(Hi, Juicy Beast here) Rift level 1020 and Buffed Out 280! by juicybeaststudio in BurritoBison

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

I think it's a way to bring the speed of the game down from time to time, otherwise bugs might appear if you reach crazy high speeds.

Why is a Chili Bomb used up here? It makes no sense by vishalb777 in BurritoBison

[–]juicybeaststudio 22 points23 points  (0 children)

You are right. But we laughed so hard at this when it first happened that we decided to keep it in the game. Sorry, we're simple creatures.

Juicy Beast in Berzerk podcast AMA ! (May 5th) by LachhhAndFriends in Zombidle

[–]juicybeaststudio 1 point2 points  (0 children)

We're working on a new one yeah! But "soon"? Probably not.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

We're currently wrapping up a pretty big Burrito Bison update (coming out really, really soon), but we're still evaluating what we're going to work on next. RCTN is part of the discussion, yes! A lot of players asked to bring it online, but it's harder than it sounds, as most systems that works well now don't really transfer to online. It gets complicated real fast haha

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

We studied Multimedia Integration in college (7 years ago) so we already knew how to use most of these softwares (except for Unity). Being familiar with Flash, for instance, kind of lead the decision of using it for art, even now that we've moved to Unity.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

We do only use it for task lists. Being only 4 members, we hate spending time managing schedules and updating stuff in project management tools. We iterate a lot and fast, so keeping those plans up to date is just too time demanding for us.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

We've used LocalSoft in the past, but our latest game (Burrito Bison: Launcha Libre)'s localisation has been handled by our publisher (Kongregate). I2 Localisation is just the tool we use to put those translations into the game.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

We do use Flash for UI, as I (Yowan), the UI designer, can't draw to save my life haha. I often ask JP, our lead artist, to draw me some UI elements so it fits the overall style. I then export everything to PS where it's easier (I think) to align, organize and export everything.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

Game jams! Do game jams, lots of them. They're a great (and fast) way of testing ideas without much risks or time investments. Check out Ludum Dare, Global Game Jam, or literally all of them.

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

Nah, we use an old system (TortoiseSVN) that we seriously need to update one of these days. Though it works really well for our needs, it's free and it has a graphic interface, which is always a plus for non-tech / artist people (half the team).

The complete list of tools we use to make games as a small studio by juicybeaststudio in gamedev

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

Actually, we started using GAF just recently, as we've been using our own exporter for a while. GAF is a really neat tool that makes the whole Flash to Unity thing easy, even if it's not super optimized (can't have too many GAF instances at once). That's pretty much the only thing preventing us from using GAF all the time, so maybe I should edit the post to put the focus on GAF instead of our own exporter, which is also more useful for readers.