of stupidity:
1) There is no real world equivalent, or at least there are no petting zoos with lobsters that I am aware of (however you could probably have the same experience at a supermarket lobster tank).
2) It is not cute. There is a good reason no one lets children pet lobsters: they are ugly little things, all slimy claws and eyestalks.
3) It is not funny at all. Strange, yes. Funny? No. At least not funny in a traditional jokey kind of way, nor in a stand-up, observational, snarky kind of way. Lobster Petting is funny to me because it is so serious, because it can’t really be serious, and because it is so far from serious. Does any of that make sense?
4) No one in their right mind would ever make another, or so I thought until someone I didn’t know ported Lobster Petting. However, no one is rushing out to make Tarantula Slapping or Antelope Mangling, because that would be absurd. I suppose even Lobster Petting’s existence is absurd. And now I’m talking myself in circles.
So there you have it — absurdity, in the form of a lightly fondled lobster.

Motor Pants:
The concept here may seem like another attempt at the absurd, but really, this was a failed attempt to make a real game that happened to be salted with my own flavor of strangeness and obsession with pants. In a rush to release the game, I skimped on the game play and logic instead of taking my time and it ended being a confusing mess of unplayable hoohah (the general unplayability probably also tends to make one think that I may have had artistic intentions, but in actuality I was simply being lazy). I recently started Motor Pants up to refresh my memory as to what it was all about, and I had no idea what the hell I was doing. I was confounded by my own game. Because of this, I’m spending my sweet ass time on Wholesale Hero, which in some ways is the successor to Motor Pants but better designed and infinitely more playable.

Simoebic Dysentery:
Nothing arty here, just a game about an amoeba and the body it lives in… Since this was a joint project of myself and King Thor, from concept to execution, I feel that it is also the most straight forward and least peppered with my weirdness.

Zoltan:
Ah, Zoltan. I believe Zoltan is the pinnacle of my artistic endeavors in the digital medium thus far. At first glance, you may believe that he is merely an appeal to primitivism, or a simplistic caricature of Neolithic religion. However, in my eyes Zoltan is so much more: an appeal to the rational, against the mysteries of religion, and all the absurdity that it embodies. He is all-knowing, at least when it comes to the weather, a feat accomplished through human ingenuity and technology, not through smoke and mirrors or the hokum of faith. He requires a sacrifice to function, sometimes money – my own nod to the business of modern religion – and sometimes a fish – a subtle take on the symbolism of religion without getting bogged down in trying to represent every faith equally. Of course there is also a priest present, to allow you easier contact with Zoltan, but he really doesn’t do much, and there is a book on the mysteries of Zoltan, a reference my own personal thoughts on some zealots’ ludicrous literal readings of religious texts. Even the all-seeing eye pyramid thing from the dollar bill makes an appearance. All of this is wrapped up in a serious layer of absurdity: grass that needs to be trimmed, a beard that also needs looking after, a drunken moon, a help file that is far from helpful… And finally the fact that the program does nothing at all, but is merely meant to sit there, look good and do its thing, and I think you’ve got a good argument for a piece of digital art. Or a worthless pile of dung.

There are others, of course – Wholesale Hero promises to be a rip-roaring anti-capitalist good time, no one outside of my friend P. Brown has even seen Modern Worker 2 (which mostly involves a malfunctioning copier and endless filing), and I have half-baked plans for things like Poaching Hero and Litigation! which should bring my sense of the absurd together with a more coherent philosophical standing.
I hope that this has made things a little clearer, because it took me hours to shape this into the semi-coherent mess you’ve just read and I don’t really want to do it again. Conclusion: Mojiferous Crap ≈ art.

Sending off Simoebic Dysentery, preparing Wholesale Hero

That’s right, King Thor and I have kind of half-assedly assembled Simoebic Dysentery in preparation for a run at the GameStop Indie Game Challenge, which is by far the most mysterious contest boasting a $100,000 prize I’ve ever seen. The rules range from inane to nonexistent; for example they define an age range for contestants but never mention how far into beta/production they want this damned game, and they provide special rules for iPhone games yet not for any other platform… I hate to be a curmudgeon, but designing a complete working game for iPhone is a much different process than designing for something like the Wii — how the hell are they going to judge one next to the other without categories? And how will they select which is better? Originality? Something that may have an original interface for a platform but has been compiled for PC (another rule that applies to everything but the iPhone) may seem hackish and boring compared to the same game running with the controls for which it was designed (have you ever tried to play Super Mario Bros. with a keyboard? What a pain in the ass. No one would have put money behind something so frustrating… But with a carpal-tunnel inducing controller? Amazing.)
Long story short – I just sent these jokers 100 moist simoleans of my own hard-earned cash so that they can gaze long and hard at the hopefully-seizure-causing, horribly-edited monstrosity of a video that I sent to them in hopes of “them” playing, enjoying and voting for our still-far-from-finished game thing. We don’t even know who “they” are, and for all we know the judging will consist of someone installing our game on a virus-ridden 486 running OS2, attaching a monochrome 80-column screen and throwing the whole fucking thing in a gorilla cage with everyone else’s terrible virtual LARPing, antelope racing, and zombie hentai games to see which one gets shat on first. Wish us luck!

In other news, Wholesale Hero continues to develop — I’ve got a ton of new features, including live updating to the Mojiferous Industries website, multiple different game options, and some added bonus blocks for both the manufacturing and shipping phases. There is still a whole lot of work to be done, but maybe, just maybe, I’ll run the damn thing for some other contest coming up… However, I do need beta testers for the damned thing — so anyone willing to spend a little time with what amounts to Motor Pants Double-Plus Size, just shoot me a line.

–Admiral Mojiferous J. Colossus

The website is finally updated!

That’s right, she’s up and ready to go… New look, all pretty and fresh, check it out and let me know what you think!

I’m rebuilding the Mojiferous Industries website…

In preparation for future releases and my annual digital housekeeping, I’m busy preparing a new look, feel and smell for mojiferous.com. Right now I have the PHP innards of the new site built, I just need to decide on a visual theme… Stay tuned!