Welcome To FluteSquad.com!

The Dirty Marmaduke Flute Squad is goof-rock band that makes fans of Ween, Guns n' Roses, Frank Zappa, & KISS very happy.

On FluteSquad.com we write about our experiences marketing our 3 projects: DMFS, Wild Bonerz, and The Hilltop Hightops!

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Monday
08Mar2010

DMFS: ESCAPE – The Making of the Premiere Flute Squad Gaming Experience

This post was written by Stephen Thomas, better known as Horsepower in The Dirty Marmaduke Flute Squad. Download the Flute Squad video game HERE!

***

Sometime late in 2007, The Dirty Marmaduke Flute Squad released it's first-ever multimedia project: DMFS: Escape, a DMFS video game. I had a blast making it, and I'm happy to have something to show for my many, many hours sitting at a computer.

Though we're obviously not the only band to be featured in a video game (which I'll explain about more later), as far as I can tell this is a first for any Baltimore band.

Chapter 1: STEVE LOVES VIDEO GAMES


When I was a little kid, my parents one-upped the rest of the kids in the neighbourhood. Instead of buying us the Atari 2600 (the widest-reaching console in video gaming at the time), they opted to go all-out and buy us the newest model: the Atari 5200. Every summer I was either outside riding my big wheels or later a bike, or I was inside sitting on a beanbag chair and playing video games. When my family moved to Maryland in 1985, I began collecting 8-bit Nintendo games; at its peak, I had over 180 different games in my collection.


Many years later in life, I eventually was hired to test games for a video game studio (yes, that job actually exists!). And while working for the company, I had a chance to meet game developers, designers, coders, and artists. I had also learned about the burgeoning “indie gaming scene,” and all the fledgling hobbyist developers out there making their own games.

One website in particular I had found is known as The Daily Click, so named because it was originally created to feature games made with a series of programs by a company called Clickteam. I followed The Daily Click for many years, until finally, intrigued to no end with the prospect of possibly making my own games, I bought MultiMedia Fusion 2, the latest game creation tool created by Clickteam, in the summer of 2006. Fast forward perhaps to six months later. I'd successfully created a handful of small-scale game projects, and wanted to sink my teeth into something a bit more ambitious. The guys in the band were having fun with the games I'd made; the album Die Humpin! was released earlier that year, and it seemed like we were approaching another plateau. The “DMFS-iverse” was a bizarre enough place to feature its own video game. And the rest is history.

Chapter 2: PROJECT RESEARCH

So I knew I wanted to make a game featuring the band...but what type of game could contain us? A Pac-Man clone seemed too simplistic, Q-Bert was out, a shoot-em-up didn't really fit, and my skills weren't up to making a full-featured role-playing game. I began looking deep into video game history to find some inspiration.

The chief inspiration for DMFS: Escape seemed almost too obvious, now that I think about it. I remembered playing a dreadful little Atari 2600 game called Journey: Escape which was a dodge-em game featuring none other than the rock band Journey. The gameplay of DMFS: Escape is an almost direct adaptation of Journey: Escape's system: run and dodge past obstacles, collecting money as you go.

If only in the sense of a potential video game, the parallels between Journey and DMFS were striking. One of the greatest rock bands on earth was featured in its own video game; now, one of the wackiest bands on earth would be. I announced my finds to my bandmates, and after unanimous approval, I began work on the project.

Chapter 3: DESIGN AND CODING


The greatest strength of the MultiMedia Fusion 2 toolkit is that you don't need to know a lick of programming to come up with something half-decent. And me personally, I had a distinct lack of programming skills coupled with a vast imagination. MMF2 and I were a match made in heaven.

To explain the MMF2 development suite as clearly as possible, let me start off with a hopelessly technical statement: MMF2 is an object-oriented programming development kit that uses an intuitive combination of conditions and if-then statements. But to make it much, much more simple, imagine Super Mario Brothers, for example, and how you would make something like that work. For “World 1-1,” you start off with a plain brick platform. That's one object. Standing on top of that object is Mario, which is another object. The little mushroom dudes are objects, as are the coins, the coin blocks, the turtles, and the turtle shells that bounce around.

An example of an if-then statement used to make the Mario object move would be “IF the player presses Right on the joystick, THEN move Mario right.” To move left, it would be the same kind of thing, only replacing “Right” with “Left” in both instances. “IF the player presses the Jump button, THEN make Mario jump upwards.”

Things can become a little more complex, too. “IF the player presses Right on the joystick, AND IF the player presses and holds the Shoot button, THEN move Mario to the Right twice as fast.” So you can combine several IF statements into a list of conditions that need to be met in order to make things happen. Here's another one: “IF Mario is coming down from a jump, AND IF Mario's feet land on a mushroom dude, THEN destroy the mushroom dude, AND THEN add 100 points to the player's score.”

Using the MMF2 interface, the game maker can combine all sorts of combinations of if-then statements with the objects they include in the game. There's also a full-featured graphics program to help you animate and draw all the objects you want. With the exception of a handful of digital photographs, DMFS: Escape has completely original graphics, all drawn and animated by me. The bottom line is that if you have the patience, even the worst self-described artist can come up with some decent results if they put a lot of energy and effort into it.

Chapter 4: FINISHING TOUCHES

Graphics and movement aren't the only things needed for a typical video game these days; you need sound effects and background music to create an immersive, entertaining game. I was fortunate on both counts to have both resources available in abundant supply. For the sound effects, the band and I spent an evening's worth of rehearsal recording voice clips in the home studio of our lead guitarist, Ryan Graham.

Background music was another integral aspect of the game. For that, I enlisted the help of Jeff “The Baltimore Taper” Mewbourn. He'd been following us for several years now, and had collected over two dozen recordings of live DMFS shows. After securing his permission, I used MP3s of our performances as background music for all the levels and different game screens.

Once you implement all the aspects of your game, it's time for your testers to play the game and make sure everything works as intended. I enlisted the help of the band for suggestions and feedback in order to make the game more fun. To that end, I implemented the “KashGrab Kredits” system, which allowed the player to add on additional features to the gameplay: a photo album, a jukebox, the infamous “Next Great American Band” mode, and other special features. This adds replay value, making the game download or purchase worth additional plays due to the unlockable features and added material.

EPILOGUE

DMFS: Escape is the hard work of a dedicated coder and artist through several months, collaborators like The Baltimore Taper, dedicated testers, and one crazy band. It's also a free download, and a great way for the player to spend the better part of an hour messing around on the computer and listening to some of our live music.

At the very least, we've attempted to give you the same thing we offer in our live shows: a chance to be entertained and forget about the real world, if only for a brief moment in time. I'm proud of DMFS: Escape, and learned a tremendous deal from my game-making experience. It's only inspired me to try even more ambitious and in-depth projects today and into the future.

Monday
01Mar2010

The Mild Facebook Stalking Technique For Bands At Conferences

As the music conference season blasts off with South by Southwest just a few weeks away, I thought I'd share a tip that Ryan and I stumbled upon at the last NACA conference we attended in Lancaster, PA.

As you can see we had a hell of a time:

The way it turned out was that I had recently bought a Flip Mino HD camera and was using it to shoot, well, everything. When we returned, we got the bright idea to cut this video together post it on Facebook and tag some of the folks we met on the video. These people turned into Facebook friends, and then eventually Facebook fans. Had we planned the whole thing out we probably could have maximized this technique to gain at least 100 fans for Facebook.

The moral of the story: Most people will be curious to see themselves in your video. Compared to a standard email, it is so much more effective as a context-building tool. As long as the video is decent and not exploitive, they probably won't get pissed at you for tagging them.

By the way, I created this video for Derek Sivers' presentation at South by Southwest, which I highly recommend contributing to if you are a musician. Hopefully he will be teaching people our little trick of being mildly obtrusive using video and Facebook!

Thursday
25Feb2010

Venue Review: Fletcher's (Dead Venue)

As a reference to touring bands we are attempting to create a library of reviews of the venues we have played. Most of these venues are in and around the Baltimore area. We attempt to review the venues from the perspective of a performing band (sound, environment, staff, money situation, etc.) For more specific information CONTACT US

Fletcher's reviewed by Nikc Miller

701 South Bond Street
Baltimore, MD 21231-3304
www.myspace.com/fletchersbar

*currently defunct*

Fletcher's is one of the city clubs that has a bloated ego because it booked nationally touring acts back in the day, but is currently dying a slow, painful, and laughable death. (UPDATE: This post was written months ago, and alas FLETCHER'S IS DEAD)

We've played here on numerous occasions, usually paired with some sort of "event" like 98 Rock's Noise In The Basement or the lame Baltimore Music Conference. While there are many stories to tell about those event shows, I'll save them and just talk about the venue.

Besides the fact that the sound and the actual size of the venue are actually really nice compared to most Baltimore venues, Fletcher's is pretty much a big waste of time. They make you show up WAY too early (5pm for a show where the doors open at 8pm? What is the point of that!?). There is a complete lack of accountability management-wise. When you go ask for your money they make up some excuse about having to pay the soundman or something. I've heard these lines a million times, and they never cease to put a bad taste in my mouth. Want a band tab? You got it, as long as you are willing to pay in full on your credit card because these guys aren't cutting you a break.

Oh and one more thing. For some reason there is ALWAYS about 2 or 3 big surly bouncers at this place even on the emptiest nights. This is bad for two reasons:

  1. The fans that actually come out will have the looming fear that they are going to get their asses beat.
  2. These guys are standing around and eating up the money you made from the door.

Too many of these management trends plague clubs that had their hey-day in the early 90's. The unfortunate thing is that instead of adjusting to a more freewheeling business model (ie: no cover, paying bands a cut of the bar) they continue to raise door prices and treat bands as entertainment cattle. Unfortunately for Fletcher's, it looks like it's a race to the bottom. (UPDATE: IT DEFINITELY WAS!)

Monday
22Feb2010

Don't Be A Dick! (Ask a friend to be a dick if needed.)

In between sets at this college party, I'm sitting at this kitchen bar waiting for the keg line to die down. We're not getting paid for this gig, so I have my email list out. At the mere mention of someone telling me they enjoyed our set, I tell them to write down their email. At one point I just told some kid to give me his email address. He had no idea who I was or why I wanted it, he hadn't been there for the first set. But he shrugged his shoulders and grabbed my pen.

I look across the room where two girls I've dubbed "The Chemical Sisters" have decided to use my PA to blare club music through their laptops and act like they're really doing something amazing. To my chagrin this tall hippie dude, who reminds me of the lead singer of the Spin Doctors has taken my mic off its stand to scream/sing/rap into it. The volume in the mic channel is way low, so its hard to hear him, but he's definitely in the mix. I hope he will get tired of this game but he doesn't.

My friend Rosscoe comes over to ask me something, and I half-jokingly say "Look at this fucking guy, this shit ain't karaoke. Rosscoe, go tell that guy to take his fucking hands off my mic."

Excited at the mission he proclaims "Okay!" and hightails it over there.

I sit back amused as I watch Rosscoe, who is significantly shorter than Mic-Kid, dominate the situation. Mic-Kid is reluctant, but Rosscoe calmly grabs the mic from him, and with a few hand gestures somehow backs him down while gracefully placing the mic back on the stand. I was stunned that he was able to stifle Mic-Kid so easily. Rosscoe leaves and I see Mic-Kid standing there, sort of dancing. I keep expecting him to grab the mic again, but he just doesn't.

About 20 minutes later, I wander over to the PA to tell The Chemical Sisters to turn down their laptops so we can play some goddamn music. Before I can get to them, Mic Kid approaches me "Is this your PA equipment?" I say,"Yeah."

"Did you tell some guy to tell me not to touch the mics?"

"Yeah"

"Why?"

"Because I didn't want to be a dick so I got someone else to be a dick."

"Oh. Okay man its cool. It's you're stuff. I just wanted to know if that kid was being a dick on his own."

"No I told him to."

"No problem man, sorry for fucking with the mics."

"No problem, thanks for coming out."

As we play our second set, I see Mic-Kid bopping up and down to our tuned-up version of Phil Collins "Another Day In Paradise."

***

I only say this because while checking someone may be necessary at certain points in your live entertainment career it's important to note your role as "the entertainment." Anything you personally do to bring the energy down for an individual is branding your band negatively in that person's eyes. This includes ignoring people at shows and paying attention to your iPhone instead.

Please note that this can be a passive gesture. Paying attention to your Blackberry instead of speaking to someone who's wandering around your merch table can be sort of a bummer for that fan too.

Monday
15Feb2010

Your Big Amp is Annoying: Why Our Live Setup is 75% Less Girthy Than Most Bands

So, how can you make sure your band is going to sound as good as it can in any venue?  How can you avoid feedback, have crystal-clear vocals, and sound loud and punchy without making everyone’s eardrums bleed?

Here’s the answer: Let the sound person do as much of the work as possible.  They’re out in the audience, you’re not.  They’re hearing what your fans are hearing, and believe me, everything sounds different out there than it does up on stage.  Plus, like I said, they’re paid by the venue to make you sound good.  When you limit their options (i.e., by turning up so loud that they can’t feed any of your instrument through their speakers because you’re already overpowering everything else in the mix), you’re basically not letting them do the job they’ve been trained on, and are getting paid for.  They know the venue, they know what frequencies cause feedback and which ones cancel out.  They know how loud the room can get before people start to leave and management gets pissed.  That’s their job.  Let them do their job!

There are a variety of ways to do this, but The Dirty Marmaduke Flute Squad takes it to the extreme. And by extreme, I mean extremely tiny.

Here’s our setup:

Guitars

Both go through little 3W practice amps.  One of them is an Esteban.  It sounds awesome.  All of the distortion and effects come from multi-effects units, not from the amp. 

"Small"We also split the signal coming out of the effects pedals to DI boxes with cab simulators.  This way the sound person can either use the DI signals, or mic the practice amps, or both.  The practice amps are mainly used as monitors, so their volume stays very low.  Sometimes we’ll ask the sound person to put some of the guitar in the floor monitors, but this is often not necessary because our overall stage volume is so low.

Drums

We use a Roland TD-6v electronic drum kit.  It takes literally 3 minutes to setup.  Pull it out of the car, unfold the arms, attach the kick pedal and cymbals, and plug it in.  Done.  The samples are great and the feel is very responsive.  If you’re a drummer and you can’t play well on this kit then you need to switch to tambourine and let a real drummer take over. 

The sound module has a ¼” output that goes into a DI box.  There is no discernable stage volume from these drums.  The sound person has complete control over how loud the drums are for the audience.  This is awesome.  Even though the sound people are usually good about putting enough drums in the monitors, we almost always split off the signal to our own little amp so we can tweak the stage volume if necessary.

Bass

Little combo amp.  Like the guitars, it’s turned up loud enough for everyone on stage to hear (which isn’t very loud, because remember, we don’t have a drum kit blasting our ears out).  DI out from the amp into the sound board.  Again, as with the drums and guitars, the sound person is completely controlling the relative volume of the instruments from the audience’s perspective. 

The net result of all of this is that every instrument can be heard clearly, both on stage and in the audience.  Our stage volume is so low that we don’t even have to wear earplugs while playing.  And the audience actually understands our vocals and laughs at all of our extremely witty lyrics.  The venue is thrilled because people are having a good time and drinking all night instead of leaving because their ears hurt, and the sound person is stunned that they were able to quickly setup a great mix without fighting feedback the entire set.

At the end of the night the venue’s management asks us to play there again, our loyal fans congratulate us for another great show, and we sell some merch to new fans who liked us better than the band they came to see.  All because (gasp!) we sounded awesome.* 

*Actual results may vary

                                                                                 ***

Your Big Amp Is Annoying is written by Ryan Graham, lead guitarist and producer for The Dirty Marmaduke Flute Squad.

In The Future:
YBAIA will be a segment devoted to hacking live setups and recording gear for the best sound possible on an ultra-low budget.