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ImageFight & XMultiply (PS1)
#imagefight#xmultiply#irem#xing#arcde gears#psx#ps1#playstation#playstation 1#shmup#shmups#game disc#game art#disc art#cd rom#game#games#videogame#videogames#gaming#video game#video games#japan#own photo#old photo
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https://youtu.be/QS27S3mspjU
youtube
Backstory time!:
Azure has a track record of being activated, fix a thing, deactivated, reactivated, sent to fix another thing, deactivated, reactivated, rinse repeat.
Time’s she’s been active, her “identities” and reason for activation and subsequent deactivation (as listed by the us):
Name: Age: Activation date: Reason for activation: Deactivation date: Reason for Deactivation:
___________________________________________________________________________________________________
Fenrik Rinley- 16
August 8th 1917,
surely this intelligence automaton will allow us to gain swift victory over our advisories stating that it was a former Tacticioner
July 3 1926,
unruly and impossible to control. This thing has no understanding of patriotism, especially with its abominable attitude towards our great nation.
Entry: Dr. S. Auburn
Arthur Kingsmen- 17
August 1 1943
It’s with great hope that this kind being assists us in stopping this bloodshed, this atrocity towards life itself.
Temp.DA: December 3 1945
His… former “master” Doctor Henry. H. Kingsmen the man who’d initially activated him has sadly passed. As per his request Arthur be deactivated in hopes of resetting his systems in hopes that he may not suffer any more for humanity’s sake. So it is with a heavy heart that I carry out this final wish.
Dr. Halfax Northum
_______________________
Alex Kingsmen 19
January 3 1948
Another conflict best solved with as many hands as possible, hopefully this thing can aid us in the destruction of this abominable man and his regime.
January 19 1960
He came willingly to us, no screaming or pleas for freedom.
I am sorry we failed you [REDACTED] I am sorry you must experience the evils of man and the atrocities they wrought everytime you wake. I am truly sorry my dear boy.
Please forgive us. . . Forgive me.
DR. Steven R Anthony
_______________________
November 6 1967
Alex Queens 20
What explanation must I give, men are dying. This thing is going to help.
Lt.Andrew Auburn
[unauthourized usage of this system has been logged during 1967-1979 recapture and subsequent deactivation and amnestic have been administered.]
____________________________________________________________________________________________________
Facility wide fire due to a local rebellion has spurred the need for reactivation, August 3 the year is 1989 this is Dr. Thomas S. Stalmen I am sending her out to live a life finally in hopes those bastards don’-
______________________________________________________________________________________
When Azure was finally able enough to be independent, the first thing she did was work her ass off to go to R.I.T and spent a few years there gaining her bachelors degree and master’s degree. However she moved back to America and she had worked her way into one of the newer programs geared towards Advanced Androidic Medical Recourses or A.A.M.R. Once again hustling through her work and focusing heavily on her academics. Eventually graduating and getting a job at ARCD (American Robotic Civil Defense[pronounced Ark]) and was sent to assist Dr.Light in his creation of civil defence units. However she was unhappy most of her life is a bloody blurred nightmare that she can’t quite understand. She only truly knows her origins and her creator. So she’s grown quite bitter and jaded.
late 80’s- Early 90’s as Light enlists her help on a few projects and acquiring funds, whenever he needs a project from the federal sector she’d help him. But it’s grown heavy on her, she’s tired of helping and serving people without recompense. Being given forgettable names and having the constant fear she be deactivated and claimed dead in a few years, at any moment. This culminates into an argument he had hoped she spare him some cash for a secret project he had (which she’d been begrudgingly complying with as Light promised to tell her next time, he never did.) this time she denied him. Years go by and she’s in an alleyway behind a pub she owns trying to wash down any regrets she had on cutting Light and pretty much anyone else out of her life. As mankind has made her sick and she’s constantly angry. She has left the Federal sector and is remaining off the grid, trying to stop herself from going mad. In stumbles Proto, and his currently unsuccessful attempt to rob a nearby jewellery store. She lets him in the back against her better judgement, and the rest is history. The two are best friends, and if you ask her. He’s the first decent person she’s met in a long time.
This is kinda her theme to an extent.
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ARcde Conceptual Statement
Conceptual Statement
“A satirical commentary of the bystander effect through the extension of social media”
The goal was to bring awareness to a subconscious act society takes part in. We wanted to present a dramatised, silly, non-serious, exaggerated interpretation of a bystander situation. Using this technology to also represent the involvement and impact social media has had on the bystander effect.
The Experience
The user holds the iPad over the large detectable image of black boxes and white figure outline, this relates to the whole area giving the sense of a crime scene with a chalk outline of a figure seemingly placed to match the aesthetic of the black boxes and white outline. The black boxes further hold an underlying theme of city blocks, as well as notifications on your phone. When holding the iPad over the image it is then augmented to show the scene of the Auckland library. Strengths of this was that the image was highly detectable by the AR system, this could be replicated again and cut vinyl to give a more clean effect. However the messy chalk look worked in our favour in the end as it almost could have been a real murder chalk outline.
The user experience plays out the scene in the Lorne Street area to provide a familiar location to peak their interest and garner commitment from the user. It is a well known area, having high foot traffic gives in to the idea that individuals are known to become victim to the bystander effect in the Auckland CBD. Locations such as Queen Street and Karangahape Road we believe have this same effect. We modeled using Fusion 360 to represent this location, so far with our play testing people do seem to see it as the library. The only thing about these buildings is that if over done it could diminish the effect as its hard to see the figure with so much else going on in the surrounding area.
The camera on the iPad picks up on the recognisable image and brings up the city scene in AR, along with a tap to start button. Using unity to create this scene, the reason being that Augmented Reality provided a real life context literally. Have the scene take place through a device further exaggerated our point of social media playing a role. Our approach was to display this connection to the public, as social media is now such a huge part of our lives. Through the lens of Augmented Reality, ARcde crosses between our own perception of the environment around us and what is perceived through technology to allow us to see a situation in a different perspective as we would in the real world.
Once tapped it pops up with an enter your name where users can type their name and press enter. The buttons mentioned were a way to add an arcade aesthetic to the scene, as well as clear instruction for user. Done in a similar style of purple and red to match and compliment the AR environment. Using Unity brought about challenges along the way proving to be a timely process, time already being the biggest restraint definity was a risk. Overall the outcome is what we wanted, the use of AR technology turned out to be a great strength in making our point.
The scene starts playing out as small slightly grey transparent figures walk up and down the street imitating pedestrians and bystanders whilst a recognisable arcade wii song from the “mii channel music” plays emulating a light hearted take on the satirical construct that ARcde has created. The colour aesthetic is dual colour with two different shades of purple, the ground being a light purple and all buildings having a darker shade keeping the aesthetic theme of the presentation of the leaderboard. The grey figures are almost meant to blend in and be part of the scene, they actively are doing to help, further playing in our theory that people want to blend in.
A black silhouetted figure walks out of the library's front door and makes his way down the stairs. We wanted the main character to be distinctive amongst the many grey figures. As well as making the black figure specific to no gender or race, this can allow the user to put themselves in their shoes and identify the figure how they see fit. The figure then falls over in a dramatised, fake looking fashion, and cracks it’s head open on the pavement. This is all whilst people walk past the black figure lying on the ground. Approaching this through a satirical commentary helps create a conversation that moves towards a positive outcome. We aimed for it to be cheesy and a little silly. We didn’t want to condemn the audience for witnessing or being apart of such situations. Ensuring the outcome is a comedic take on the serious topic allows the talking points of this project to be lighthearted, helping individuals make conscious decisions to help this. Taking a comedic take on such a serious topic allows ARcde to breakthrough and curate conversation to individuals to promote their conscious decisions to prevent this.
An issue with this is that humor is completely subjective that a minority may not get the punch line when a statement of “#liketosavealife” pops up on screen, along with a like button. Mainly because the point being, that nothing happens at all when you like the scene. As a way to represent the fact that nothing actually happens when you like a good cause on Facebook or other social medias. While the blood is spreading out you have approximately 20 seconds to press the like button. The like symbol pops above his head when you press this button, showing again that you really have no effect.
After the alloted time plays out, a leaderboard pops up and a loser sounding arcade song plays, presenting the top six people who had the most likes. Having the loser sound play further emphasises our point of are you actually doing anything? Gets the user to ask themselves, “why am I losing?”. The board in large font says TOP KILLERS, above that in smaller font subtitled, did your likes really help? To further dramatise our message. We want it to come across as kind of silly take on this situation.
Sum up
Our approach to this idea was to be over dramatic, exaggerated and not take ourselves too seriously. We had an enormous amount of challenges, not only when coming up with the concept, but during the development stages. Not having any prior knowledge of the programs used (Fusion 360, Unity, Blender). We did however have some knowledge of Adobe software but this wasn’t the main aspect carrying our project. However throughout this project this turned into one of our strengths, as this gave us an outsider approach to how we could shape the outcome. The ability/motivation/drive to learn from what we are doing and constantly looking outside of our own work for existing models and iterations of what has been done within the realm of our project (AR technology, Bystander effect etc) was exceedingly more driving for the final outcome. Though this does mean that our final product was weak in the sense we couldn’t make it look as impressive as practitioners in the field of Augmented Reality do it, we did have a rich field of learning to do and ultimately that was more important to us. Taking this as an opportunity to branch beyond our normal approaches.
We were extremely iterative throughout the first stages of our project, this posed a major threat. We spent the first half of the semester rolling through ideas rather quickly. Deadlines were becoming increasingly crucial. This meant that we had a lack of iterations on our final idea. For us though, those first weeks of exploration proved more useful than initially thought. By the time we came to our final idea, the concept was formulated enough to be carried out rather smoothly. We learnt about what we as individuals didn’t want to focus and produce. This produced many restrictions, however this also allowed us to develop a rich idea that we were all on board with; essentially saving energy for the main event. Time being the biggest restriction, this further shaped the outcome of ARcde, prioritizing the necessities to meet the timeframe required.
Method
We started with an idea of annoyance and anti-design, from this we were thinking of how we could annoy individuals and what small things grind peoples gears. We moved on from this idea as we felt the concept was bleak and was lacking depth. We moved onto the concept of waves, sound and pollution. This was mainly drawn together with our common interest in mixing sounds, photography and the environment.
Through this process the development started with more ideas of how photos tend to pollute our social media feeds. More specifically how similar images are taken of popular areas with no originality (i.e paris Eiffel tower). Idea generation originally focused on the pollution of the ocean, contrasting between the pollution of the physical and virtual space became a point of interest to iterate upon. Furthering the exploration of both originality of sharing content such as photographs to how it relates physically of persons sharing similar photographs of their journey through countries and wonders of the world.
This had us stepping back to investigate about perspective, how one person sees the same thing as another. We thought about tourists taking photos of the same item or object and how this contributed to the idea of unoriginality. Especially in certain locations. We noticed trends on Instagram as people in the same location tend to take photos in the exact composition. This lead us to thinking of infographics and peoples reaction to certain spaces.
All this thinking took longer than first anticipation, however it did lead us to our final idea. Not to look back on it as wasted time, reflecting on our journey as part of our process. The rapid iteration cultivated this bystander idea.
The similarities between the need to document your own life through social media and the way people react in different environments brought us to the conclusion of the bystander effect and how this contributes to the reactions of people in the public eye. Things in our society are developing so incredibly fast, we think it is important to address interesting trends and human nature as technology develops.
Technology and methodology
Adobe Photoshop and illustrator was used to prototype, creating textures, texts and stylistic components for the artefact. Fusion 360 to model the scene and blender to explore new processes. Unity was used for the main AR program and animation.
When we finally reached a final verdict, the roles started to form themselves. Gianni took on the responsibility of learning Unity to incorporate AR. Learning everything from scratch was a trial and error experience. Of course never having used this type of program before did limit the possibilities, however this allowed us to think outside of the box as we didn’t know exactly was achievable in the remaining time. It was an intense learning and exploration journey. The main responsibilities was learning Unity which involved, animation, creating buttons and responses of the AR development. Gianni was the main AR visualiser and co-ordinator, incorporating work from Eden and Daniel and combining all the components together.
Gianni also took on the role of developing the back end system of the Like button and leaderboard. This involved learning new skills in programming in both the Python language and C#. The biggest undertaking here was working through it to get the C# scripts to make requests to a Flask server hosted by a Python script. The incorporation of a network aspect elevated the complexity of the challenge as it was no longer a single device based system.
Eden took on the role of the stylistic components and design, as well as 3D modeling the buildings and co-coordinating back and forth with Gianni to get the overall visual aesthetic working to the best of their abilities. Learning Fusion 360, Blender and using previous knowledge of Adobe software. Eden was the main director of the visual outcome, making the design for the UI elements, 3D modeling buildings with detail and the layout of the environment to be cohesive with our theme.
Daniel further took on the role of modeling the roads and background structures for the scene. Learning Fusion 360 to coordinate with Eden on the layout of the environment. Creating main base structures allowed Eden to see some of the main buildings before designing the others. Also creating the final video of our project.
The work flow worked in an iterative circle. Daniel working on road bases, coordinating with Eden to create details and building structures, Eden then coordinating with Gianni on how it should come together, Gianni applying changes and functions. Then back to the beginning again, applying new feedback as we went along. It was interesting because first we envisioned our outcome to project a scene in a box, then we moved on to an approach more logical, the AR system. Without this circle of iteration, it would have taken much longer to reach our final outcome.
Relying on the completion of each other's work under a strict timeline gave us the learning experience of quality control between designing, modeling and visualising the Augmented Reality that ARcde wanted to project to the user at a high level in all elements.
ARcde presents its AR artefact using a square metre mdf board of a chalk outline at a crime scene backed with 2D squares representing the virtual environment created in Unity a 3D game engine. CAD programs such as Fusion 360 and Blender have been utilized to model life-like structures recreating a similar environment of Lorne Street in an effort to help provoke commitment due to the familiarities of the environment. All modeling and stylisation has been imported into Unity creating a platform that can be seen through the lens of an iPad displaying an Augmented Reality to displace the trigger image that is the painted mdf board.
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Method
We started with an idea of annoyance and anti-design, from this we were thinking of how we could annoy individuals and what small things grind peoples gears. We moved on from this idea as we felt the concept was bleak and was lacking depth. We moved onto the concept of waves, sound and pollution. This was mainly drawn together with our common interest in mixing sounds, photography and the environment.
Through this process the development started with more ideas of how photos tend to pollute our social media feeds. More specifically how similar images are taken of popular areas with no originality (i.e paris Eiffel tower). Idea generation originally focused on the pollution of the ocean, contrasting between the pollution of the physical and virtual space became a point of interest to iterate upon. Furthering the exploration of both originality of sharing content such as photographs to how it relates physically of persons sharing similar photographs of their journey through countries and wonders of the world.
This had us stepping back to investigate about perspective, how one person sees the same thing as another. We thought about tourists taking photos of the same item or object and how this contributed to the idea of unoriginality. Especially in certain locations. We noticed trends on instagram as people in the same location tend to take photos in the exact composition. This lead us to thinking of infographics and peoples reaction to certain spaces.
All this thinking took longer than first anticipation, however it did lead us to our final idea. Not to look back on it as wasted time, reflecting on our journey as part of our process. The rapid iteration cultivated this bystander idea.
The similarities between the need to document your own life through social media and the way people react in different environments brought us to the conclusion of the bystander effect and how this contributes to the reactions of people in the public eye. Things in our society are developing so incredibly fast, we think it is important to address interesting trends and human nature as technology develops.
Technology and methodology
Adobe Photoshop and illustrator was used to prototype, creating textures, texts and stylistic components for the artefact. Fusion 360 to model the scene and blender to explore new processes. Unity was used for the main AR program and animation.
When we finally reached a final verdict, the roles started to form themselves. Gianni took on the responsibility of learning Unity to incorporate AR. Learning everything from scratch was a trial and error experience. Of course never having used this type of program before did limit the possibilities, however this allowed us to think outside of the box as we didn’t know exactly was achievable in the remaining time. It was an intense learning and exploration journey. The main responsibilities was learning Unity which involved, animation, creating buttons and responses of the AR development.
Gianni was the main AR visualiser and co-ordinator, incorporating work from Eden and Daniel and combining all the components together.
Eden took on the role of the stylistic components and design, as well as 3D modeling the buildings and co-ordinating back and forth with Gianni to get the overall visual aesthetic working to the best of their abilities. Learning Fusion 360, Blender and using previous knowledge of Adobe software. She was the main director of the visual outcome, making the design for the buttons and leaderboard, 3D modeling buildings with detail and the layout of the environment to be cohesive with our theme.
Daniel further took on the role of modeling the roads and background structures for the scene. Learning Fusion 360 to coordinate with Eden on the layout of the environment. Creating main base structures allowed Eden to see some of the main buildings before designing the others. Also creating the final video of our project.
The work flow worked in an iterative circle. Daniel working on road bases, coordinating with Eden to create details and building structures, Eden then coordinating with Gianni on how it should come together, Gianni applying changes and functions. Then back to the beginning again, applying new feedback as we went along. It was interesting because first we envisioned our outcome to project a scene in a box, then we moved on to an approach more logical, the AR system. Without this circle of iteration, it would have taken much longer to reach our final outcome.
Relying on the completion of each other's work under a strict timeline gave us the learning experience of quality control between designing, modeling and visualising the Augmented Reality that ARcde wanted to project to the user at a high level in all elements.
ARcde presents its AR artefact using a square metre mdf board of a chalk outline at a crime scene backed with 2D squares representing the virtual environment created in Unity a 3D game engine. CAD programs such as Fusion 360 and Blender have been utilized to model life-like structures recreating a similar environment of Lorne Street in an effort to help provoke commitment due to the familiarities of the environment. All modeling and sylisation has been imported into Unity creating a platform that can be seen through the lens of an iPad displaying an Augmented Reality to displace the trigger image that is the painted mdf board.
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I’m taking another stab at getting back into fightng games. Been playing the demo for the new Guilty Gear game tonight, which basically just gives you cces to arcde mode and a laggy pvp local multiplayer through shareplay on ps4. I’m 100% rust, but I’m managing to have fun with it none the less I think I will be buying the full version when its available and sticking with it till I git gud again.
I definitely DEFINITELY need to invest in a fight stick tho. I was finding the ps4 controller just kind of awkward to use. I’ll pick up the cheapest one I can find just to see if I like it better, then invest in a better one if I dig it. If not, I guess I’ll just make due with the ps4 controller
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