Showing posts with label our stuff. Show all posts
Showing posts with label our stuff. Show all posts

Saturday, April 30, 2011

Tzirallum.


A solitaire card game utilizing a standard 52-card deck.

Some of you probably are aware by now that, while we're still working on films (and long-overdue DVDs of films), Tom has embraced a new vocation: board game design. This morning, I had a dream about a solitaire card game and when I woke, I recreated it. Like many ideas one gets in a dream, it wasn't very good or compelling. But it made me think of another idea, and that idea, in turn, became Tzirallum. Let me know how/if you enjoy it.

Be sure to heed the last bit of advice at the bottom of the instructions, especially with the low-numbered cards. It really does make a lot of difference. Also, don't be too hasty about eliminating the "pivot" spots in the tableau that, by a few tricky switches and builds, might move an otherwise stranded card from one row to another by way of the column.

Thursday, July 22, 2010

SEVEN ROMANCES is going OUT OF PRINT!

Tom's book Seven Romances-- a collection of less than eight but more than six love stories-- is going out-of-print August 1. It is not likely to go back in print any time soon-- if at all. If you want a copy, now's the time to buy it. It's $10 for 99 pages of bitterness, despair, and kinky Amish lesbian sex.

Filmmakers might be interested to know that they can adapt any or all of the seven romances into any film, short or feature, without paying a single cent. Well, that is, a single cent in royalties or adaptation rights. You would, after all, have to have a copy of the book, and the only way to get your hands on that is to buy one before August 1.

Saturday, May 01, 2010

TURTLENECK # 1: THE MAN WHO LOVED (2007, the Russells)

There's something wrong with Sarah. Something inside her that she doesn't quite understand. Her husband, George, hopes it'll just go away on its own. But his passivity only seems to make things worse.

A tense yet delicate portrait of a marriage in crisis, The Man Who Loved is directed by wife-and-husband filmmakers Mary and Tom Russell with verve, humour, honesty, and an eye for everyday beauty.

SPECIAL FEATURES:
+ Directors' commentary.
+ Trailers for future Turtleneck releases Son of a Seahorse (# 2) and Olivia Forever!!
+ Cinema du Kitteh: a collection of three 2006 shorts (Cat Singles, Cat-astrophe, and The Invaders From Above) created by the Russells and starring the feline thespians of The Man Who Loved.

You can purchase this film either through CreateSpace or Amazon. The cost to you is the same either way, $15, but CreateSpace gives us a significantly larger royalty-- $7.80 per disc, as opposed to Amazon's $3.30.

Tuesday, April 27, 2010

OLIVIA FOREVER!!: The Halloween Party.


On Friday, we got another twenty seconds in the can. If that doesn't sound particularly promising, well, it is and it isn't.

The shoot in question was for a cut-away gag. The movie's going along, a scene's in progress, someone mentions something that gets us into this scene, scene does it's thing (ha!), and we're back to the original scene. We have a couple of these sorts of gags planned, one of which involves a Sasquatch we're still in the process of trying to acquire without spending too much money.

That's a tricky thing, actually: part of how we can justify making films of perhaps limited commercial appeal is that we make it out of our own pocket, and part of how we can justify making films out of our own pocket when we don't have that much in our pocket to begin with is that we make our films cheaply and quickly. We pride ourselves on being the scrappy low-budget filmmakers. Our most expensive film to date cost under five hundred dollars. And so we can't in good conscience justify spending almost as much for a Sasquatch costume that's going to have at most thirty seconds of screen-time, even if perhaps those thirty seconds would be worth it.

The shoot we had on Friday, this cut-away gag Halloween Party shoot, hardly cost us anything in terms of dough (which, of course, we like) but did take a lot of preparation and planning and coordinating of schedules. Our actors aren't getting paid for their work and have day jobs; finding a day that two actors have in common for a rehearsal and shoot is sometimes a chore. Finding a day when a third can join them can be nearly impossible. Having learned this lesson in the past, we like to write around "guest stars"-- limiting most actors to one really good scene. See, for example, Son of a Seahorse, where we did this extensively.

But this film, and this scene, aren't really amenable to that approach. For the Halloween Party to be convincing, we needed it to look like a party. And so, in addition to our two leads, we had planned on seven background characters. I'm not going to call them "extras", because it's vaguely dehumanizing. And, having worked on a few horror sets as an extra, I can vouch that most directors treated me and my fellow extras like cattle, flesh-and-blood cogs in place to realize their vision. And if I ever treat a fellow human being like that, I hope someone punches me in the God-damn face.

So: background characters. Seven of them. We even had a bio in mind for each, what their relationships were with one another, et cetera. Not because the viewer would pick any of that up-- it is, again, only a twenty second shot, with the focus squarely on the two leads-- but because it would give the actors something to do rather than stand there bored out of their wits.

I confirmed the day before the shoot with some of them and the day of the shoot with the others. One I saw in person less than two hours before the shoot. You can probably see where this is going: of the seven, only two showed up. We were so disheartened that we didn't give our two background actors their bios, as it's a little hard to explain a web of relationships between just two people.

We, of course, made due, as that's what you have to do when you're the scrappy low-budget filmmaker. We even put Tom in the shot, his face obscured by a Virtual Boy, so that we'd have a third background character. Because we're a two person crew, this necessitated balancing the boom mike rather precariously on a light-stand. We shot about a dozen takes in about as many minutes, turned out the shop-lights and watched one of those aforementioned horror movies in which the lowly extras were treated so poorly. Everyone seemed to have a good time, and when we were done, we had twenty seconds of footage.

And over the weekend, we were faced with that fact-- we had expended a lot of time and energy for twenty seconds of footage. We have a shoot coming up on Wednesday that might net us another thirty, maybe forty. We're lucky if we get a shoot a week-- usually something comes up with one actor or another and we have a week or two with nothing. And so getting these tiny little fragments for a feature-length film, well, it's a little maddening, no doubt about it. It's a long ways from Seahorse, where we'd typically shoot ten or fifteen minutes at a time.

At the same time, we're kinda consciously trying to shoot all this small stuff now so that it makes it into the film. We've been working on this film for so long that we just want to be done with it; if we shot all the major (i.e., long) scenes, we might just declare the film done before we've shot the little piecemeal stuff. We'll say, "Well, we don't really need it", and maybe we really don't. I mean, you don't really need anything-- there's always a way to make it work, and one should always be flexible.

We don't need a Halloween party cut-away gag, and we don't need a Sasquatch, but at the same time they add something to the film, and they're things that we want. By shooting them now, with all these other, bigger, more necessary scenes still ahead of us, we ensure that they don't get lost in our eventual frustration and apathy.

At the same time, we want to cut down on that frustration and apathy, and so we're aiming to alternate some of these little shoots with some bigger ones. And maybe even doing two shoots a week, if we can.

Saturday, January 23, 2010

ONE WEEK LEFT TO BUY OUR DVDS!

Just a friendly reminder: our DVD editions of The Man Who Loved and Son of a Seahorse are going out of print at the end of this month. Newer, bells-and-whistles-ier versions (commentary tracks, behind-the-scenes, supplemental shorts) will be released later this year-- we're looking at late Spring and early Summer at the moment. But if you want to get your hot little hands on them now, for the low price of $15 each, NOW IS THE TIME TO DO IT.

Saturday, January 16, 2010

Olivia Forever!!: Third Shoot.

Had our third shoot last night-- the first since way back in November. There was some delay in getting the equipment we needed, and by the time we got it, the holidays were upon us.

Here is where we'd usually put a few screen-shots from the shoot, grabbed during the late night video capturing session that usually follows a day of shooting. Today, we would be editing said footage, and thinking of the humorous anecdotes we would share with you in this space.

But, due to some technical issues-- amusing enough, issues that arise out of a recent (and generous) hardware upgrade that is going to result in the new and improved DVD releases of our prior efforts-- we can't actually connect camera to computer, which is the most pivotal step in this whole digital filmmaking thing. We have no way of knowing, in fact, if the footage looks or sounds as good as it did the night before, and we likely won't until at least next month when our upgrade gets an upgrade to restore that previous functionality.

If our last film, Son of a Seahorse, was remarkable for how smoothly it all went-- written, shot, and edited with sure-footed speed-- Olivia Forever!! is quickly becoming one of those films where there's always another problem, always another roadblock. Already we've been living with this film since November of 2008. We were supposed to be done with it by the end of last year, and we've hardly gotten started.

Friday, January 08, 2010

OLD DVDS WILL BE GOING OUT OF PRINT!

With some considerable new tools at our disposal, Tom and Mary Russell are proud to announce new-and-improved but every-bit-as-scrappy DVD releases of our films The Man Who Loved (2007) and Son of a Seahorse (2008), coming in 2010. Not only will each disc be given a spiffy packaging redesign, but each film is getting a new sound mix and a host of bonus features, including, yes, that holiest of holies, Directors' Commentary Tracks.

More details (sneak peaks of the new packaging, lists of bonus features, and release dates) will become available in the next few months. But as a consequence of this shift, the previous DVD editions will no longer be available for purchase as of January 30, 2010.

Now, if you want to wait and buy the new ultra-spiffy editions later in the year, that's cool and the gang. But if you can't wait to get your hands on some ultra-indie self-distributed goodness and want to buy the cheaper and (comparatively) bare bonesier editions we put out last year, now is the time to do it.

Each of these old editions retail for $15 and are eligible for Amazon's Free Super-Saver Shipping. But remember, these editions of The Man Who Loved and Son of a Seahorse will no longer be available as of January 30.

Friday, December 25, 2009

Side Saddle 2 released

Merry Christmas.

And, hey, how's about a contest?



You heard the man! Upload three game play videos-- that's a perfect "no collisions" run-through for bosses eight, nine, and ten-- and post a link in the comments field over at Second Party Games. Good luck!

Thursday, June 25, 2009

SEVEN ROMANCES on AMAZON.COM

A collection of short stories, Seven Romances. "These stories of love, sex, longing, loss, bitterness, and despair unfold in first-person confessionals that are by turns direct and lyrical, shocking and sweet." Grown-ups only.

Wednesday, June 10, 2009

"The mask is everything, so make it a good one."



My novel Jolt City is now available for $25.00. Expect it to pop up on Amazon.com within the next two weeks or so.

From the back cover:

When it was originally published on the legendary USENET newsgroup rec.arts.comics.creative, Tom Russell's superhero serial JOLT CITY was awarded the coveted Favorite Acra Series RACCie (for a serial aimed at a mature audience) two years in a row. The following year, the readers of RACC voted it their Favorite Series over-all and Tom one of their two Favorite Authors. Now, the best superhero fiction on the internet has become the best superhero novel on your bookshelf.

When Jolt City's sworn protector the Green Knight falls ill with cancer, his former sidekick Martin Rock embarks on an incredible journey: from self-reliance to friendship, from pain to peace, from anger to joy.

Along the way, he'll fight a jousting match atop a unicycle, team up with a super-speedster, visit an alternate earth populated by talking snails, and thwart an invasion.

Unabashedly in love with its genre but unafraid to take it deadly seriously, JOLT CITY is free of camp, laced with literary wit and heightened with stark poetical beauty. So turn off your bleeper, snuggle up in bed, pull the covers over your head, flick on your electric torch, and get ready for 358 pages of unrelenting two-fisted awesomeness.

"... a rollicking story of a hero taking on the task to fill the shoes of his mentor-- with a little luck but mostly with hard work, determination, and a willingness to think laterally in the occasionally bizarre world of four-colour superheroes."-- Saxon Brenton, author of Limp-Asparagus Lad


So buy the darn thing already.

Sunday, May 31, 2009

Side Saddle 2: Side Harder!

My adventures in game design are largely experimental in nature; I like to take weird ideas and ask weird questions and see if the end result is playable or interesting. The only one of my explicitly experimental games that I'm not embarrassed by is Side Saddle.
YoYoGames
Ss2

Side Saddle
Added: 08 January 2009
By: tomrussell


(You can play it at Yo Yo Games using their instant play plug-in or you can download it right to your desktop.)

Action games are about controlling space, but in non-arena shmups, both vertical and horizontal, I find the control of space to be too easy. Yes, in bullet hell games, it's difficult to dodge-and-shoot, but in many games you can basically just strafe back-and-forth along one axis-- the horizontal axis in a vertical game and the vertical one in a horizontal-- and rapidly press or hold the fire button to destroy whatever legions of enemies are coming at you.

The player can hang back at either the bottom or left of the screen and fire from there; their shots stretch out over wider axis of the game's orientation.

There are some shmups, of course, that don't allow the player to fall into this trap. Enemies with heat-seeking missiles and arcing bullets prevent the player from getting too comfy. Cactus's great game Clean Asia requires you to ram through an enemy in order to gather the shots used to defeat them. And you don't want to move along one axis in a bullet hell game.

But I was wondering to myself, is there another way to do this? The big problem for me was, again, the way the bullets dominate the longer axis. I considered using "funny" bullets that spin around and I thought about using bullets that peter out after so many seconds. But I couldn't really get either to implement particularly well.

That's when the thought occured to me of flipping the axis; of having the bullets control the short axis rather than the long one.

In such a game, the player would have to get right next to an enemy in order to shoot them, putting a renewed focus on how the player moves through and controls space. And that's when I started working on Side Saddle, a side-shooting vertical shmup. But there was still a problem; I found that my playtesters were moving along the vertical axis, up-and-down, shooting willy-nilly. Shorter axis or not, it was still the same trap.

And that's where the ammo idea came from; players would now have to conserve their ammo and aim carefully. Accuracy became important. And the reloading motif-- the ammo only reloads when the player isn't moving-- would require the player to think more deeply about the way they moved through space, to consider if they should stop here and for how long.

It also introduced a dynamic tension into the way the player dealt with enemies. If you kill an enemy quickly, you'll have more time to recharge ammo for the next wave; if you wait longer, the enemy will be worth more points but you'll have less time to recharge. And since every 10,000 points gave the player a turret power-up, thus increasing their ability to control space and avoid dying, scoring more points is ideal.

So that, in a nutshell, is the decision-making process that resulted in this game. It's a difficult game, but it's perfectly winnable if the player (1) conserves ammo, (2) fires accurately, (3) stops moving to recharge his ammo, (4) strikes a balance between his ammo-needs and his power-up wants, and (5) uses the entire playfield.

The problem with all that is, it's pretty much hard-wired to support one style of play (the style enumerated above) and to dismiss all others (such as the move-along-one-axis and firing-willy-nilly-at-everything school of shmupping). I stand by the decisions I've made and I think there's a lot of good, challenging, and strategic play in it, that it has a fair amount of replay value.

At the same time, I'm dubious about any game that doesn't allow the player to use their own play style and strategies. While I still think, at least at this stage when it is admittedly still very fresh in my heart and my mind, Side Saddle is a good game, it should have supported more varied styles of play.

Part of the problem is, admittedly, by design-- the whole point of the game, from the start, was to "correct" "lazy" play habits in shmup game play by removing the strategy of moving along one axis while controlling the other with your bullets. But, y'know-- some people like that style of play. (Heck, sometimes I do.) So maybe the whole time I was operating from a false premise.

I'm certainly not trying to dissuade anyone from playing my game--please dear God play my game-- and in fact I hope that the preceding prods some people into giving it a look.

(Please forgive the poor image quality in this clip; it was either shoot off the screen as I did or use Cam Studio to slow the game down to an unplayable crawl.)

I'm currently at work on another shmup, a sequel that takes three of Side Saddle's defining features-- side-shooting on a vertical screen, placing turret power-ups, and an ammo feature-- and pushes them into a new direction, one that hopefully supports more diverse styles of play. If anyone who has played the original wants to give me some feedback that can be implemented in its sequel-- or if anyone wants to play the original now and give me more of the same-- now would be the time to do so.
YoYoGames
Ss2

Side Saddle
Added: 08 January 2009
By: tomrussell

Wednesday, May 13, 2009

New Finalish DVD Slip Cover for SON OF A SEAHORSE

As we finalize the details/contents for our self-distributed DVD of Son of a Seahorse, we gave the cover another once-over and spiffed it up a bit.

Wednesday, May 06, 2009

Son of a Seahorse Trailer # 3

The third and probably final trailer for our film Son of a Seahorse. Might have to fiddle with your speaker's volume nob a little bit; YouTube has an alarming tendency to take audio we've spent a good chunk of time mixing just so and making it either too loud or too quiet for no discernable reason.