Here's hoping for more dog focused action sequences in Independence Day: Resurgence t.co/SHJoMo2LDG (Today)

@Tawnithan ah the ole run the shower, sink faucets, and hair dryer style. (Today)

@Endraxial Now that's what I call a close encounter. (Today)

@MANvsGAME I write in Thomas Whitmore every election. (Today)

I'm just so happy there's a day every year where we can put aside our differences and agree that Independence Day is the greatest movie ever (Today)

@Dan_Adelman Just as planned... (Yesterday)

@NoelFB get confused, live stream hair cut instead (Yesterday)

@mguniverse 48 (Yesterday)

@TommyRefenes @BenRuiz @SanatanaMishra resteroni in pastramalamidingdongerino (2 days ago)

@floatvoid foreach (var sushi in sushiPlatter) { Eat(sushi); } (2 days ago)

@saracecilia the dark ui ;_; (2 days ago)

@floatvoid @C418 yeah the dark ui is pro version only uuugguhfufnsiej3oqbnd (2 days ago)

@C418 Yeah it's like "Oh boy I can try it out for a month for $75!... oh wait I have to pay $900." (2 days ago)

I really don't understand the point of Unity's $75 a month thing when there's a 12 month minimum... :I (2 days ago)

@ADAMATOMIC (the games I've shipped seem big ish to me but are still small compared to most stuff I think) (2 days ago)

@ADAMATOMIC making stuff seems way harder since releasing big ish things. I'm kinda happy but kinda not? (2 days ago)

I was going to do some tests in Unity today, first time I opened it in like 2 years, and of course the licensing server is down #rip (2 days ago)

@achebit I make sure to push them out of the wall entirely before reversing the speed. if (x < wallLeft) { x = wallLeft; speed.X *= -0.9f;} (3 days ago)

@achebit dice don't collide with each other yet, but once I tackle that I can tell you more if I solve that issue. (3 days ago)

@castpixel those are otter dice! :o (3 days ago)

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posts dated from: september 2011

2011 - 9 - 4 / 12:52 pm / general

What I'm up to: September Edition

What I'm up to: September Edition

I just got back from PAX Prime up in Seattle and I'm realizing how little on post on my super fancy blog, so this post is going to be an attempt to fix all of that. I've been up to a lot of various things in the last couple months and I'm going to try to sum them all up in a single blog post, YEAH!

PAX Prime 2011
I just got back from PAX last week and I'm still feeling exhausted in all dimensions. Retro Affect had a booth in the expo hall to show off the latest build of Snapshot, so once again I got to go to a really cool video games conference thing with an exhibitor badge and feel all super cool and important. On top of that, Snapshot was selected for the PAX10 which means we got a second booth to manage.

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We ended up bringing a total of 7 people to PAX in order to help keep up with the insanity of running two booths at the same time for 3 days straight. It was pretty intense but somehow everyone survived, and we got a handful of press mentions about Snapshot during and after the show. A lot of people are really excited about it, which makes me excited (and nervous) about it. Special thanks goes out to the Closure dudes, the PAX enforcers, everyone that played Snapshot, and our very own gold enforcer assistant for the weekend, Andrew. This guy went out of his way to get us headache medicine, eating utensils, and lunch throughout the weekend, so mad props to you dawg.

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About

Hi there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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