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Peter Jones
This week, we take a look at how our animations are added to RAE.

Be sure to leave us any questions or comments and remember! Our sprite sheet exporter for Photoshop is available for download here.
Peter Jones
Just a quick heads up today. We were featured on Indie Superstar, an online magazine devoted to the little developer. It's an incredibly well-written article about Retro Affect, Snapshot, and everything in between. Here's a snippet:

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"Amidst this demand seems to be the misuse of "retro." Games needn't and shouldn't be mere copycats of some 10-20 year-old formula. A game can pull on nostalgic strings instantaneously whilst creating an experience that expands or reinvents gaming genres. So aptly named is the company Retro Affect, whose members have taken up the call for creating a dualistic retro and innovative experience with their upcoming Snapshot."

You can read the rest of it here, but make sure you spend some time perusing! Lots of other cool games are being made, and you might not even know it...
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Peter Jones
We've shown you how we make the art, we've shown you how to make the objects, now it's time to show you how we make the levels. This week, we introduce you to the RAE Editor. This is where the magic happens, folks.

Leave us your questions and comments! We'll be sure to answer them as best we can.
Peter Jones
Last post, I mentioned that we landed a spot in IndieDB's top 100 Upcoming Indies of 2010. If you haven't already, you should hop on over and cast your vote for the number one spot (preferably voting for Snapshot...thanks!). So that we don't feel bad about ourselves when we're trumped by Minecraft, let's take a self-deprecating look into some of the other awesome indies that deserve a look and a vote...I guess.

Overgrowth
Overgrowth's open development is much of what inspired our own RAE Day (certainly not to be confused with Rae Days, sorry Ontario). They've been developing some incredible tech. Any aspiring developers should take a look and preorder if it piques your interest.

Bastion
What's not to like about an incredibly rich and beautiful game laid on a rock solid foundation of classic RPG?

Monaco
Four words: four, player, coop, heist.

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Peter Jones
This week, we take a closer look at GO files and their components. Enjoy!

Next week, we'll show you some of our editor tools which let you place and manipulate the game objects you make. See you next week!

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Actually, while I have your attention...Snapshot managed to land a place in IndieDB's Top 100 Indies for 2010 and we're now in the running for the Indie of the Year. Woah. Whenever you get a chance, hop on over to our IndieDB page, and show us some love! We're in the "Upcoming Indies" under "Platformer". The top 100 is determined by "quality" of vote. For example a vote from a long time member is worth more than a new members vote which is again worth more than a guests vote. So if you get a chance, register! IndieDB is an awesome community. Thanks for your support!
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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Retro Affect LLC
28 Lang Street
Meredith NH 03253
info@retroaffect.com

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