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Viewing posts from: November, 2010 »
Peter Jones
This week, we take a brief look at our art pipeline and how images from Photoshop are brought into RAE.

Leave us your questions/comments, and come back next week as we take a closer look at what game objects are made of and how they interact with the engine. See you then!
Peter Jones
We were feeling a bit crafty this weekend again, so we broke out the clay brick and modelled our very own Pic. It was a nice way to spend a lazy Saturday morning, and the good news is that there's plenty of more clay, wire and paint...so I think it's safe to say there are more Pics to come (probably better ones too)!

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If you're ever feeling crafty with Snapshot too, make sure you show us what you can do. We'll put it up on our blog and maybe send you something nice in return!
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Peter Jones
As you may have heard, much of the last two years has been devoted to developing our own custom engine, the Retro Affect Engine (RAE). Since RAE has a lot to do with Snapshot, we thought it'd be appropriate to show you backstage.

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For anyone who's unfamiliar with engines as they apply to game development, an engine is sort of like the solid foundation to a video game house. An engine is used for not just one game, but many games and in some cases many very different kinds of games. Companies spend a lot of time evaluating which is best for them, and we were no different.

Kyle, Dave and I sat down and listed the features we wanted in an engine. We had a clear idea of things that didn't make it into the prototype because of technological restrictions. Namely that it be game object based, physics, scripting support, we wanted it to be versatile so we can bring our games to platforms beyond just the PC, and also versatile that we can create games beyond platformers. Finally we wanted an engine that was familiar. Of course, there's a learning curve for anything new, but we wanted the ability to add in new features down the road as we needed them.

Ultimately, none fit the bill well enough. It was then that we decided to create our own engine from scratch. The biggest downside was time; we've been working on RAE for over a year and a half! Thankfully, the upside is in our games. Snapshot's development is finally in full swing and any shortcomings of RAE are addressed almost immediately.

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Over the next few weeks, we'd like to show off some of RAE's awesome features through a series of video posts. We want to hear from you! What aspect of the game engine would you like to learn more about? Game objects? Scripting? Physics? The art pipeline? Give us your questions/comments below or in our IRC channel! And come back next week for our first installment in the series.
Peter Jones
How rude of us! We welcome you in, give you a tour of Snapshot, and fail to introduce you to the manor of the house. Meet Pic, the picture taking robot. He comes equipped with a camera so awesomely awesome, it absorbs anything caught within its gaze.
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Not only can he capture objects, but he can capture an object's motion. A thrown bomb that's captured will continue soaring once that picture is pasted again. Plus, his special lens can see things that we can't! Use it to discover special secrets and uncover hidden areas. There's no telling what his camera will capture, copy, or uncover.

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Don't let his size fool you, but he's one tough robot. Run, jump, grab ledges, crawl through small spaces, there's almost nothing that can stand in his way. Something tells me there's a big adventure waiting just around the corner...

Make sure you check out his most recent photo shoot!
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Peter Jones
First things first. What a great reception for our trailer! Thank you so much for all your positive comments and words of encouragement. I must say, after nearly two years in the dark, it's nice to hear that everyone is still just as excited as we are. We're so happy with the trailer's reception and for your all around awesome patience for our months off the radar, that we're going to give you the trailer's theme song!

One well-deserved compliment that kept coming up was how great the trailer's music was. In case you missed it, alongside the new art, new story and new gameplay elements, we've gone and added new music too. And that can only mean one thing: a new composer! A big, hearty welcome to WiL Whitlark, the master behind the melodies. He's responsible for the stellar sound from this most recent trailer, as well as the entire upcoming composition.

So, since we're really excited with the work that WiL has been doing, we wanted to share some of that excitement with you as well. A bonus song is available for download below, and it's a good one. Listen to them, imagine playing Snapshot, then share the love. Enjoy!

Catching Stardust

Download MP3



Trailer Theme

Download MP3


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Peter Jones
We're pleased to bring you the first footage in over a year! Boasting gorgeous new art, amazing new music, an exciting new adventure and the same awesome camera that we all know and love (with a few added features of course).



Now, objects caught in motion, continue moving once they're pasted! Snap a picture of a falling bomb, and paste the picture upside down to see it come hurtling up at your enemies! Also, is that rock too big to capture in a picture? Take a picture of yourself and gain an extra set of hands to help push it out of the way! These are just a couple of the new and exciting gameplay elements we've been adding, and we're certainly not stopping there.

So...why are you still reading this? Go check it out!
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Retro Affect LLC
28 Lang Street
Meredith NH 03253
info@retroaffect.com

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