Sunday, August 23, 2009

More Time Fkuc info!


Time Fcuk has been delayed till the 16th of sept. so its level submission and rating system can be integrated into the Newgrounds database (or something like that).

In the meantime that lets us smooth out the level editor and get the community system running the way it should. With that said i should explain that aside from Time Fkuc's core story mode, the game will also feature an online counterpart that will supply the player with endless content.

Time Kufc features a full (and soon to be super easy to use) editor that will let you make everything you see in the main game. Its 100% what i used to create the levels, so everything from level color, player state, number of dimensions and even the text that's said at the start of the level will be totally customizable.

When you make a level in TF, once you complete it (to prove its possible!) you will have the option to submit it to the portal. The portal or the "Explore" area of the game is a hub where you can browse user made levels and then play/rate them on difficulty and fun factor. You will also be able to arrange levels by said ratings as well as most recent.

The final piece to the community puzzle is the "Enter the Unknown" section of the game, where a full game is simulated using levels from the portal that have been rated highly. These levels will be arranged by difficulty to simulate a feeling of progression.

Im very very proud of this game and of the amount of work and creativity William, Justin and myself have put into it. As mentioned before Time Fkuc is part of newgrounds Power of Three event. An event that pushes the creative community to unite and make fun games. A percent of the profits made from the event are given to Child's Play, a charity that gives toys and games to terminally ill children in hospitals across north America.

Due to my currently schedule this might be one of the last flash games i make for the next 6 months, so i hope i step out of the flash world for a little while leaving you with something substantial, thought provoking and enjoyable.

In other news.. Tommy and i will be unveiling something fucking sweet in the next 2 weeks... staytuned!
-Edmund

Friday, August 14, 2009

Mom plays meat boy

My mom and pregnant sister came by the office yesterday and played a beta of Super Meat Boy on the wii.. heres a video of it.



oh and a few hours later my sister went into labor... coincidence? i think not.

Im now an uncle, Again!

-Edmund

Tuesday, August 11, 2009

Video land (Tf beta video)

Time Fkuc is a game about perspective, growth and self reflection.



It's currently being fondled by strangers, but will be come a full fledged whore on sept. 1st.

Time Kufc is by Myself, William Good and Justin Karpel.
Power of 3.

-Edmund

Saturday, August 8, 2009

Video of me nude! (also new meat boy shit)

So as some of you know Tommy and i are crunching to get a playable build of SMB ready for Pax in early Sept. Things have been moving so quickly and looking so awesome that we couldn't help but upload a video with stills of the current build as well as some downright amazing music from the master himself Danny B.

Watch it down there v v v v v


The new track is actually a remix of the original forest music that was in the flash version of the game, but about 50,000 times better, and that's totally nuts because, its identical to my high score on double dragon!.. ZOINKS.

The images you see in the video are screen caps from the forest chapter of our current beta. Keep in mind these images are still VERY early and dont feature many of the "cream in your pants" effects Tommy will be working in over the next few months.

i also threw some super secrets in the video...

or did i?
(i did)

oh also this


-Edmund

SUPER FUCKING INDIE STEAM SALE!

Indie Super Sale!

Buy Gish and get 9 other indie games for free! Only $30!
On Steam!

-Edmund

Sunday, August 2, 2009

Evereyone loves Lists!

I did a lil interview with a new indie startup website called "the indie bay" the other night.

One of the most common questions i get in these interviews is the "do you have any advice for indie devs who are new to the scene, or tips for developers". Well i actually answered it this time... i came up with this list of indie do's and Dont's.

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1. Be honest.
honesty is extremely important when making art.

2. Realize your making art.
Game designers are artist and have huge advantages over the mainstream, think about what they are and exploit them.

3.Take big risks.
try to innovate the hell out of anything you make. from gameplay to the way it looks, be unique and you will stand out.

4. Design from the heart.
Write/design around things you feel passionately about. Put yourself into your work and show the world what you personally have to offer.

5. Be ok with being poor.
Indie game design is the new starving artist, be frugal and humble.

6. Don’t bite off more then you can chew.
if your just starting out.. think small, then think even smaller. If you start out on something big you wont finish it and if you do you will be burnt out on games.

7. Rapid prototyping.
Make lots of small ideas quickly, then expand on the ones that work.

8. Think critically.
99% of game design is critical thinking, try to find holes in your designs, and if you cant fill them move on to something else.

9. Stand out.
Don’t make something that looks or feels exactly like something else. when people see something new they will be more forgiving of its design and when something doesn’t look like everything else it will get more attention.

10. Grow up.
Chances are your not a fucking kid anymore, so if you feel like making a more adult themed game feel free to do so.. you’re indie you don’t have to answer to anyone.

11. Stay Grounded.
No matter how good you are there will always be someone better. stay humble and accept you’re not perfect. a designers ego can easily put up walls that will stunt his growth for years just because he doesn’t want to admit he might be wrong.

12. Go outside.
the outside world is important, it can also be very inspiring. Go take an adventure outside then come back home and write a game about it.. that’s what miyamoto did.

13. Work with people.
People are nice, and some are quite talented in things you ain’t. Game design tends to use both sides of your brain.. and chances are you’re lacking in one area. find someone to fill that hole (insert sex joke here).

14. Network.
talk to other designers/fans/media about what your doing. you just might gain some perspective on how others view your work and maybe even make a few friends.

15. Stay balanced.
Most designers tend to become depressed or have a varying array of mental disorders. take care of your brain, and most importantly yourself.

16. Learn a little about business.
It sucks ass, but its important to know a little about it, so you know if your getting fucked over.

17. Be excited about your work.
If you cant get excited about something you’ve done.. then how can you expect others to be? talk about you’re work to people sell yourself as well as your game.

18. Play video games.
You cant expect to learn anything if you aren’t actively playing the games that are out.. even if they suck, games that sell well in the mainstream do it for a reason, pick it apart and find out why.

19. Dissect existing formulas.
All game genres are basic formulas. From level design, to mechanic introduction, to basic jumping patterns.. its all a formula that works for the game. Pick apart those formulas to see how they work.

20. Join communities.
Indie game communities are booming, join one. you don’t have to post anything, but reading them will give you a good understanding of the dos and donts of early game development, as well as inside and opinions about game design in general.

21. Try to make money.
Selling your work, getting your games sponsored, using online ads and asking for donations are all means of making money from your work. You need some money to eat, so try to best to make some.

22. Be open to feedback.
if quite a few people say they don’t get some aspect of your game that you think is perfect, chances are youre wrong. its hard to take critical feedback, especially when they are right. Loosen up, stay humble and remember your not as great as you think you are, if a majority says somethings wrong.. then it is.

23. Make the games YOU want to make.
Go with what moves you, if your no longer feeling something, put it down and work on what you’re thinking about. Ive found that all of my best games were ones i did quickly and felt very passionately about.. the ones that sucked were ones i lost interest in but still finished up.

24. Have fun.
If your not having fun then quit. You only live once, there’s no reason to keep doing something if its not making you happy.

25. Don’t read dumb lists.
Most lists online are totally pointless and the guy writing them is usually talking out his ass anyway.

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Hope thats helpful
-Edmund