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PAX East 2014

Posted on April 18, 2014 by 0 Comments

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It’s hard to believe that this was already our third PAX East! Time really does fly, and this one felt like it came and went in an instant. It was – as always – a lot of fun. We met a lot of cool people and caught up with a few others we’ve met in years past. We attended panels, we bought overpriced convention food, and we of course played some video games.

Of the games I played, the ones that stood out to me the most were Below by Capybara Games and Lovers In A Dangerous Spacetime by Asteroid Base. Below has an amazing atmospheric feel to it that I was drawn into immediately, and the gameplay felt really great despite controlling such a small character on screen. Lovers In A Dangerous Spacetime is actually a game I had been waiting to get my hands on for a long time and boy did it live up to my expectations. I’m a sucker for good co-op, especially when it’s used in new and creative ways- just like in Lovers. You and your co-op buddy run frantically around a spaceship, trying to multitask between different weapons and shields while also moving towards little AI bunny-people that need your help. My friend Sean and I didn’t last very long before being destroyed but I loved every second of it.

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IndieCade East 2014

Posted on February 20, 2014 by 0 Comments

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For the second year in a row, IndieCade East in the Museum of the Moving Image was an absolute treat. The general spirit of creativity and openness at the event was refreshing and motivating. Sometimes, I get too caught up in school and so working on games bums me out because it can be so time consuming; events like this remind me that it all can be worth it. People from all over, making every kind of game, came together to swim in what could only be described as an ocean of good vibes.

We pitched our idea to some people and the reaction was positive but also included a warning we were ready for: that we have a long road ahead of us. Not that Sweet Baby Space Pirates is going to take years to make, but that it will end up being exhausting. To make a game fun enough to play, one that doesn’t waste a player’s time, is something that takes huge amounts of playtesting and tweaking. By the time it releases, Matt and I will hate Sweet Baby Space Pirates; we will hate it because we will have played it 2,000+ times by then. But if that’s what it takes to make a game that people can play 200 times over and still have a blast, then that’s perfect. That’s what we want to do. We’re ready to loathe our idea into a beautiful existence.

Things from IndieCade that you should check out:

- Relativity by Willy Chyr

- The Code Liberation Foundation

- Laza Knitez by Team Buttfighters

- Videoball by Action Button Entertainment

- Foiled! by Gabe Cuzzillo & Aaron Taecker-Wyss

- Video Games and the Spirit of Capitalism, a talk by Paolo Pedercini

New Game & Site Redesign

Posted on February 13, 2014 by 0 Comments

SSDC

Hey, how have has everyone been? We’ve been pretty good too. School is keeping us very busy, but we’ve still found enough time to work on games, so we’d like to tell you all something.

We’re happy to officially announce our second game: Sweet Baby Space Pirates! It’s a 2D sidescroller about a ragtag group of bandits trying to find a way off of a randomly generated ship full of aliens, and it’s meant to be played on the couch with your friends. It’s currently being developed for PC, but we are looking into getting it onto other platforms.

We’ve also given our site a fresh coat of paint; if you have any feedback on it, we’d love to hear it so drop us a line.

Lastly, IndieCade East 2014 starts tomorrow, so we’ll be sure to put up a post about everything that we see and learn there.

Checkin’ In #7

Posted on October 12, 2013 by 0 Comments

Checkin' In #3

Hey! We’re back!

So Lunch War! has been selling really well on iOS! Over two people have bought it in total, which is just – wow – more than we ever expected!! Anyways, let us tell you about what we’ve been up to recently and what we’re going to be doing in the next couple of months.

1. Matt is going to an Apple iOS 7 Tech Talk in New York City on the 16th and, even though they they don’t permit pictures or video, he’ll be sure to write a post on all that he has learned when he gets back(unless there’s some NDA that he is unaware of).

2. Lunch War is definitely still coming to Android, but we can’t say for sure when that will be. There are still problems with our engine that are being worked on, but Stencyl is tragically understaffed. As soon as the Android version is ready for release, we’ll let you know.

3. We’re making a second game! Crazy, right? We can’t give a ton of details right now(okay, any details really), but Matt’s going to be bringing a prototype version of it to the iOS Tech Talk to get feedback on, so stay tuned!

4. We also went to the Xbox One Tour in Philly to see some launch titles, and it was a blast! Forza and Killer Instinct looked amazing, and Ryse… had a really great announcer voice narrating your actions in the game’s gladiator arena!

5. I recently moved into my dorm at Drexel, and it’s pretty cool. All my classes are dandy and so are my suitemates and I’ve even made some new friends! There’s even a game developer’s club somewhere on campus, which I’ll have to snoop around for. After Matt finishes his final year at Mercer, he’s(probably) going to transfer here too and we’ll continue our illustrious careers, living in game-making harmony.

-JP

Lunch War! Has Been Approved!

Posted on July 24, 2013 by 0 Comments

Ready for sale

Yesterday, at 6:39 PM, Lunch War! was officially approved for sale on the iOS App Store! Since then, we’ve been emailing press sites to tell them about the game and its release date: Friday, July 26th!

But with that good news, there is some bad news as well. Last week, shortly after we submitted the game to Apple and were gearing up to send it to Google, we discovered some serious lag issues on the Samsung Galaxy S3. Given the phone’s popularity, we have no choice but to delay the Android version until these problems are resolved.

Now, you may be wondering, “Matt, how did you only just find out that it’s lagging on the Galaxy S3?” Well, the answer is that I didn’t have an S3 to test on; this whole time I’ve been doing Android testing on a Nexus 7. The only reason we found out now was because JP and I asked our friend to come over with his phone so that we could use it to take screenshots. So while this thoroughly sucks, at least we found out last week instead of after releasing it, because that would have been the worst.

So to sum things up, I apologize to anyone with an Android device that has to wait a bit longer, but I promise we’ll have it out to you guys as soon as possible! And to everyone with iDevices: get ready to throw some apples on Friday!

-Matt

Lunch War Submitted!

Posted on July 17, 2013 by 0 Comments

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Finally! Lunch War!  has been submitted to Apple. It is now in their capable hands to approve the game for sale on the App Store. Now, off to make a launch trailer, off to contact press sites, and off to order many, many celebratory pizzas.

P.S. We’re taking Checkin’ In off the burner for the foreseeable future, as we’re going to have a lot of other stuff to post about in the coming months: college, how Lunch War is doing, updates/a new game… it’ll be like we’re checkin’ in every day!

P.P.S. Our game Lunch War has been renamed to Lunch War! or Lunch War!  if you’re fancy. The added exclamation point is necessary to properly convey just how pumped we are for it to be released.

-Matt

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Checkin’ In #6

Posted on June 25, 2013 by 0 Comments

Checkin' In #3

Now that Lunch War is mostly sound on both platforms, what’s next? Three things:

  • Making a launch trailer.
  • Submitting the game to Apple and, as soon as it’s definitely up to par with the Apple version, to Google as well.
  • Contacting press sites.

So, pretty soon Lunch War will be submitted to Apple for review, and then to Google soon after. The whole process should take about ten days at most on their end. While both companies are reviewing Lunch War for their respective marketplaces, we’ll be working on the trailer. Once both companies approve Lunch War, we’ll decide on an exact release date, and then on that day we’ll put up the launch trailer and send it, along with the press kit, to any and all sites that might be interested in some lunch lady-themed mobile madness.

-Matt

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TooManyGames

Posted on June 23, 2013 by 0 Comments

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So, we went to TooManyGames and it was pretty alright. Aside from the indie game showcase being, hmm, not optimally laid out to funnel people through it(but the vendor area sure was, weird right?), it was a weekend definitely well spent. We showed the game to a ton of people to the point where our own words sort of started to lose meaning by the end – has it been about a lunch lady this whole time? Wait, she’s throwing apples? It was a weird feeling, but we were probably just exhausted.

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Checkin’ In #5

Posted on June 11, 2013 by 0 Comments

Checkin' In #3

Video games in your living room? That’ll never sell!

Hey, speaking of video game conventions and expos, The Automatic Gentlemen will have a booth at TooManyGames, located in the Greater Philadelphia Expo Center. We’re going to have Lunch War playable on an iPad, a Nexus 7, and an iPhone, and we’ll have posters for sale to cover our steep Taco Bell expenses.

There are going to be a ton of indie games there, so come on down! If you want to stop by and say hello and hang out with other folks who share your affinity for coins and 1-ups, you can find more info on how to do so right here.

As for Lunch War? It is like *this* close to being done. It’s 100% on iOS, but Matt is ironing out some performance issues on Android so it can be silky smooth at launch.

-JP

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