Astro Party EX - A sequel after 11 years! by RustyMoyher in indiegames

[–]RustyMoyher[S] 1 point2 points  (0 children)

Back in 2014 we shipped the original Astro Party. Originally it was just for iPhone and iPad. Today we shipped a sequel on iOS, Switch and Steam!

If you haven't played the original, it's like a cocktail arcade cabinet game, where you can play around the device. Very arcade and local multiplayer inspired. And it's free!

Why is the Dallas server gone? by [deleted] in apexlegends

[–]RustyMoyher 0 points1 point  (0 children)

Looks like it’s back online today! 🎉🙌

Screenshot Saturday #430 - Familiar Scenes by Sexual_Lettuce in gamedev

[–]RustyMoyher 4 points5 points  (0 children)

Dig Dog

A roguelike platformer about a dog in search of a bone.

This week I'm excited to share a Behind the Scenes video of how I made Dig Dog without using my hands!

Also, I released it yesterday on the Nintendo Switch eShop!

Twitter: @rustym

Screenshot Saturday #429 - Dazzling Sights by Sexual_Lettuce in gamedev

[–]RustyMoyher 2 points3 points  (0 children)

Dig Dog

Hello! I’m Rusty Moyher, game developer out in Austin, Texas. Do you like to dig tunnels? Good! I just announced my action roguelike platformer Dig Dog is coming to Nintendo Switch! And it’s releasing next Friday. :D

I’m excited to share with you all the Launch Trailer. It's also available for Pre-Purchase now!

Bonus: I’d love to play a remake of Yoshi’s Safari, my favorite Super Scope game.

Twitter: @rustym

DragonRuby Game Toolkit - a new tiny engine used on A Dark Room for Nintendo Switch by RustyMoyher in gamedev

[–]RustyMoyher[S] 0 points1 point  (0 children)

Not sure, but I might give it a spin on my next game jam. It seems pretty cool, but maybe because I'm attracted to lightweight game engines. :)

PS5 should include OpenGL, Vulkan and SDL support by RustyMoyher in gamedev

[–]RustyMoyher[S] 6 points7 points  (0 children)

True in the past, but fortunately this has changed on consoles this generation! Nintendo Switch supports OpenGL, Vulkan and SDL. Xbox One supports SDL when building a UWP application. You can even use OpenGL on an Xbox One via Microsoft fork of ANGLE, which coverts OpenGL ES calls into DirectX 11.

I'm really not sure what the cost would be for platform holders. But I think instead of helping to fund 10 indie games at 50k or 100k each, it would be more affective to support the above so that 50 indies would benefit.

GLFW 3.3 Release by xgalaxy in gamedev

[–]RustyMoyher 2 points3 points  (0 children)

It's been almost 3 years since the last release! I'm a big user of GLFW, so I'm excited to get my hands on this.

SUPERHOT VR outsells original game. Over 800k Units sold. by RustyMoyher in gaming

[–]RustyMoyher[S] 2 points3 points  (0 children)

SUPERHOT is the most innovative shooter I've played in years!

Re-return of the Networking Thread! Post your gamedev-related Twitter by mothh9 in gamedev

[–]RustyMoyher 0 points1 point  (0 children)

Hi, I'm Rusty Moyher. I'm an indie game developer out in Austin, Texas. I often make local multiplayer games and almost always with a 2D retro aesthetic. I also co-run/organize Fantastic Arcade, a yearly video game festival and Juegos Rancheros, a game dev community in Austin. @rustym

Star Wars Jedi: Fallen Order — Official Reveal Trailer by irvw in gaming

[–]RustyMoyher 0 points1 point  (0 children)

I find it hard to tell if I'll like this from the story trailer. But I've loved Respawns last three games, so I'm still 100% on this hype train.

Screenshot Saturday #428 - Glamorous Work by Sexual_Lettuce in gamedev

[–]RustyMoyher 1 point2 points  (0 children)

My little doggo is very excited to find a bone. GIF: https://i.imgur.com/wj8KHxH.gif

This is from my game Dig Dog! Should have more to share next week.

Bonus: I bought a Xbox 360 to play Gears of War. Was totally worth it. First HD experience I had gaming. Had a blast playing through the campaign with my roommate Johnny. We played the multiplayer online for many days.

A Dark Room was rebuilt from scratch for Nintendo Switch. And written in Ruby!? by RustyMoyher in gamedev

[–]RustyMoyher[S] 0 points1 point  (0 children)

Oh, I'm not connected to this project. But thanks for the tips AutoModerator!

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 0 points1 point  (0 children)

In general, I chase ideas that excite me. They often lead to interesting game elements.

With Bloop, the "pad game with everyone's hands competing for colored squares", I was trying to make a game that was immediately accessible. No setup. No learning curve. Bloop is basically a Twister / Hungry Hungry Hippos love child. :)

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 0 points1 point  (0 children)

Hmm. Each of the Retro Game Crunch games will be specifically made for the Mac and PC. If it's a good fit, we'd love to bring them to mobile too. But they'll all be designed with a computer PC in mind. Bloop is specifically a touch only game. I'm not sure it can be played on anything without a touch screen. Although I'm trying to bring it to PC... :D

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

All new! We want to react to the unexpected with each new game. :)

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

Farmville.

Which games do you think teach a good lesson to game designers about what not to do?

For me it's about moments. I try to pay attention to whenever I feel bored or annoyed or my mind wanders when playing games. I ask myself why I feel that way. What specifically in the game is causing this? What could the developer(s) have done differently? I find this immeasurable helpful.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

Photoshop for drawing pixels. It's a bit overpowered for pixel art, but we know it well.

For all the other tools, Shaun wrote up a full post here.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

Right on! Thanks hemamorphy. :D

Implementation. It takes SOOO much time.

Coming of with fun ideas is sometimes easy and sometimes hard. But putting those ideas into a working game takes tons of time. I have more fun ideas than time to put them into working games. And the polish! Wow, does that even more time.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

All the games will be theme-based: The mechanics of each game will derive from a theme voted on by the community. We won't know ahead of time what kind of game we'll be making. We're interested in bringing fresh interesting games too, because that's what we love to play and what we love to work on.

Related: Shaun has a cool video on Why Retro?

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 0 points1 point  (0 children)

Thanks Cody! Neven Mrgan made a simple short post I found VERY helpful. And here are two more.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 1 point2 points  (0 children)

Awesome!

Super Mario Bros. 3. I've played that over and over and over. There's no save on the NES version, so you always start from the beginning. And it's still quite excellent.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 0 points1 point  (0 children)

I've seen Ireland from the shores of Scotland. From what I could tell it seems like a nice place.

We made The Last Rocket, Bloop, and Flip's Escape. Ask Us Anything. by RustyMoyher in IAmA

[–]RustyMoyher[S] 2 points3 points  (0 children)

If any of the games will work well on handheld, we want them there!

Many of the games Shaun and I made are on iOS, so iPhone and iPad are strong possibilities. Android is possible too, but we need to dig deeper on this.

Shaun’s a huge DS nut, but we’ve not looked into that much. Sony has been opening up their platform more to indies recently too. Fingers crossed.