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Viewing posts from: December, 2010 »
Peter Jones
New Years is around the corner, and it's just now hitting me that this is the year we release Snapshot! Ah! With new content being made constantly, and a release on the horizon, our vacation is leaving us anxious to get back to our computers and deliver the game we've worked so hard on.
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It's unfortunate that I have nothing new to share this week, but I can promise you that we're going to hit the ground running next week with an all new RAE Day, some new screenshots and who knows, maybe a few surprises later on. Until then, spread a little holiday cheer and maybe share our trailer with some of your hometown friends! From everyone here at Retro Affect, happy holidays and have a safe and happy New Years.

PS We have some awesome fan art! Thanks Corey!

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Peter Jones
This week, we take a look at how our animations are added to RAE.

Be sure to leave us any questions or comments and remember! Our sprite sheet exporter for Photoshop is available for download here.
David Carrigg
There's two things I wanted to talk about today. First, we've never really given you a high level list of everything the engine does for us. Allow me to enlighten you...

RAE features:
* A fully integrated level editor - Includes tools for placing, rotating, and scaling objects as well as placing world geometry, physics joints, and more
* Component based objects system - Objects comprised of Gibs (as in "instagib", where a guy explodes into a bunch of little pieces or "gibs")
* Physics based gameplay - Currently using Box2d
* Custom scripted objects and levels using Lua
* N levels of parallax support
* Cross platform - Runs on Windows and Linux. OSX is currently under development
* 2d Animation system
* Internal Event system within the engine - Instances of C++ objects can subscribe/unsubscribe for event callbacks
* Custom 2d Lighting system
* Positional sound support - Currently uses the OpenAL library
* ...and more...

Secondly, I've had a lot of questions about our Game Objects and Gibs. Let me describe to you a little bit more about how we create objects for the game...

We use a component based object system, and we call our components "Gibs". I won't go into detail about the pros and cons of a component based object system right now, but instead I'll describe what we love about ours.

The engine has a few built in gibs which support adding animations, sprites, physics, or scripts to a game object. New game-specific gibs can be created outside of the engine code and registered with the engine before the main loop starts. This allows game programmers to create new C++ gibs which add their game specific functionality. For Snapshot, we take advantage of this to create specific types of objects and to set up our player specific code to the object representing the player. When an object is first constructed, it traverses through the data for the object, which typically is pulled from a GO file or level file. In addition to adding gibs during creation time, the engine supports adding and removing gibs to an object at runtime. Multiple gibs of the same type can also be added to a single game object. For example, a game object can have N number of sprites or physics components added to it, allowing it to interact with the world in a new an interesting way.

Finally, through the use of the script gib, the engine allows Lua scripts to be tied to any object. Objects with a Lua script receive callbacks when the object is updating, being created or destroyed, when physics gibs attached to the same object receive contact callbacks, and at many other times.


We're going to continue publishing videos showing off what decisions we've made with our tech along the way. If you have any questions about how any of our tech was written, feel free to jump into our Live Chat!
Peter Jones
Just a quick heads up today. We were featured on Indie Superstar, an online magazine devoted to the little developer. It's an incredibly well-written article about Retro Affect, Snapshot, and everything in between. Here's a snippet:

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"Amidst this demand seems to be the misuse of "retro." Games needn't and shouldn't be mere copycats of some 10-20 year-old formula. A game can pull on nostalgic strings instantaneously whilst creating an experience that expands or reinvents gaming genres. So aptly named is the company Retro Affect, whose members have taken up the call for creating a dualistic retro and innovative experience with their upcoming Snapshot."

You can read the rest of it here, but make sure you spend some time perusing! Lots of other cool games are being made, and you might not even know it...
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Peter Jones
We've shown you how we make the art, we've shown you how to make the objects, now it's time to show you how we make the levels. This week, we introduce you to the RAE Editor. This is where the magic happens, folks.

Leave us your questions and comments! We'll be sure to answer them as best we can.
Peter Jones
Last post, I mentioned that we landed a spot in IndieDB's top 100 Upcoming Indies of 2010. If you haven't already, you should hop on over and cast your vote for the number one spot (preferably voting for Snapshot...thanks!). So that we don't feel bad about ourselves when we're trumped by Minecraft, let's take a self-deprecating look into some of the other awesome indies that deserve a look and a vote...I guess.

Overgrowth
Overgrowth's open development is much of what inspired our own RAE Day (certainly not to be confused with Rae Days, sorry Ontario). They've been developing some incredible tech. Any aspiring developers should take a look and preorder if it piques your interest.

Bastion
What's not to like about an incredibly rich and beautiful game laid on a rock solid foundation of classic RPG?

Monaco
Four words: four, player, coop, heist.

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Peter Jones
This week, we take a closer look at GO files and their components. Enjoy!

Next week, we'll show you some of our editor tools which let you place and manipulate the game objects you make. See you next week!

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Actually, while I have your attention...Snapshot managed to land a place in IndieDB's Top 100 Indies for 2010 and we're now in the running for the Indie of the Year. Woah. Whenever you get a chance, hop on over to our IndieDB page, and show us some love! We're in the "Upcoming Indies" under "Platformer". The top 100 is determined by "quality" of vote. For example a vote from a long time member is worth more than a new members vote which is again worth more than a guests vote. So if you get a chance, register! IndieDB is an awesome community. Thanks for your support!

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Retro Affect LLC
28 Lang Street
Meredith NH 03253
info@retroaffect.com

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