Saturday, November 14, 2015

Saros Digital and Dusted Donuts


     If you keep up with my Twitter (which you totally should) you would have noticed that I made a logo. A logo for what, you ask? Well, it's a logo for my new team, Saros Digital. The team is made up of Joe Swensen and I.



     We formed the team after I left Capl Team. "But Justin, why would you leave Capl? I thought you loved that team!" Well my dear child, I do love that team. There's just one problem with it, and that problem is Helix. Now now, he isn't evil or anything like that, he just doesn't output much work. He takes school a lot more seriously than game development, and since the new school year started I guess he just doesn't have enough time for it. Whenever I'd ask him to do work, it would just end up in an argument.

     "So what will you do about art?" that's a simple question to answer. Before Capl, I worked completely alone. Well, most of the time, at least. I of course had a sound designer with me. Back then I would just do pixel art, which I will have to do again. I am able to do Flash, but my art made with that usually doesn't look fantastic. (It also takes ages to make art with it) I believe my pixel art skills are still alright, though.

     "What will happen to 'Dusted Donuts' then?" 'Dusted Donuts' will be put on hold until both Helix and I decide to work together again. This doesn't mean it's cancelled, but it doesn't mean it will be finished either. This may be sad news, but Saros Digital's first project will take a lot of concepts from 'Dusted Donuts'; so don't worry!

     That's all I wanted to announce, and clear up for some of you. Hopefully this change will be a beneficial one, but maybe not, the future is unclear. I'm also planning to possibly make a website for Saros. Anyways, that's it for this post.

Monday, November 2, 2015

Dusted Donuts enters playtesting with a0.01


     So yesterday, I released Dusted Donuts for playtesting purposes. The version that is currently out is a0.01, meaning alpha stage 0 update 1. Stage 0 just means the game is still early in development, nowhere near completion. Stage 1 would probably be around the beta stages of development, and Stage 2 would most likely be the release builds.
     Anyways, you yourself can playtest the game over on it's itch.io page, which is right here. (Don't worry, you can continue reading. I'll post another link at the bottom of this post.) I've posted the known bugs, version, and other information on that page. I also gave encouragement to give the most brutal feedback possible, have fun with that.
     If you would like to know about other things not listed on that page, feel free to email me. (My email is included on the itch.io page.) In the meantime though, just playtest it and tell me what you think. ^)^

[Playtest Dusted Donuts here]

Dusted Donuts and Newgrounds


     So Dusted Donuts is getting to be a pretty large game. The problem with that is it may be too large to put on Newgrounds! That isn't a very good thing, children. Especially because we were hoping to make it specifically for Newgrounds. Strange, it's like how we were expecting Micromasher to be on Windows only...
     Anyways, if we can't find a way of making the file smaller, then we'll have to settle for a Windows release. We will try putting a demo on NG if it comes to this, though. Hopefully we can compress the filesize.
     That's all I wanted to say, so goodbye.

Sunday, November 1, 2015

Micromasher Developer Commentary


     So I lazily decided to make a developer commentary of Micromasher. It gives a bit of insight on how the game was made, including some info about Cleanse and Elastic. Well, not a lot of info, but a little bit. It's really long and boring, though, so watch at your own risk. ^)^