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Kyle Pulver
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Hey! In case you haven't heard, we're totally in the PAX10 this year! But that's not all -- we also have teamed up with the totally cool dudes making Closure for a super fantastic indie PAX booth! We arranged for this booth to happen well before the PAX10 was announced, so now it looks like we're going to have double Snapshot trouble at PAX this year.

If you're going to be at PAX, this means that you can check out Snapshot at TWO different locations in the expo hall! We're going to be at booth #597 and #599 with Closure, and also at the PAX10... and I don't know what booth number that is, but you should be able to find it. At each location we're going to have a different demo of the game, each with a different set of levels. We're also going to have two different sets of totally awesome buttons to give out at each booth, so if you want to get them all you'll have to track us down at each location.

The official press release for the booth is right here, and I would be eternally grateful along with Pete and Dave (and WiL) if you could spread the word. Also, hopefully very soon we will be announcing some things related to the future of Snapshot... but until then, stay tuned, and I can't wait to see everyone at PAX!
Kyle Pulver
I'd like to take a little time out from our usual blog roll to give a quick shout out to Super Meat Boy, which just debuted on Xbox Live Arcade a few minutes ago. The game is purely a labor of love from our friends Tommy and Edmund (with their audio henchmen Danny B and Jordan) and it really is quite an amazing game. They put their hearts and souls into this project, and if that's not reason enough to buy it then check this out:

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That there is some artwork I did for the game. The world of Super Meat Boy is littered with warp zones that take you to retro levels based off of old video game consoles, so a number of different indie game developer artists were asked to draw custom title screens for each warp zone. I got mine done super quick so it's the very first warp zone in the game -- right off of level 1-5! (Just off Exit 3A next to Wacky Jack's Mattress Farm)

So go check out Super Meat Boy while you're waiting oh so patiently for Snapshot. If you like platformers, you won't be disappointed. You might throw your controller once or twice though.
Kyle Pulver
A few weeks ago we held a game jam in which some people participated in Ludum Dare 17. I ended up throwing myself into the competition when the theme was announced, and thus began another incredible journey of 48-hour game development. You can witness this journey from start to finish right here!


After the dust cleared and the voting was over, the top 20 games were posted. My game, Gaiadi, ended up getting first place overall! I'm a little surprised it turned out so well, and incredibly honored by the Ludum Dare community. You guys are freaking awesome and it's incredibly motivating to have something like Ludum Dare around. You never know what you're capable of until you have a deadline of 48 hours to make something awesome.

I encourage everyone to check out future Ludum Dares, and make awesome stuff. I intend to continue work on Gaiadi and I'll be attempting to make it into a full game sometime in the future, so stay tuned!
Kyle Pulver
It's time to reveal the new Snapshot postcard! This one goes out to all of our Retro Affect birthday extravaganza winners. This big reveal isn't coming to you in the form of a mere .jpg though, it's a time lapse of the entire process. Beginning to end, all captured on the left monitor of yours truly. Check it out (in HD!)!



The entire thing took about 4 hours from start to finish. I started by drawing a tiny thumbnail of what I wanted to do on an index card, so I didn't go into it completely blind. I also had some failed concepts in the .psd that I didn't go with from the day before. Also, if you watch closely you can see a couple frames where I got distracted by a Starcraft 2 commentary video. (Also I hate you, Adobe Premiere Pro CS4, and I hope you get your lunchbox stolen at school tomorrow.)

These postcards will be heading out the door pretty soon, and hopefully there will be more chances in the future for you guys to get a hold of some. If you have any feedback on the card or the video, lemme know in the comments!

(There's also a version of the time lapse on vimeo that captures the full screen mode better than YouTube. If you want the full experience I suggest viewing that one.)
Kyle Pulver
Whoa check it out, it's a new screenshot of that game we're working on!


What do we got going on here? Some sort of machinery embedded in the ground with a mysterious blue light emitting from it. Lots of pretty little sparkle effects surrounding our hero -- who noticeably looks a little different from before. Let's get a close up on this guy.

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It's pretty sparkly up in here!

Everything is coming along pretty nicely, and we're going to be adding some new life to the forest that you guys will be able to check out soon enough. And no, the sparkles are not the paparazzi taking photos of you. Although, that would be pretty cool... let me write that down in my notes.

Anyway, let us know what you think in the comments! It's not too hard. Just type in your comment, and then click the button that says post comment. I think it says post comment... I can't see it from here. Wait, let me look. Yeah, it says post comment.

(Disclaimer: We wont be posting a new screenshot of Snapshot every sunday... yet.)
Kyle Pulver
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We recently sat down with a mysterious internet figure known to mortals only as "Entar" for an interview. He runs the Games Fascination blog in which he writes about nearly everything involving games. Since we are a game studio making a game, we were the perfect fit. The interview is quite awesome, and to prove it, here's a snippet:

Entar: Can you talk a little about some of the dandy features we can expect to see in Snapshot?
Kyle Pulver: Dandy features include multiple dandelions in each level to take photos of.
Peter Jones: Haha, well we've added a decent amount of features since the prototype. I think the one we're most excited about is the ability to capture the physics of an object. So, when you snap a photo of a falling rock, that rock's velocity is preserved in the picture. When you paste the picture, the rock will continue on its way. That, combined with the ability to rotate photos creates some really fun puzzles and hilarious moments. Physics is fun.
Kyle Pulver: When it doesn't break and freak out. Physics are indeed fun.
Entar: Ah yes, physics bugs. I can relate.
David Carrigg: Yeah, debugging physics... not quite as fun as watching physics happen.
Kyle Pulver: It's a cruel mistress, to make physics into something that actually feels correct in both a real world model and a game world model... Dave should write a novel on this after we're done.
David Carrigg: Is a blog post a novel? ...because I could do that.
Entar: Well, it's worth a shot at any rate. Maybe just go for it and let the masses decide.

I greatly recommend checking out the entire interview.
Kyle Pulver
The big bulk of our GDC promotional materials arrived today, and it's like Christmas in March! Whoa, March? Holy crap, it's already March. Game Developers Conference is just a week away! How did this happen?!

Today we received the remainder of our business cards, and we also received about 300 postcards that were mentioned in a previous blog post. On top of that, we got a slick business document to hand out to some very important people at the conference. Look at all this Retro Affect stuff!

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We're going to be handing out all three postcards at GDC, but each of us will be armed with a different one. If you want to get all of them, you'll have to track down all three of us at GDC. It'll be like collecting pokemon cards, but not as expensive. (Actually, if you paid for a GDC pass it will be just as expensive I guess...)

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Neeka, one of our mascots, has already collected all three. Yes, they are delicious.

After we got all this awesome printed Snapshot spam, we thought we could take it one step further. Handing out business cards and post cards just doesn't seem like enough now a days, so we took to the skies...
Kyle Pulver
With Game Developers Conference just around the corner at 2 weeks away, we've been working on putting together some little promotional materials for Snapshot. We're printing 3 different 4 x 6 postcards this year, each with a different image on the back. Here are some little sneak previews of what the art on each card looks like.

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Be sure to try and find us at GDC if you want to grab one of these super amazing hand painted (in Photoshop) images immortalized in the form of ink on paper. Any true collector of Snapshot memorabilia should have at least 20 of each. We've had these cards appraised and we expect each one to be worth millions by the year 2844.

If you can't make it to GDC, we'll probably figure out something to do with these things once the conference is over, but for those who can make it: See you at GDC!
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Kyle Pulver
Through the tubes of the internet my global game jam game Depict1 has reached all the way out to Bytejacker, an awesome indie games centric internet video show.

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The game was featured in the Free Indie Rapid Fire for this week, so that means it's up for voting in the Free Indie of the Week as well! So if you really liked Depict1, then you can go show your love by voting for it right here on the right side of the page.

It's kind of awesome how far this little 48 hour game has gone.
Kyle Pulver
This past weekend Retro Affect hosted a Global Game Jam location for the great city of Gilbert, Arizona. Think Phoenix if you don't know what a Gilbert is. It was a great time filled with friends, games, and jam. Raspberry jam... LONESTAR!.

So I proudly present to the world the game that I created in 48 hours. (6 of those hours were spent sleeping.)


I don't actually want to give too much away about the game, so hopefully that screenshot will entice you enough to give it a whirl. It works on Windows platforms, but should run well enough on OSX with one of those fancy run-windows-programs applications.

This was created from nothing using Game Maker 8. The Game Jam actually started at 5pm on Friday, and I spent a majority of that night brainstorming with the other jammers. An idea for a game that uses a tutorial to deceive the player came up, and I thought it would be a cool idea to pursue.

Saturday was spent making every single component for the game that I could, and Sunday was spent making all 30 (!) levels that are in the game. I also asked a good friend of mine Alec Holowka to pitch in for music, and like a true hero he always delivers.

Oh, and I totally did not sleep between Saturday and Sunday. In fact, right now while writing this blog post I have been awake for 34 hours. And hey, look at this! It was featured on Indie Games Blog!

I would love to hear any feedback about the game, so if you have any be sure to drop a comment in the form below.

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