Posts

pile of thoughts: Indie Megabooth, Death in July, photon cloud, Juiciness, Internet Simulator 2014

Ok! video games! Let's get started. I will be posting today about a pile of thoughts. I have resumed development on Bad Things, and they are progressing!!! I have refactored the item system into something that is non-ultra-terrible. I guess I really just wanted multiple inheritance in C# but no taco. And now I am focusing on getting multiplayer working again. Multiplayer stuff is hard. The Indie Megabooth I have submitted ('submote') Bad Things Happen in Space to the Indie Megabooth for PAX East 2014!! Yay! In accordance with this venerable tradition, I will now work furiously on getting a fairly fully featured multiplayer build ready for PAX. I know that getting into the megabooth is nowhere near guaranteed, but I still want to have a game to show off in the case that I do make the cut. Also, ungiving up has something to do with dying in July. The megabooth is more than a sweet way to show off your game at PAX; it's a great community of people who are all working...

Ungiving up on Bad Things Happen in Space

OK! Short post this time. So I will be actually now trying as hard as possible to make a playable multiplayer demo of Bad Things available for PAX East! Which is in Apirl. So 4 months or something! Seems possible. I think I will stop crying about how I'll have to kill fun mechanics and just do it! Yeah! Video games!!!

Other Things Happen in Space

Hi! I'm Kelly. I make video games. Well kind of. Maybe. Anyways, I haven't posted in like a month now. I've been really busy with fuel cells. Making money! Yay! But that's not a really great reason to not write a blog post for a long time. There is also the fact that my laptop is currently employed 24/7 in mining bitcoins, so I can't really participate in community writing sessions anymore. I have to write these posts on my PC. It's a little annoying, but I will survive. Maybe. Bad Things So I'm just gonna come out and say it. I'm probably not going to be working on Bad Things Happen in Space for a while. I've gotten to a point in development that it seems to be a little bit too ambitious and not all the design elements are there and the mechanics aren't solid. When I went to Boston Postmortem and I heard Eitan from Firehose Games talk about what Indies need to do to survive, he said a lot of important things (many of which I am taking to...

The Oculus VR meetup

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Today I am going to write about the Oculus VR meetup, my presentation, and the weird attention that echobox has been receiving lately. Last Saturday (November 2nd) was the Oculus VR meetup at the Microsoft NERD center in Cambridge. wtf is an echobox If you don't recall my posts from a while back, echobox (link to the demo on the downloads page) is my entry in Oculus VRjam. It was a project I made in 3 weeks specifically for use with the rift. It's an acoustic wave propagation simulation and visualization. It's a big pile of math and you can get a lot of the details in the presentation (also on the downloads page). I've gotten a lot of comments like, "oh it's so trippy," or "this should be in a club," or "I feel like I'm inside the sun." All that stuff is great, but I don't know how to sell trippy sun simulations to clubs.  Apparently, there is quite some interest in echobox. I've gotten some very positive re...

VR Meetup downloads

This isn't going to be a long blog post, just putting information here for the people at the VR meetup. I gave a presentation on the 2nd of November, I'm pretty sure it was mostly over everyone's heads, but that's fine. I did end up meeting some super cool people at the afterparty thing, and I did get to speak with Palmer if ever-so-briefly. Anyways, here's the stuff. It's all going to be hosted on my google drive, so if the links go down, send me an email: kelly@pyromuffin.com echobox download: https://drive.google.com/file/d/0B209xEE7EEixWnhibF95c0tOMEU/edit?usp=sharing Hyper echobox repo: https://github.com/pyromuffin/echobox VR meetup presentation: http://prezi.com/2_z79fviobfc/?utm_campaign=share&utm_medium=copy&rc=ex0share Bad Things Happen in Space: panic build: https://drive.google.com/file/d/0B209xEE7EEixNDNERDNlMlhmbU0/edit?usp=sharing and lastly, as a note, I will be doing fuel cell work for all of this week, proba...

Reverse Engineering Unity Games

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Hi. Today I will be writing about my efforts regarding reverse engineering unity games. As you may have read in a previous post, I have recently lost all my project files in a horrific idiot hard drive reformatting disaster. I was able to get my final builds back from some people I had sent it to... and actually, it just occurred to me yesterday that I had sent Unity QA a repro project for echobox that had almost all of the final source in it (except for the visualization portions and the level design), but they have yet to reply about sending me the project. A bug or a feature? So it turns out that reverse engineering Unity games is actually quite possible, and even somewhat easy. Is this a feature or a bug? In my case, I have a legitimate reason to reverse engineer as much code as possible from my game executables, because it will save me a ton of work trying to rebuild what I've lost. For others, I imagine this is somewhat of a headache. There is an extensive forum post  ab...

Bad Things Happen to Bad Things and Everything Else

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Hi! Ok, so while I was trying to upgrade my PC to Windows 8.1 RC, I ended up deleting all my game project files forever! And also all my documents. Basically, I've lost about 30 hours of work on Bad Things (the last three days of the ultracrunch) and everything else from the beginning of July. Yep, that means the source for echobox is gone forever. Which is bad . As I mentioned before, I have to give a presentation on echobox and the Rift integration in about two weeks. So this is pretty terrible. Of course, the actual executables are still available for the panic build and the echobox demo. Those might prove useful for decompiling later, but I don't know if it's worth spending time figuring out how to get that information (a cursory search suggests that it is not that hard!?). Should I give up on Bad Things? Well, I guess the major advantage of continuing to work on Bad Things instead of starting, or resuming work on other game projects is that I've already got a ...