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posts dated from: april 2013

TIGJam 5 Website

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The TIGJam 5 site is now live and registrations are open! Make sure to sign up soon if you want to go to one of the coolest jam events of the year.

(Also ignore the glaring typos on that image of the site for now.)

Birthday Feast!

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Had an awesome day yesterday with some of the coolest people I know! I celebrated my birthday by eating an inhuman amount of sushi (all of the sushi in the first picture was just my order.) My friend Ben remarked "I would offer to buy your sushi, but there's no way I'm paying for a Kyle Pulver amount of sushi." It's understandable... last time I ate sushi with Ben my bill ended up being four times the amount of his.

Then my friend Linda made that red velvet cake with the momma from Offspring Fling on it, and it was amazing. The cupcakes we're also red velvet and delicious (although I feel like there was a missed opportunity there to make the cupcakes all babies from Offspring Fling too, haha!) but hey, now that I have a cake of my game, I can finally make it onto Kotaku, right?

Doodle Post

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Releasing Five Games in a Year

Releasing Five Games in a Year
Today is my birthday! It's a good time for reflecting back upon my now 27 year long life. This time last year I was right in the middle of crunching on Offspring Fling for the Steam release. I was coding up the level and replay sharing website with some help from Matthew Wegner, and I was also polishing up more stuff in the game for the big day when the game would arrive on Steam. Stress levels were at an all time high, where as this birthday I think my stress levels are at an all time low.

Between my last birthday and this one I've released, or in part released, five new games into the world. This was part of a promise that I made to myself at Game Developers Conference in 2012. At that GDC, I was neck deep in working Snapshot still. Snapshot is a project that started originally in 2008 as a little Multimedia Fusion prototype. Eventually that prototype got into the Independent Games Festival in 2009, and from then on out it was a full fledged game being assembled by David Carrigg, Peter Jones, and myself. The game didn't come out until August 2012. That's a pretty long time to be working on a single game... although its not that long compared to the time spent on a number of really awesome indie games.

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The main problem is that Snapshot is the longest term project that I've ever worked on. During the course of its development I felt very stagnant. This game was taking forever to make, and a lot of the time I just felt like we had nothing to show for it because usually the game was in a half broken unplayable state. The game didn't really start to take form until the final year of its development, but by the end of the project I felt like I was being suffocated by it.

FlashDevelop to iPad Workflow

FlashDevelop to iPad Workflow
I recently got one of them new fangled iPad things and I heard on the internet that Adobe AIR is actually pretty decent at building things for iOS. Offspring Fling used Adobe AIR so I'm already a little familiar with how to build for Windows and Mac, but it turns out that iOS is an entirely different beast... sort of. The set up and configuration of the whole workflow can be a nightmare, but once it's over then you'll have a set up that lets you push F5 to build right to your device!

Follow along on this series of text and images and hopefully you will be enjoying pushing the F5 key on your keyboard and seeing an app pop up on your iOS device! Also put on some relaxing music because some parts of this tutorial might be hard to understand and frustrating. I'm using Windows 7 64-bit for this.

TIGJam 5: Coming Soon

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Just a heads up: TIGJam 5 is happening! Check out the teaser details at the TIGJam website. (I made the site!) I'm 99% going to be there, and you should be too! It's going to be a crazy awesome time.