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Viewing posts tagged with: Snapshot »
Peter Jones
All was a little quiet on the blogosphere last week wasn't it? Well the good news is that we've been quite busy with Snapshot, the bad news is...well, I guess the only bad news is that we haven't had a chance to write about it. For now, I wanted to let everyone know that our new post cards have arrived!

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We'll get these sent out to our Birthday Contest winners as soon as we can. Did you miss out on our latest super-awesome post card? Fear not, I sense another Snap-a-shot contest in the near future...

One side note: our first Phoenix IGDA meeting last week was a success! We were privileged to meet over 40 of really cool developers from the area. If you're in the valley, make sure to check out www.igdaphx.org for more information about out fledging chapter.
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.)
Peter Jones
The numbers are in. We tallied the tweets, listed the likes and cataloged the comments (I had fun with that). It's unfortunate that we only have 15 cards to hand out...thankfully, it was an April Fools Joke, HAH. Everyone wins! Got you good didn't we?

Seriously, everyone wins. For each one of the three options you entered yesterday, you'll get an Art Card. Our contests are easy aren't they? We just wanted to share as much Snapshot love with our biggest supporters as we could. Your well-wishes help us out daily, and we can't wait to deliver to you the best possible game we can.

So here's to another year with more games, more giveaways and more...gusto? Sure.
Peter Jones
Today marks Retro Affect's our year anniversary and to celebrate, we're giving things away!

Anyone who comments on this post, retweets our birthday tweet, or 'likes' our birthday Facebook post is entered to win one of 15 brand new Snapshot Art Cards. That's up to three entries per person! Keep in mind, this never-before-seen Art Card is also a raffle ticket to bigger prizes down the road. So the more you get, the better.

Contest ends at 11:59PM PST tonight.

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one year ago! (not the art card)

I can't believe it's been a year. The amount of support we've received from everyone is incredible and we're even more excited to develop Snapshot than ever before. Make sure you check out our new screenshot and come back often for more screenshots and even some videos down the road. Just think of what will happen by our next birthday...
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.
Peter Jones
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Woah, were we in San Francisco last week? A full seven days of catching up with other indies, schmoozing at parties and handing out Snapshot Promo Cards like they were candy....eye candy. Kyle and I kicked things off with the First Annual Indie Disc Golf Open hosted by our friends at Wolfire Games.

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photo by Chrissy Chubala

Numbers grew from just a few to at least a dozen indies. Thankfully, no one was injured and further more, no one kept score. It's safe to say we all had a great time catching up, and I hope it becomes a pre-GDC tradition.

Festivities continued into the first day of the conference, and the start of the Independent Games Summit where Ron Carmel explained the Indie Fund. It's an awesome program designed to help fund indie games without the inherent fine print that comes with most publishers. You can read more about it here. To name a few others: John Graham of Wolfire Games spoke on community, Colin Northway gave a postmortem of Fantastic Contraption, and Cactus explained how to torture the player for fun. All in all a great week of sessions.

Thursday night was the Independent Games Festival, an award's show near and dear to Retro Affect's heart. This year's entries were astounding. Monaco by Andy Schatz took the Grand Prize. It's a cooperative game about thievery, stealth, the French and most certainly deserving of its recognition.

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There were so many other great games in the mix. The IGF pavillion was easily the hot spot of the conference expo hall. Make sure you check out igf.com to read more about the other finalists.

Those little promotional cards we made worked wonders. They fit so perfectly in our badges it was like we planned it. I even heard of an attendee asking, "Where can I get those badge inserts?" Success! If you managed to snag one these gems, hold onto it! I can't say why quite yet....but let's just say I would contest if you gave away those cards.

The rest of the week saw a lot of parties, a lot of games and very little sleep. So, keep an eye on our blog! We'll post some of our take-aways and I'll have more to report once I recover...

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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
...and I'm here to explain why!

We're working really really hard on Snapshot, and sometimes we just forget that we have an awesome website to update. So far we haven't shown any media involving the new version of the game. We have a single screenshot currently posted on the site, but for now that's all we want to reveal. I know, the prototype trailer released last year is getting a little old, but I think you'll be happy once we start revealing what we've been working on.

You see, these things just cannot be rushed. We need to make Snapshot as good as we can possibly make it, and well, these things take time. Eventually we will get to the point where we will want to show off more and more of the game, but for now we'll just have to keep our faithful readers on the edge of their seats.

I know things have been unusually quiet, and some are beginning to question "Where did Snapshot go? Is it vaporware?! Was it abandoned?" Fear not, my internet brethren, Snapshot is alive in well in our hearts and in the computers at the Retro Affect studio. So while you wait patiently to find out what exactly has been going on with Snapshot, you should go play some other amazing indie games, like Captain Forever for example. Or how about some Blurst games to hold you over? And even check out the upcoming gravity platformer vvvvvv!

That's all I've got for you for now, so keep your eyes peeled, and at some point in the coming weeks we will have some new Snapshot stuff to reveal to the world!
Kyle Pulver
Whoa look at that! It's a brand spanking new website for Retro Affect. The old one was just a place holder until we actually had something to show, and that time has finally come. The site is still a little bit of a work in progress with some bugs here and there, so it may take a little bit longer to iron those out. But anyway...

We submitted the current version of Snapshot to this year's Independent Games Festival. Last year, the prototype of Snapshot (built in Multimedia Fusion 2) was nominated in the IGF under the category of Excellence in Design. That nomination is the very reason that Retro Affect exists, and is the reason behind Snapshot's current development.

We didn't win, (oh well!) but we saw a great opportunity in Snapshot. If it was nominated in the IGF, it must be pretty darn good -- right? At the 2009 IGF, it was decided that we were going to put down whatever we were doing at the time and kick Snapshot into high gear. At the time it was just Peter and myself that worked on the prototype, and neither of us have the brains to work on a full fledged game, but we knew someone that did...

Enter Dave, who has assumed the role of lead master programmer extraordinaire. Dave was living in Phoenix, AZ, and we decided that Phoenix would be the best location for our mission. So a month after Game Developers Conference in 2009, we were all together! The three of us together are... Retro Affect! (Imagine us striking poses now.)

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Retro Affect LLC
4380 E Marshall Ct
Gilbert AZ 85297
info@retroaffect.com

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