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Pleasantly surprised by Krita t.co/oEPVemaywX so far it's super solid for art stuff and even has sweet animation tools in beta. (Today)

@unseven Yeah it's like console games first went 3d and visuals were all over the place. I miss this concept art: t.co/xYIFJWZHHJ (Today)

@unseven The visuals are pretty bad :( (Today)

@TimothyFitz Yeah that thing is pretty great on the high end of things, although this has it at 20ms: t.co/4ChUTNyomW (Today)

@ADAMATOMIC great I think if I get 500 of those I should have roughly the power of one normal fork lift (Today)

@Chounard 28ms is... okay... (Today)

@ADAMATOMIC got any hot CyBeR MoNdAy deals on fork lifts ?? (Today)

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@amora_b ooohhh~ thanks :3 ᶜ(ᵔᴥᵔ)ᵓ (2 days ago)

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2012 - 11 - 7 / 7:38 pm / games

Jottobots Releasing Soon!

Jottobots Releasing Soon!

Hey internet. I've had this project sitting around since about 2009 called Jottobots. It was originally a game created for the ARTxGAME collective, which pairs artists and game designers up to create something awesome. I collaborated with J. Otto Seibold (hence the name Jottobots) and it was a lot of fun! He created the characters and a lot of the artwork in the game, and I did all the programming and designing. I did some additional artwork as well, like the explosions and what not.

Jottobots turned out to be a miniature exploration game with arcade style scoring. The game is played under a time limit (which starts at 5 minutes but can be increased through time bonuses) and the goal is finding the exit but also grabbing a lot of points along the way. There are a couple of power ups and a decent sized map to fully explore, and the only way to get those maximum high scores to hunt down every secret the game has to offer.

The game was playable a few times in 2009 and 2010 at various venues, but it was never publicly released. The game sat around on my hard drive for an eternity, and at first I didn't want to release it because I wanted to keep it as an exhibition exclusive for a little while.

Eventually I got caught up in some other big projects and that took my focus completely off Jottobots and ever finishing it. I always had the game in mind, and I just thought I'd have to wait until things calmed down until I would be able to release it. In October 2011 I did actually put some time into the game for a weekend or two. I added music with the help of Josh Whelchel, and some sound effects as well, and some extra polish. I also went a little crazy and added an online leaderboard to it as well... but for some reason I still didn't feel like it was ready for release.

Fast forward a year later! Snapshot is out on Mac and PC, and although there is still work to be done to truly complete Snapshot on all of its destined platforms, I now have a lot less of a load on my shoulders. I picked up Jottobots again this past October and spent a little bit of time on it polishing it up. I also got some help from Power Up Audio on some of the sound mixing and sound effects, as well as some spiced up tunes from Josh again.

Now I finally feel like the game is ready to release. A big question though for me was how I would release it? Ultimately I've decided that the game is going to be another commercial game release from me, but it's going to be for the low low price of just a single US Dollar. The game is going to be released on November 10th at Jottobots.com, and you'll be able to grab Jottobots for just a buck for your Windows PC. I will be looking into a Mac version, but for now the only thing that I can guarantee is a Windows release. Sorry to all my Mac friends, but I gotta tinker with a lot of things to get Jottobots running on Mac!

So a big thanks to Adam Robezolli for originally reaching out to me to participate in ARTxGAME, and to J. Otto Seibold for figuring out how to make art for a video game in about 2 or 3 weeks. Thanks to Josh for making awesome music for the game, and to Kevin and Power Up Audio for the audio advice and awesome beta testing!

Jottobots will be here soon and I can officially call it my third game release for 2012, YEAH!

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Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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