I finally got AKR2 to export properly on my new computer! Previously I had to do all work for the game on my old desktop setup from 2007, as the game wouldn’t export with the music on my new expensive 2014 laptop. This is a big breakthrough, and I’ll be able to work on the game without it being a huge hassle now.
This here post will be my first real devblag. Short for development web log. From time to time, I’ll be describing the development process for the games I’m making.
I read this article, which someone tweeted, can’t remember who. (By the way, follow me on twitter. I swear, eventually I’ll figure out what I’m supposed to do with it.) It’s a cool article, and if you’re into game development, specifically 2D sidescrollers, you should really check it out. It’s convinced me to redo the camera for AVGN:TitNES (which really needs a shorter initialism)
The very first thing I did with a human being on a green screen (actually four green posterboards taped together) and it’s a fake news thingy because why not? Didn’t put to much effort into the performance or “script,” but my facebook friends got a kick out of it. Learned a bit about green screening, I was much too close to the screen. It was also really hot when I shot this, and keeping that jacket on was a chore. Yes, I wasn’t wearing pants.
AVGN: Trapped in the NES is finally moving forward a bit. I’m starting a closed beta test over on Newgrounds. Unfortunately because of some bad experiences I’ve had with previous beta testers, it’s going to be a pretty exclusive beta. At least until I get it to a semi finished state.
Anyway, the game is a bit of a mash up of classic NES games, starring the Angry Video Game Nerd, and makes reference to some of his videos. It’s not as big a game as AKR2, so it shouldn’t take years to come out. If all goes well, I hope to have it done by the end of summer. If not released, at least in a state where I’m making changes to a essentially finished game based on player feedback.
If you want, you can read much of the same info over on NG. And if you want to follow the development of the game, and the beta specifically, a lot of information about that will be posted on my Newgrounds page. But I’ll still be sharing the major milestones here.
I finally made up some channel icons for our Youtube channels. They’re no longer a palette swap of our main logo with a tiny icon in the corner, making them much easier to tell apart if you’re colour blind.
The icons feature our mascot, who remains unnamed, in situations representing their respective channels. They maintain the colour coding, and the lamb and taco motif. I kept the exact same head to further illustrate the link. Hopefully no one will be confused by the change.
And if you like what we do here, why not subscribe to one or both of our channels? Lambta.co Comedy features our sketches and cartoons, as well as some bonus videos. And Lambta.co Games showcases gameplay videos and guides for our games, mostly A Koopa’s Revenge 2.
Happy Lambta.co Tuesday. No new content to release today, but I’ve made up a new playlist over on the youtubes. It’s a compilation of all our fake commercials, starting with the fairly new Buttocks & Thighs. I hope to get more of these sorts of themed playlists made up in the future, once we have enough related videos, probably three at minimum.
I’ve also been adding tags to posts, making for little collections of related material, or material involving a certain character. For example, there’s a tag for fake commercials.
My next A Koopa’s Revenge 2 video is going to reveal the little warps that take you to the end of the level. In case you weren’t aware, in each level of AKR2, there is a warp, via pipe or otherwise, that will take the player through a short area that leads to the very end of the level. The trouble is I’m not sure what the best words are to describe it succinctly and cleary.