Or free stuff! Well, some free stuff at least. Like a lot of coders I'm a bit of a tinkerer, I have to be working on things a lot of the time to keep the old brain ticking over - the world's a bit of a boring place otherwise, Trump and Brexit took care of that. Over the years I've built a fair few things that might be of interest, so here are just a few of the more recent of them for you to try if you'd like.
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What is it? I've been using Arturia's synthesizer software quite a lot recently, including Analog Lab, Mini and Pigments. All great works in their own right with incredibly impressive audio production. However, trying to navigate the literally thousands of presets that come with these instruments is just completely overwhelming. So I wrote something to try to make all that just a little bit easier in terms of improvements to the categorisation of the presets, and sorting the wheat from the chaff. So now let's dig into the meat of what this is all about. Arturia already offers some impressive categorisation of sounds. While it's not your categorisation, it is worth getting to know how Arturia categorises sound styles as it will be of benefit to you if you understand their perspective. [read more] |
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GRIP pretty much was my life between 2015 and 2019. A spiritual successor to the game Rollcage which I worked on back in 1998, this has been by far the most challenging work I've ever produced. Due to funding difficulties we were very under-staffed and it was often a gruelling experience. But let me tell you, it turned out to be a bloody good game and I'm really pleased we stayed the course and ploughed through all the obstacles. So if you'd like some intense arcade, combat racing action then head on over to Steam and pick yourself up a copy; GRIP I'll be writing more about the game's development in the coding blog over the coming months. [read more] |
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Back in the day, well around 2005, I wrote a game called Ultra. An unapologetic homage to Atari's superb Tempest. This game is a rush to play and got reviewed very well indeed in Retro Gamer magazine. I was right proud of that, let me tell you. Have a download, but just make sure you play with a mouse, otherwise you'll get annihilated. I'll be working on this game again sometime over the next few months, to bring it up-to-date with contemporary graphics effects and better music, so keep an eye out for that. You can find an archive of the original site for the game here; Ultra or head straight to the download here; Download [read more] |
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I worked on an image viewer and editor a while back that started with the idea that I'd never written any real image processing code before yet the subject is an interesting and complex one. Plus I'd a ton of photos that needed editing. I wanted something good to edit pictures with, without having to scratch my head all the time with something like PhotoShop. So I made this thing called Imagina. These days I've pretty much switched over to using Adobe's Lightroom for photo editing so Imagina is no longer under active development. That said, it's still tremendously useful so I've recently cleaned it up and recompiled it as a 64-bit executable so you can work on some very large images without it ever being an issue. [read more] |
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Image Armada drove me round the f#cking twist for something like ten years or more. The pet project of a good artist friend of mine, I developed this for him to realise his vision of virtual art galleries and exhibitions that anyone could create. It started as something simple but then grew and grew until there was no more road ahead. I finally stopped working on it back in 2014, but even laid idle for so long I think it holds up really well still. In the end it was producing galleries that people could walk around in full 3D within their web browser - this is pretty, bloody cool even today. [read more] |
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