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Kyle Pulver
Snapshot is now available on GOG.com, as well as right here on our site via the Humble Store. Purchasing the game through the Humble Store will also provide you with a Steam key to activate the game on Steam if you prefer.

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Both the copies of the game from GOG and Humble Store are completely DRM free and are available for both Mac and Windows. Buying the game through GOG will also get you three songs from the soundtrack completely free.

Also news on the Playstation 3 and PSVita versions of the game is coming! We don't want to say anything though until we are 100% confirmed as to what the plans are, but I can say that we are still well on our way to debuting Snapshot on the PS3 and Vita platforms in the near future. Just hold on a little bit longer!
Kyle Pulver
Hey everyone! I have some news hot off the presses for you!

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Snapshot is now available for Mac OSX! Right now you can get it on Steam for both PC and Mac, and if you already bought the Steam version then the Mac version is now available to you for no additional charge! But wait, there's more!

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We're currently running a 50% DISCOUNT on Snapshot for a week to celebrate the release! So make sure you scoop it up on Steam while you can! Oh and we've heard your feedback on achievements so we went ahead and added over 30 achievements to the game that work on both versions. Also please note that we're still in the process of adding native controller support to the Mac version, so right now you can only play with the mouse and keyboard on the Mac OSX version. A big thanks goes out to David Whitlark who helped us out on the Mac version!

In other news we are still rolling forward on the PSVita and PS3 versions of the game. For those of you waiting for those, thank you so much for your patience! These things take time, and we're going as fast as we can on it. We'll be sure to let you guys know more details as soon as we know.

One LAST THING: A big shout out to the handful of people from the SpeedRunsLive community that have done runs of Snapshot. You guys are amazing!
Kyle Pulver
What's happenin, internet? It's time for some brand new hot off the press Snapshot news!


Snapshot is coming to the PlayStation Vita, and PlayStation 3 via PlayStation Network! For more details about this stunning announcement, check out the official PlayStation Blog featuring a post by Dave.

Snapshot work continues as always, and we're still here working on it! Related to the announcement, we've joined forces with Jim Buck from Twitchy Thumbs Entertainment to tackle the task of getting Snapshot on the PlayStation platforms.

To make it super clear for anyone out there wondering, here are the platforms in which you'll be able to find Snapshot on in the next few months or so:

* PlayStation Network
* PlayStation Vita
* Windows PC (Steam, and Direct Sale)

Afterwards, we'll be releasing it on some additional platforms as well.

* Mac OSX
* Linux
* ????

I just also want to say thanks to all of the people out there that have been following Snapshot for the infinity years that it's been in development, and waiting patiently for its release. When we made the decision to go for the PlayStation platforms, we knew that it would be pretty tough and it would add a lot of additional work to the game, but we hope that in the end that it will all be worth it for us, and more importantly our players.

Until next time!
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...

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