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musichackathon

Automatic Music Hackathon

Talks, performances, and a hackathon focusing on algorithmic music composition and other interpretations of the phrase “Automatic Music.”

Talks and performances - Fri, 12/6 7:30 PM
Hackathon - Sat, 12/7 10 AM - 8 PM
Presentation of hacks - Sat, 12/7 8 PM

Etsy
55 Washington Street, Brooklyn, NY 11201
Suite 712


Schedule

Friday, December 6th, 2013

7:30 PM Reception
8:00 PM Talks about and performances of automatic music
* Beau Sievers - history of algorithmic art
* Drew Krause - “Two Violins” and the Lisp system that generated it
* String Noise performs Drew Krause’s “Two Violins”
* Brian Whitman - “A Singular Christmas
* Thor Kell - code that performs itself as music
* Ben Lacker - Jazz Drum Machine
* Tristan Jehan - Creating Music by Listening
* Jonathan Marmor - “Jonathan Marmor”
* String Noise performs Jonathan Marmor’s “Jonathan Marmor”
10:00 PM Informal brainstorm for those participating in Saturday’s hackathon

Saturday, December 7th, 2013

10:00 AM Coffee
10:30 AM Opening remarks
11:00 AM Start hackathon
1:00 PM Lunch
8:00 PM Presentations of hacks
(Plus a talk by Martin Roth on Tannhäuser: A C Compiler for Pure Data)
10:00 PM Reception with open music performance of a piece TBD

Free! Please RSVP at http://automusic.eventbrite.com/

Discussion

musichackathon@googlegroups.com
https://www.facebook.com/musichackathon
http://webchat.freenode.net/?channels=musichackathon
http://www.twitter.com/musichackathon
#automusic

More info

Facebook event page (invite your friends!)

http://monthlymusichackathon.org/
https://twitter.com/musichackathon
Join the announcements mailing list: http://eepurl.com/pNXJP

For directions see http://automusic.eventbrite.com/

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algorithmic music hackathon nyc etsy music tech
witchmarsh

Witchmarsh FAQ v 1.7

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Welcome to the Witchmarsh FAQ, please feel free to ask any questions you might have about the project through email at Witchmarsh at Gmail dot Com.

You can also find us on Twitter, Facebook and we’ve also got a Newsletter.

Q. Looks snazzy, what is it?
 

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Learn more on the official page.

In Witchmarsh players create a team of investigators and leads them into the depths of rural Massachusetts.

Witchmarsh puts a fresh, accessible spin on classic RPGs like Baldur’s Gate and Wizardry, without compromising on depth. Featuring an extensive character creation sandbox, countless ability and item combinations, and online co-operative play.


Q. Which platforms will Witchmarsh be available on?

PC and Mac, but we’re looking into console ports further down the line. Unfortunately handheld releases (Switch, DS, Vita) are unlikely due to the UI and control scheme.


Q. How can I follow development?

The easiest way is by checking out our development blog. We post at least twice a week, listing changes in the latest build and discussing new features as they’re added.

> View the dev blog here.



Q. When can we expect a release?

We’re aiming to release Witchmarsh around December 2015, unless we greatly exceed our Kickstarter funding. In which case we’ll re-evaluate launch for Q1 2016.


Update: Witchmarsh is still currently in development, and as of Fall 2018 we have yet to decide on a new release date. For more news you can always sign up for the Newsletter.



Q. How will co-op work?

You’ll be able to play through the full campaign with up to 3 other players online. We’re still investigating the possibility of local co-op and controller support.

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Q. How many playable characters will there be to choose from?

There are currently twelve playable characters, each with their own strengths, weaknesses and special abilities.


Q. I’d really like to play the X character, but I see them as being a different gender to the one listed in the game’s lore. Will this be possible?

Absolutely. Although the in-game appearance of a character is fixed, players can write their own backstories in the ‘bio’ tab of the character menu. NPCs will not refer to the player by any fixed-gender pronouns.


Q. Who’s doing what?

Luciano Sgarbi - Game Design & Story
Joe Conway - Pixel Art & Code

Pirate Rob - Code

Matthew Griffin - Network Code & Optimisation
Francisco Cerda - Music

Additional artwork - Luciana Nascimento, Matthew Weekes, Jamie Churchman
 

Q. Where can I find you on social media/the web?

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RPG Indie FAQ Kickstarter Game