August 26th, 2014

Headblaster on FILE Games SP 2014

Headblaster is being exhibited right now on FILE Games SP 2014, along with Odallus and Oniken, made by Joymasher guys. Together, we are representing all the glory of 8-ish/16-ish bit brazilian BLAST PROCESSING!

Other games being exhibited is Fingle, Bounden and BAM-FU, by Game Oven; Lovers in a Dangerous Space Time (Asteroid Base); Gorogoa (Jason Roberts); and Monument Valley (ustwogames).

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April 9th, 2014

Going overseas

Hello, computer! Jose here.

This is an update! A very full of stuff update! We are proudly announcing Headblaster and Laut have gone international!

Laut (our fast-paced party language learning game) is being featured in the A Maze. / Berlin! The festival happens from April 9 to 11. So people there will be able to play the game and see what it’s all about. Laut is also being featured in the ComKids Innovação, over here in São Paulo, on April 24. If you wanna go take a look, it happens over here in São Paulo at Goethe-Institut too.

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Now for Headblaster. It was infused with additional programmer blood and now supports controller and arcade controls. And it will be featured in Print Screen Festival, an Israeli digital culture and new media festival! It will happen from April 30 to May 5. If you’re passing by the Right Arrow Festival in Holon, fell free to play Headblaster! That’s it for now, folks. See you on the next update.

Loud Noises out.

March 23rd, 2014

Working on a little  co-op arcade “educational” game, named LAUT. We made this thing on a game jam organized by Institut Goethe wiht A Maze. Festival.

The game is very simple. Player one will be looking at the screen and seeing what word the characters shout, while player two looks for that word in the manual an translates for player one wich button he has to press. Each word means one different button of the controller. The educational part is that the players will learn some foreign vocabulary (in the case of the jam version, it’s portuguese and german words).

February 22nd, 2014

LOUD NOISES IS CREATING AN AWESOME PATREON CAMPAIGN

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Yes, we launched a Patreon campaign! In the past few years we made some awesome, yet free stuff, like the game Headblaster or events pushing forward the game community in São Paulo, like the monthly meetup SPIN and the game jam Pack of Horrors. We want to create more stuff like these, and for that, we need more time. So that’s the idea behind Patreon: we’ll be able to take on less freelance work (in the end of 2013 we were working on unrelated jobs) and spend more time on the games and the events. It’s also a experiment on reaching people who are interested on our projects, and work closely to them. We are very excited to do this, and it’s also a combo of games, events and videos for you!

Loud Noises Patreon Campaign

February 1st, 2014

Schizoid - Initiation

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Our friends at Schizoid released today Initiationtheir first album of short games. There are 10 games, made by André Teruya Eichemberg and Vinicius Sanches dos Santos and I gladly made the album cover art for them. 

The games are free to download at itch.io (http://tchem.itch.io/ and http://dznemotion.itch.io/), but i strongly recommend to anyone who download these games to pay what they want for them, as an incentive for Schizoid to continue making these zen arcade games. 

André Asai

December 5th, 2013

LoudNoises + Joymasher = SuperBRJam!

Hey there, you delicious bacon pancakes!

Last weekend we teamed up with the Joymashers to do a game for SuperBrJam, and it was AWESOME!

Here’s what it looks like:

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Now seriously, we loved the result:

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And although most of the time we spent playing Nuclear Throne, drinking and listening to Justice’s New Lands, we managed to do some art o/.

Here’s Asai’s timelapse

And this one is Jose’s 

It was nice to work with other people in command. Thais Weiller is an awesome captain! Sam was awesome, but had to go D: And Keyo is a pro-motherfucking-programmer. I swear he can see the matrix. Since we had a dedicated programmer, we had more time to spend on art. Fun times!

SuperBrJam is entering the last 24hours of selling, so go grab you 40+ games for how much money you feel like paying. Here’s a preview of ours!

'Til next time, space people!

November 29th, 2013

What are we up to?

André here! It’s been some time since we last gave any life sign. We’ve been strangely quiet for a group called Loud Noises, but the group members are kind of busy with their alternate jobs (the kind that gives money and pays rent…)

Last thing we said was after Headblaster launched we were working on 3 projects, one for each member of Loud Noises. Some stuff happened, and after all that we are in the end of novermber, doing the first preparations for a bigger project. We would like to reveal it when it’s got more solid material, but for now stay with these visual tests.

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We don’t have any official future announcement, so we decided to open our vault to show you guys what we left on the middle of the way in this first year of Loud Noises (and maybe babble a little about our little journey).

Space Castaway

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We did Space Castaway during GGJ 2013. It’s kind of weird to look at this game now, because it’s simple and full of bugs. This game was the embryo of Loud Noises, though. By the end of 2012, I was still part of Vortex Game Studios. Although their talent cannot be denied, I was not satisfied with my responsability of working with projects I wasn’t interested in, mainly outsourcing. I had already done projects with José, Diego and Vanessa, but doing Space Castaway was a collaborative effort, mainly because the new dynamics of the group (I was programming this thing). The final result is far from perfect, but we had fun. And most important, we were able to finish it, and it gave us that liberating sensation of a mission accomplished.

It’s like Alec Holowka said once in a presentation, you can’t do collabs with anyone. Making an indie game is like being in a relationship, almost a marriage. Once you engage with a project, you have to dive in in the collab with reckless abandon.

And that was the birth of Loud Noises: 3 (sometimes 4/5) people that dove in this crazy idea of making games. Lots of people over here in Brazil name themselves ‘studios’. They gather themselves and spend energy distributing positions, making businness cards, but they forget the most important part: making games. We are just a group (gang) of developers that wants to make ‘games’, the kind we would like to see existing some way or another. Making money with it is a secondary goal and, at least for now, we can work with other stuff that pay our rents, without letting it be harmful to the (slow) development of our projects. I don’t mean it as an example to be followed, it’s more to show that there are other objectives and thoughts in the “making” of a game that don’t revolve around monetary rewards.

Artsy Fartsy

"Live the life of an artist, while he has to balance his economic and mental health, his freelance jobs and his personal production". This was my train of thought to the Curitiba’s Minijam, and the theme was CULTURE. The duration of the Minijam was 12 hours, and making a Game Dev Story style simulation starring artists seemed kind of crazy. BUT, against all odds, I was able to complete the programming of the game in 8 hours. Unfortunately it doesn’t have any art because José couldn’t participate on the last moment (it was a Tuesday after all! It was a normal weekday, but I used to work after midnight by this time …).

Roknar - Interdimensional Puncher

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We did’nt finished this. That’s all I have to say about that. (tears)

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Cor-e

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This game was scribbled in an early 2013 afternoon, highly inspired by Super Hexagon. It was an exercise too. I wanted to do a minimalist game after discovering I was famous for elaborating complex projects and  not finishing them at the time. This project was basically my first collaboration with Gregory de Bonis, and it was first planned as a web game (we even experimented FGL to see public reception and the possibility of raising some money). The music was handled by Guilherme Giacomini (you can check his Soundcloud here). Then, as a sugestion from Thais Weiller, we started porting it to mobile. You can see how far we went here: 

http://www.ime.usp.br/~debonis/cor.e/

Cor-e was a sad case of how fatal some external factors and developer flaws are, despite the effort put on the project. Cor-e was a side project to its creators, and because of that it was always done in a slow pace. Too slow of a pace. Although the basic gameplay and visuals were ready on the first two weeks, the rest of the three months revealed our problems: Greg kept playing with the code and adding useless features, while I was running in circles with the design of the waves. And I hid in my lazyness instead of adressing the problem and completing the project. The irony was when we finally went back to work on the project, we found out a game with basically the same gameplay and lookalike visuals: http://www.vividgames.com/games/GYRO_958.html. The thought of launching the game and having it labelled as a clone was a discouraging perspective…

Pack of Horrors

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It was supposed to be an experimental event, a gathering of friends to make games with a horror theme, and then spread them for free. As usual, this project originated fom a talk between friends, more specifically with Amora and Santo. I showed them the Ghost Stories trailer and we argued how interesting was the idea of a group of motivated artists creating something with a common theme and launching the collective work. Amora participated on a talk on Kotaku BR where she reveals more details of this idea: http://www.kotaku.com.br/pack-of-horrors-indies-de-terror/ (portuguese only). 

Just like all of my ‘shitty ideas’ (as Amora like to call them), I gathered friends and (poor) resources to make the project take off. Its was super beautiful to see everyone engaged in this project, the dialogue between the participants and the straightening of bonds. Unfortunatelly, it was a ‘cursed’ project: the theme was too complex, and we agreed on a timespan of one month to think about the game idea. This made our idea of game very complex. That is the reason the creators of the project (Loud Noises and Miniboss) weren’t able to finish their games for the Pack. Satana Condo, our game, was playable but it was far from being a fun experience, plus it had a lot of bugs. The saddest part was that Diego had a simpler and better idea, but we had no time to make it come true. Other problems appeared too, such as me ‘bending’ the event rules. We were between friends, so I judged having adaptable rules would not be a bad idea. This lead to stress and lack of communication, and to me realizing the weight of organizing such an event.

Gogo Party Engineer - Gamejolt Contest 10

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After Headblaster launching and nomination on Festival de Jogos SBgames, the Loud Noises crew was distant regarding projects, mainly beause of the ammount of Jose´s and Diego’s work (which rises exponencially by the end of the year). This made room for me to start sketching a game (based on a hardcore idea Diego had). It was a mix of Simon Says with resources administration. It was at the same time as Gamejolt Contest 10, which theme was PARTY. I used this gameplay sketch to finish the game for this Compo. The other two Loud Noises were occupied, so I would have to finish this game alone. 

I’ll be sincere and say I wasn’t in the right mood for making a game, even more one about party. I had (and still do) a rising worry about my economical situation. Preoccupations like this becomes phantoms, they cause torment constantly to the point of affecting your work and mood. So the week went past and, despite my efforts and even with the gameplay and visuals almost ready, the game was not satisfactory…

Yes, we left a trail of unfinished projects. Reading this list can be a little sad, but this is not true for us. We are happy, after all. We launched Headblaster and it had an extremely warm reception (we even made US$1,51 with it, yay!). The group dynamics got better, and now we understand better our flaws and abilities. We are getting better.

And… oh what-a-hell, we are officially announcing our new next project: an RPG-like turn based game super focused on battles and territorial dominance! Most importantly, there will be no grinding. It is called Knuckle Supper.

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November 25th, 2013
superbrjam:

Now, when men get to fighting, it happens here! And it finishes here! 

Two men enter; one man leaves.

superbrjam:

Now, when men get to fighting, it happens here! And it finishes here!

Two men enter; one man leaves.

Reblogged from Super BR Jam
November 24th, 2013
superbrjam:

We got a name!

superbrjam:

We got a name!

Reblogged from Super BR Jam
November 23rd, 2013

superbrjam:

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Idle animation and pixel test character for our ultraviolent sports game we are developing with the Joymasher folks.

Reblogged from Super BR Jam

A gang of game makers.


"We have come here to chew bubblegum and make games... and we're all out of gum."


Contact: shout@loudnoises.com.br