Zach Gage has just announced that Bit Pilot 2.0 for iPhone/IPad is about to hit the AppStore. To celebrate, Zach has made a desktop version which is available for download now (link below). It is the first application to use Apple’s Magic Trackpad as a wireless controller and although you can still use your MacBook’s trackpad as input (tested and working great), it is with magic trackpad where the game really shines. Bit Pilot for Mac is nearly a full game for free and includes all the features of the original Bit Pilot 1.0.
The Bit Pilot version 2.0 for iPhone/iPad launches this evening. It includes retina display support, 3 New Tracks from Sabrepulse, 2 New Modes, New Taunts, Vs. Friends Ranking through openFeint, Game Center Support, Cumulative Score Tracking and In Game Achievements Screen. See preview videos below.
For those that missed our review of Bit Pilot, you can read it here
If you enjoyed Canabalt, fast paced, heart pumping action, Bit Pilot will fit right into your collection of games on the iPhone. If I was going to give one gameplay advice, it is don’t panic! Take a deep breath, sit back, relax, thumbs on the screen and enjoy. Bit Pilot is absolutely fantastic!
Developer: Zach Gage
Also, check out recent Interview with Zach Gage at Rhizome.
- Halcyon [iPad, Games, oF] – Preview Created by Zach Gage, Halcyon is the new iPad game from the creator of synthPond, Sonic Wire Sculptor, Lose/Lose, Bit Pilot and Unify, games and apps we loved on CAN. Halcyon is the result of months of Zach trying to figure out what would make a good iPad game. Although it took a lot longer than expected, Zach says it was about getting used to what the iPad was as an object, and how it was comfortable to use. I asked Zach few questions about his new game: FV: What was the inspiration behind Halcyon? ZG: One way to look at Halcyon is that it's what Unify would be if it had been developed for the iPad instead of the iPhone. Unify looked at what could be done in a casual puzzle game with multitouch, and that resulted in managing two pieces at the same time. Halcyon builds on that and says, "okay, we have a much larger screen now, what if instead of managing two pieces, we manage and entire system of possibly more than 100 pieces?". FV: How did you achieving this? ZG: I borrowed management systems of drawing lines like in Flight Control, but reduced them to the simplicity of control in a game like Tetris. In Flight control you have to manage pixel perfect collisions, meaning a plane can be in hundreds of thousands of unique positions. Tetris (and other similar puzzle games) work so well because a piece can be in one of only a few unique positions on one axis. In Halcyon pieces can only be in up to 9 positions on the vertical axis, so instead of making dozens of tiny tweaks to individual objects, the player has to make one tweak to dozens of objects. This puts the emphasis on understanding the system as a whole. FV: How would you describe the game? ZG: You take on the role of the Halcyon- a greek mythological bird that calmed the wind and seas during the winter solstice. You play as a conductor, untangling and calming systems of currents. To make this work, I decided that I wanted the game field to be extremely minimal and function as both a stringed instrument and a playing field. This meant removing any heads up display entirely (although there is one in the screens below because it's endless mode, there isn't one in the normal game). FV: You also refer to it "as a marriage of a generative musical instrument and a game"? ZG: As you play the game (or if you watch the video), all of the sounds are generated based on a chord. Each string has notes that relate to that chord and are strummed whenever you touch or when a piece moves up or down them. The background music is generated based on that chord whenever new pieces appear in the playing field (this is why the music speeds up or slows down when the field gets heavier or lighter with pieces). Additionally, as you start to do worse and pieces get closer to collisions, the chord shifts to a minor version of that chord, and than and even more minor one, subtlety changing the entire system and all the notes you are playing. This constant shift and unshift creates a very dynamic soundscape. FV: Tell us a little about the levels, modes, etc.. ZG: Halcyon will have 36 levels when I release it, along with two endless modes (Aggression and Harmony). These endless modes are very different than the ones in Unify or other puzzle games though. Aggression and Harmony are named for the type of AI that governs the experience. In both, the AI watches how you behave in the game and judges your skill level. In Aggression, the AI makes the game increasingly more difficult, attempting to push you to a place out of your skill level where you will lose. In Harmony, the AI attempts to keep you engaged by incrementing the difficulty, but also tries very hard to keep you from losing. Thanks Zach. The game has been submitted to this years IGF and we hope available in the AppStore soon is now available in the AppStore. Zach Gage is a designer, programmer, and conceptual artist from New York City. Inspiring thought and discussion by broaching serious topics with humor, his work explores the increasingly blurring line between the physical and the digital. http://stfj.net/ Platform: iPad Version: 1.0 Cost: $3.99 Developer: Zach […]
- Bit Pilot [iPhone, Games] – Preview Bit Pilot is the latest game by Zach Gage with music by Sabrepulse. What began as a 1hr prototype for a control scheme turned out "to be so much fun that i built the whole game around it" (Zach). We got our hands on a ad-hoc few weeks back and we simply can't put it down. As Zach prepares to submit Bit Pilot to Apple for review, we finally got a go ahead to publish few words about it. UPDATE: Now available in the AppStore!! As with other apps Zach created in the past I always get excited when I hear "Hey, got this game I am working on, would you like to try it". Zach's games have a very unique feel to them and every single iPhone release and those not yet released and still in development are truly unique in their own right. Some may be reminiscent of the classics (unify-tetris, synthpond-toshio iwai-tenori-on) but every time distinctive in their visual feel as well as how they utilise iPhone controls. Created using openFrameworks, an open source C++ framework, Bit Pilot is an arcade shooter with a simple task to score as many points as possible by trying to keep your ship in one piece the longest. To do this, you will need to avoid asteroids coming your way and collect pills that will either build up shields or score you points. Trying to keep up with both can be tricky at times and you will find yourself having to sacrifice shield to obtain point pills. There are two modes in the game; Easy - the mode you start with and Normal (need min 3500 points on Easy to unlock). You swipe your finger anywhere on the screen in the direction you want your ship to go, two finger swipe will make it go faster. To slow down swipe in the opposite direction or hit a wall. As you live on, you will see points go up (~40/sec), pick up blue+orange pill for 1k points and red+blue for extra shield and 250 points = nothing more, nothing less. The controls are perfect. What may at first seem out of control, ie when you swipe your finger too hard and your ships launches in a single direction (remember asteroids?), after a while you will find out that you actually have a lot of control over the ship. After few hours play you will find yourself forcing your way between speeding asteroids like you've been doing it for years and not hours. Moving between asteroids is pleasure in itself, giving you a great amount of satisfaction knowing you are in control. Of course this is ever so more challenging when you reach about 15k points on Easy and around 6k on Normal. Asteroids start coming from all directions and if that's not enough they scale too. Yellow asteroids grow larger as they pan across the screen so you will need to predict their size as they get near to you. Failure to do this, trying to fly pass it too close, will cost you a shield. The red asteroids are not that dangerous but they bounce off walls. The grey asteroids are those that the game starts with and while being quite small in the beginning they end up being quite large past 15k on easy so moving pass between them can be a challenge too. Another danger is the laser, which will kill you instantly and no shield will help you there. Regarding the score, for some reason, you will repeatedly find yourself so close to beating your score that you'll think this can't be a coincidence! I still don't understand how I can come only 100 or 200 points close to my best score and fail to beat it so many times. I suppose this is one of the addiction ingredients together with an absolute desire to score highest. Although you may want to challenge yourself in the Normal mode, Easy more is a little like a warm up session. Bit Pilot is one of the few games where modes are games that both experienced and new players will enjoy equally. The Normal mode is not something you will play always having had experience in easy mode. It is the mode you may want to play when you don't have much time, ie 5 min and the easy mode would last much longer. I tend to think that if I want a quick game I would play Normal and if I am on the train, travelling, I would opt for Easy. As mentioned earlier music is provided Sabrepulse and includes 4 awesome tracks including the theme track. You can choose to play your favorite or opt for random selection once you have unlocked the other two tracks. There are few more surprises later in the game, ie unlocks, but I would like to leave that to you to discover. To summarise, Bit Pilot is one of the most impressive games I have played in awhile. If you have enjoyed Canabalt, fast paced, heart pumping action, Bit Pilot will fit right into your collection of games on the iPhone. If I was going to give one gameplay advice, it is don't panic! Take a deep breath, sit back, relax, thumbs on the screen and enjoy. Bit Pilot is absolutely fantastic! bitpilotgame.com Platform: iPhone Version: 1.0 Cost: $0.99 Developer: Zach […]
- Kunst Bauen [iPad, iPhone, oF, Mac] Created by Rob Seward, Kunst Bauen is an interactive artwork inspired by 80s video games and the Bauhaus. It lets you conjure pulsating, futuristic patterns with just your fingertips. You can stroke the screen to create smooth, swirling shapes, or tap it to make geometric patterns. Kunst Bauen was originally part of a 2008 art installation in Hamburg, Germany. Now it's available for the iPad and iPhone. The iPad edition features a higher resolution and increased framerate. made with openFrameworks and also open source. Get the code here. You can also download the previous edition Mac OSX desktop version of the app here which was part of a larger video games project. Rob Seward is an artist and programmer. His work has been exhibited at the Blanton Museum, Austin; CVZ Contemporary, New York; Center For Opinions in Music and Art, Berlin; and Nova Scotia College of Art and Design, Halifax. He has lectured at the Centre Pompidou, Paris; Columbia University; and Location One, both in New York. Platform: iPad/iPhone Version: 1.0 Cost: $0.99 iPhone and $1.99 for iPad HD version Developer: Rob […]
- Sonic Wire Sculptor [iPad, oF] – Preview The team behind Sonic Wire Sculptor have just provided us with details about their new version of sws for the iPad. The video below shows Shantell Martin playing with the before unseen beta version of Sonic Wire Sculptor. Great news is that the new version comes with custom sample loading, here Shantell is using some from looperman.com. The team plans to submit the iPad version for approval next tuesday, but as these things go, theres no way to be totally sure (Zach). The sws development team is led by Zach Gage and Amit Pitaru. Other contributors include Zach Lieberman and James Paterson. Sonic Wire Sculptor about: Sonic Wire Sculptor is based on a musical instrument by Amit Pitaru which has been shown in museums and galleries world wide. The Sonic Wire Sculptor turns your 3D drawing into sound. It introduces a simple yet deep connection between visual and audio composition. read more.. Previously: Sonic Wire [iPhone, […]
- Grid [iPhone, iPad, oF, Processing] GRID is an interactive multi-touch sound visualization for the band Mathon and the ZKM AppArtAward 2011. Created for live events, the application consists of a desktop version for realtime graphic visualization of music - created using Processing and also an iOS version for interacting with the Processing app - created using openFrameworks. The basic appearance is based on a shape that deforms synced to an audio signal. A never ending journey through portal-like visuals, organic and technical scenes take the viewer into a surreal feeling atmosphere. Forming rapidly changing pictures out of those shapes the viewer seems to be part of electrical impulses catching short impressions of the human and his role in the universe..... Using an iPad or an iOS capable device people can diretly interact with the music visualization. By using Multi-Touch it is possible to manipulate the camera of the desktop visualization as well as changing between different scenes. Set up is quite simple as long as your ports are generally open. Using OSC, one app talks to the other, as long as they are on the same network and your port 12000 is open. You first check the IP of your desktop, fire up the desktop app then on your iPhone or iPad go into app preferences where all app settings are listed, find GRID remote and enter the IP address of the desktop. Now launch the GRID Remote on your iOS device you are good to go. The artwork is the result of a cooperation between the interactive arts collective Futura Epsis 1 based in Hamburg, Germany represented by Andreas Rothaug and the band Mathon from Switzerland who are responsible for the sound. The downloads are available for: iPhone / iPad (out next week), Mac OS 10.6, Windows and Linux. You can also get the new Mathon album "Terrestre" on iTunes or www.mathonmusic.ch. Platform: iPhone/iPad Version: 1.0 Cost: $0.99 Free Developer: Futura Epsis […]
- Graffiti Analysis v.3.0 [Mac, openFrameworks] The fantastic Graffiti Analysis 3.0 application by Evan Roth and Chris Sugrue is now available for download! For those unfamiliar with the project, GA is an extensive ongoing study in the motion of graffiti. Custom software designed for graffiti writers creates visualizations of the often unseen gestures involved in the creation of a tag. Motion data is recorded, analyzed and archived as Graffiti Markup Language (.gml) files, a specifically formatted XML file designed to be a common open structure for archiving gestural graffiti motion data. GML files are saved in an open online database, 000000book.com, where writers can share analytical representations of their hand styles. The 3.0 app includes the following new features: - Input from iPhone + anything you can strap the light onto. - Audio input which affects particles generated from the tag - perfect for live events - Keyword based RSS .gml player / search for a keyword and let the app play all the tags - 3D Printing Integration - Print your tags!! - "Interactive Architecture" - allows interaction of projected graffiti with objects that receive the projection (buildings).. - Laser Input - tag buildings from long distances.. (need big a** monster projector) - Stereography.. More + download at graffitianalysis.com (mac OSX only for the time being..windows/linux soon) See also Evan Roth's recent EyeWriter Presentation at Future Everything embedded […]
- Horizons [iPhone, iPad, oF] Horizons is a interactive sound toy which brings together the atmospheric sounds of Eli Murray (Gentleforce) and generative visuals of Lukasz Karluk. The app is an exploration of colour, sound and form. The design of the piece focuses on creating subtle colour refractions in a rich colour scape using an algorithmic process known as triangulation. Fluidity of interaction is achieved using real-time physics made using the Box2d library and openFrameworks. Using the UIKit (Apple GUI standard) in combination with oF, you are able to modify a number of parameters in the app. These include the amount of points triangulations use, the colour of gradients as well as randomise the colour and save screens to the library. The triangles themselves react to accelerometer and are multitouch allowing you to move multiple points at the same time across the screen. In the process, Lukasz has also made some of the work available open source, including the colour picker code which you can download here. Mac version of the app + source coming soon.. The app was finally released today. We have had it for few days now and not only thats it's a joy by itself it also works great in combination with other apps if you are looking for some awesome looking gradients. A must for your app collection.. Gentleforce has also recently released his debut album "Sacred Spaces" on Feral Media which can be downloaded from iTunes. Platform: iPhone Version: 1.0 Cost: $0.99 Developer: […]
- iJumpman [iPhone, Games] iJumpman is a retro-futuristic platformer by Andrew McClure. What begins as an imitation of 8bit retro platformer with game mechanics reminiscent of Joust quickly turns in one of the most engaging retro inspired games on the iPhone. Use tilt or onscreen controls to move across the level, effect gravity and objects in the world (physics), invisible walls, bombs, awesome soundtrack and effects and so much more with the task to survive to the exit. Although some levels may need balancing as you may find yourself at times quickly passing through the levels and other having to die about 20 times at least on others, the game is nevertheless so much fun it's hard to describe. The 3D space showing next levels just adds to the desire to pass the current and move onto the next. In addition to all of this, a full level editor is including together with ability to upload and download additional levels. Controls vary from tilt control what we have found in Ronaldo where you rotate the world around you, also achievable via "finger twist" to on screen control buttons which for some levels especially those requiring you to continuously rotate the world. Regardless of how much you are against of games with on screen controls, here they are really useful at times and done in such a way not to be too obtrusive and very much in touch graphically with the environment. Here is the list of features: - A full level editor with integrated online level trading - Gesture and tilt controls (plus optional button control scheme) - Full soundtrack by The Mathletes - Full in-game soundtrack (plus iTunes library support) Free demo of the game for Mac, PC and Linux is available at runhello.com This is easily the best $2.99 I have spent on a retro classic inspired game for the iPhone. A simple must if you a fan of 8bit gaming and if you are not and enjoy the likings of Ronaldo, iJumpman is a great example of retro adaptation for the iPhone platform. I could not recommend it more.. Platform: iPhone Version: 1.0.0 Cost: $2.99 Developer: Andrew McClure (Thanks […]
Posted on: 15/06/2011
- Junior Production Assistant at Resonate
- WebGL/3D Creative Prototyping Devs at TheSupply
- Freelance Interactive Producers at Psyop
- Senior Digital Designer at CLEVER°FRANKE
- Interaction Designer at Carlo Ratti Associati
- Creative Technologist at Deeplocal
- Jr. / Sr. Software Developer at Minivegas
- Web Developer at Minivegas
- Digital Producer at Minivegas
- 3D Technologist at INDG
- Creative Director at INDG
- Lead Developer at INDG
- Web Developer at &Associates