The Game Pack is available for a limited time only starting tomorrow, September 17, so leave yourself a note if you missed out on the Kickstarter! The pack includes games from Bennett Foddy, Pen Ward, Partytime Hexcellent, Santa Ragione, Steve Swink, Cactus and more, and they’re all honestly amazing.
Making Art for a Living
What follows is partially a response to Elizabeth Ryerson’s interesting post about art and commerce from earlier today, but is also just me getting around to posting something I’ve been meaning to post for a while.
I gueeesss we’re making a game?
It’s a little scary and a lot exciting to announce that Alec Holowka and I are working together again, on a game we are tentatively calling GRAVE. We are not ready to post gameplay videos or announce platforms or release dates yet, but every friday we’ll be posting some behind-the-scenes stuff right here, to chronicle our efforts. The design is still evolving a lot, so in addition to work-in-progress art and music, we’ll also be posting about actual game design problems, as well as digging into some of the cool Unity stuff Alec is doing. The two of us are building every scrap of the game ourselves, so we’ll do our best to cover the full gamut of our activities as we go!
IGTM: Special Edition out on Steam
Hey! Just a quick note - I’ve been working on a fairly substantial update for Indie Game: The Movie’s Steam app, and it just went live a few hours ago. We added a bunch of good stuff: achievements, “play all” options for the extra features, better Steam overlay integration, and some other goodies (even a secret or two?!), on top of all the new content from the actual film, including new commentary, new languages, and so on… oh and also the entire Special Edition DLC, with over 100 minutes of new stories.
Some Things Regarding Hate Speech
Anytime I have to employ the same series of replies to the same sort of tweets I think to myself “wouldn’t it be great if I could just point them at a blog post.” So, here is the hate speech blog post.
The most recent conversation I had about this came up when a good friend, someone I’ve known for years, asked if telling racist jokes meant you were racist, or just an asshole (their words). For reasons I’m about to explain this is not a very good way of looking at things, but it does lead straight into the messy heart of the issue of people and the way we talk and what that means to the people around us.
Command-line ActionScript compiling and debugging on Mac OS X
I was excited last week to finally try out some of Adobe’s command-line tools for compiling and testing and packaging Flash/AIR apps, partly because I think it makes a nice fit for a little prototyping environment for laptop nights on the couch, etc. Anyways, it seemed straightforward enough - just grab the AIR SDK from Adobe, put it wherever you want, and then you write a script to call the compiler with the right parameters. Easy peezy!
So I made AIRToy to do most of that process automatically, and it is pretty alright.
But it’s not really 100% alright, because the compiler that comes with the AIR SDK is crazy slow. A completely empty Flixel project takes about 12 seconds to compile. After much research and help from friendly folks on Twitter, I learned what was up, and wanted to share that with you.
In which I challenge Clairvoyance creator Erik Svedäng to a friendly and informative game of ROBOT CHESS. Includes explanation of basic game rules, how to play, and basic strategies. Available now at http://www.gameofclairvoyance.com/
A chiptune I wrote for an abandoned game called SOVIET CRISIS - find out more here http://blog.adamatomic.com/post/53604559070/lawrence-power-and-the-longest-cutscene
I used FAMITRACKER which is my favorite music software ever!
retrieved from http://www.milsci.info/ blackbox archive june 2013
Lawrence Power and The Longest Cutscene
I’ll try and keep this more or less to the point but I’m bad at that so apologies in advance.
Way back in the day, like, maybe 2006 or 2007 or something, Ivan Safrin and I were (and to some degree still are) fixated on the idea of writing a Nintendo game from scratch in assembly. We were hoping to build a BATMAN/SHATTERHAND clone called SOVIET CRISIS. I spent a while learning all the crazy rules and restrictions of NES background tiles and sprites, Ivan was learning some 6805, and we were generally in pretty far over are own heads. Then we met LAWRENCE POWER (real name), probably the greatest chiptune artist you’ve still never heard of. He made an actual full-length soundtrack to the game, and then we never actually made the game.