AKR2 version 1.12 is out. It’s a bug fix release, so it’s not a huge deal. The one big fix is to the cut scenes that play on the main menu. They were replaying the same one over and over, instead of cycling through. I also managed to lower the filesize while maintaining audio quality. So if you’re hosting the game, head over to the Share Our Games Page to pick up the latest version.
And if I broke anything in the game, please let me know as soon as possible. Many small things were changed and dome large things may have been affected in the process.
I’ll now be starting on version 1.2, which is a more major update. There’ll be new animations and changes to some mechanics. I’m also taking suggestions, so if you have an idea of how to improve the game leave a comment to let me know. Keep in mind though, that I’m only going to be making reasonably sized changes for a game that’s essentially done. I most likely won’t be adding whole new levels or powerups.
EDIT: I forgot to mention. I changed Burgerstein’s sliders so you kick them on contact like Baby Marios. They can’t hurt you any more and you usually kick them into your own hands. Should make the fight more manageable.
My longest video yet at seventeen minutes. It shows off the little shortcut warps in every level that get you to the end as fast as possible. Might be useful for speedrunning or just getting through a level that’s giving you trouble. There are a few spoilers beyond what the video title implies, but it’s impossible to miss them when using the shortcuts.
This is also the first video I made using Bandicam. It looks a bit jpeggy at times, but it’s mostly in the background and it’s not noticeable if you’re not looking for it. I’ll be playing with the settings. I did experience a bit of control lag though. I didn’t get that with my old methods. It’s not so bad after a while, but you may notice me slipping around a bit in the video. The sound captures 4 frames (30fps) lout of sync, but that’s easily fixed because it’s a consistent delay. I’m probably going to stick with this setup because it doesn’t require the videos be processed like my old setup.
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.