Contact Info / Websites
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?
oh also this
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.
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).
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.
Hope thats helpful
I believe my previous post about Time Fcuk was too citpyrc for most, so ill just lay it all out on the table.
William Good and myself will be releasing a game called Time Kufc.
Time Cfuk is a game about stasis, its a game about perspective and viewing both sides of the story from afar, its a game about blocks, platforms, drinking, high school reunions and work time fun.
Time Fcku is a puzzle platformer about finding logic in irrelevance, its a 1+1=2 formula that will ask more from you after you leave it alone, its a community experience about communication with people who you dont like.
Time KcuF is not an art game, its an allegorical game about stuff you've never experianced, its an escape from your current existence, its the feeling of loss and panic.
Time Fuck is a play on how if one changes around the letters in a word even though it means nothing logically, we all still see it as something that its not.
Here are images i took of the game in question by pressing Print Scr while playing.
TF will be released for the Power of Three festival type thing that newgrounds.com is putting on, i believe that starts on the 1st of sept.?
But enough about the future.
Here is news about my current situation:
-Spewer just got editors choice in Maclife magazine (5/5)
-No Quarter is in final beta, and should release soon(ish) on Steam.
-Super Meat Boy lives... and dies! we will have a public demo in the next few weeks (and maybe gameplay video)
-A game i made made it into something i cant talk about yet (but hopefully ill be able to edit this post with real info on it in the next few days)
-My sister is having a baby named Dusty.
I find myself stumbling over the future, because the ground is moving too fast for my legs to keep up.
I broke my pinky toe last night on a chunk of forever and i fear it will soon become infected.
My lack of health insurance is making my homemade splint lead me to believe i could easily become a doctor for the poor.
Wait, im getting an incoming transmission... its me waving from across the room, but im missing my right foot and seem to have gained some weight.
I had a dream recently that I got Aids from Andy Warhol after he informed me his art was right wing propaganda, I fell of a cliff into dark water that was a holding cell for 2 dying killer whales.. I was scared but also sad because their emotions seemed too human to me.
Today is Friday.
Tommy and I will be doing a live Q and A cam session with Bytejacker over stickam. The show will be open to anyone who wants to ask us questions, so feel free to pop in and say something totally obscene.
The show starts at tomorrow, Thursday the 2nd, 5pm PST (8pm EST) and lasts... forever? heres the link
if you want insider info on all things meaty.. you will be there!
also if youre interested in some of the awesome tech behind Super Meat Boy, check out this vid.
I posted this last week but i can officially say that Cryptic Seas Next Pc game "No Quarter" will be coming out on steam in the next 2-3 months.
Cryptic sea is an "album" of 6 games, all unique, but each following a basic theme, like tracks on a CD.
The first track is called Hitlers Must Die!, heres a vid of some gameplay footage from a few weeks ago.
No Quarter is being designed Alex Austin and myself, its the first legit PC release we will have since we released Gish over 4 years ago.
Hitlers must die runs of an engine made by Alex thats similar to the engine we will be using for Gish2, witch is scheduled to come out later next year.
we are currently looking for beta testers for No Quarter, we only need a few so if you have experience with beta testing pc games and are interested in testing out No Quarter PM me with your info and reason why youd make a good tester and ill include you in the next beta test.
oh also here's a vid of me beating Cereus peashy.. because i know like 1% of you got to the end anyway :)
I posted some video from the beta version of a game Alex and i are working on, called "Hitlers Must Die!"
its a physics based shooter made by the same team that brought you Gish (alex and myself) with the music of Danny B.
I also posted screens from the story for anyone whos interested on our blog here.
What do you guys think so far?
ive decided to quit my job as a game designer to become a full time video game critic... watch my video and learn how hard my life is now that im an internet troll... its quite hard now.
PS: thanks to everyone who have made Spewer the 2nd highest rated game on NG. i think i speak for both Eli and my self when i say we are pleased with your positive response.
hugs and kisses
I posted the Winners of the Draw me nude contest on my blog http://edmundmcmillen.blogspot.com/200 9/04/contest-winners-draw-me-nude.html
i was going to post it here.. but without the images it kinda ruins all the fun.
Congrats to all the winners! and if you are one of them please PM me with your address so i can send out your prizes.
The big game Eli and i have been working on for the past 2 months is finally done and will be coming out monday the 4th. its easily one of my best and we are very very proud of it.
the games called Spewer.
I did this last night, im very very pleased with myself. Seriously, if you have any appreciation for anything ive ever done at all, you will post this image on your blog and spread the word.
Contest news: Ive been so fucking busy with Meat Boy, No Quarter and Spewer i haven't had enough time to go through the entries for the "draw me nude" contest. Ill take time out for it next week and post the results asap.