The camera in Super Meat Boy has an incredibly large “free movement” box for the player when they are airborne. While the camera will always try to keep Meat Boy in its center when he’s on the floor, it allows him to move around a huge area of the screen before trying to catch up with him again. This allows the player to remain oriented and not have to readjust their jumping maneuvers during play, something incredibly important to fast-paced platforming.

The Dangers from Watching Indie Game: The Movie

Feeling like you are seeing yourself as one of the three archetypes…..

Jonathan Blow- Appears to be clear-headed but seems unaware of his actual insecurities as he is incredibly critical of others and his own critics but that can be hidden with his success.  

Phil Fish- Incredibly self-aware, volatile, dramatic, and insecure that it could get in his own way and despite knowing this is a problem cannot seem to stop it or enjoy a moment. 

Tommy Refenes and Edmund McMillen- Two in one, the good-natured, even-keeled gentleman that on one hand can be more anxious, tired, exhausted but also a righteous dude.  What keeps them anchored is that they are doing this for their family as well as seeming to love and enjoy gaming.  

….. and beginning to realize you are not/no longer the Refenes and McMillen portrayals. 

This documentary was stressful and relatable on many levels even as somebody who only has elementary gaming skills.  

anonymous asked:

Thoughts on mewgenics being discontinued?

It’s….not been canceled though?? It’s on indefinite hiatus while Ed and Tommy work on other projects. There’s a huge difference between outright cancelling something and putting it on the backburner for high priority projects.

Ed even said in a tweet:
“It’s not mewgenics that game hasn’t been in dev for like 2 years. If/when we start it up again I’ll let you guys know ;)

AND he even told Eurogamer the following:
“I’m unsure of its future but there is a chance we will attempt to revamp it in a few years with a new design of mine that will push it in a new direction that will hopefully make it more exciting for both of us to work on. But sadly till then it’s not gunna happen.”

Note the bold. They want to continue it, but the issue is that Mew-Genics is a HUGE game. IIRC Tommy had to rewrite tons of code during the development, and for two people to work on a game that has the size and scope of a larger main stream title like Pokémon or Animal Crossing (which has HUGE teams working on them) is incredibly stressful and understandably unfun for the two of them. That’s why they put it on hiatus and started working on other, smaller scale games until they feel ready to tackle MewGenics anew.

Games done by super small dev teams take time, energy, and a love for what they’re working on. If you’re not having fun with it, or life gets the better of you, it’s completely reasonable for the team to stop dev and turn their attention elsewhere until they’re ready to come back to the project with new vision and skills.

Believe me, I’m still excited for Mewgenics and will happily wait for it no matter how long it takes (remember, I’ve been waiting for a Psychonauts sequel for 10 years), but I really hate that people are thinking indefinite hiatus = canceled forever.


The Battle of Lil’ Slammer

Interview with Tommy Refenes of Team Meat
  • Taking with Tommy was easily one of the most exciting moments of my internship at Ology. As a game developer with a lot to learn, I admire his work greatly. We managed to briefly chat about Mew Genics, Super Meat Boy, and some of his older stuff.
  • Chris: How many games did you work on before Grey Matter that never saw the light of day? How many games have you worked on that have been completed but never released?
  • Tommy: Only worked on one game that never saw the light of day, the company I was working for went under because they were stupid abusive jerks.
  • Chris: From a purely developmental standpoint, what was the biggest challenge in making Super Meat Boy?
  • Tommy: Dealing with Microsoft.
  • Chris: What has been the most useful resource in developing the games you've worked on?
  • Tommy: The Internet.
  • Chris: Would you recommend the Xbox Live Arcade as a viable release environment for independent studios? How was the development and release process different for XBLA than say, PC?
  • Tommy: I do not recommend XBLA for developers. Stick to Steam. Steam gives you more sales and there are no hoops to jump through to sell your game on Steam. XBLA wants control, they want to tell you want to do and at the end of the day they have control over aspects of your game that they shouldn' the price, release date, marketing support, etc. For 95% of developers its not going to be worth it and if you're in the 5% that it is worth it then you can grin and bear it. Point is, XBLA isn't a golden ticket to riches anymore, just ask any of the numerous games that came out on XBLA that haven't broken 50k copies sold.
  • Chris: What are your thoughts on Humble Bundles and crowd-funded games?
  • Tommy: Crowd funding is odd. I think the main reason crowd funding is successful is backers take a pride of ownership in the game that they have backed. I've seen some notoriously bad kickstarters where the backers don't understand why their game isn't being funded when the reasons are pretty obvious to me. I want to see all the big kickstarters work out (Ouya, DoubleFine, etc) but those backers are still waiting for those companies to deliver on their promises.
  • Chris: Do you think more independent studios will try their own version of The Basement Collection?
  • Tommy: I don't know if people will try their own "Basement collections" I guess it depend on how many older flash games they have.
  • Chris: Do you feel the indie game scene is in a temporary Renaissance or the future of the game industry as a whole?
  • Tommy: I kinda don't care. Independent developers have their advantages and disadvantages the same as larger studios. The game industry is constantly changing I think it has less to do with who makes the games and more to do with what games are being made.
  • Chris: What are your feelings on independent studios developing around the microtransaction/in-game-purchase model?
  • Tommy: Its whatever. If that's the type of game people want to make, then they should make it. I don't care for the microtransaction games but that could be because no free to play game has come out yet that has given me the desire to pay any money.
  • Chris: If there is one vital mistake independent studios are doing, what is it?
  • Tommy: When a studio decides to label themselves as indie I think thats a bad move. The only label we ("indies", mainstream, hobbyist, etc) should be under is "game developers". No reason to fight what we are or make ourselves seem more "pure" or better than any other person doing so...everyone makes games. Some are better than others. No one cares if you're indie.
  • Chris: You've previously made statements about higher education and aspiring independent game developers. How do you feel about game design courses and even majors being offered in universities these days?
  • Tommy: My opinions have not changed. No one goes to college to become a painter or a musician and people that do go to colleges like Julliard for the arts stuff have a natural talent before going. No one went to high school and then decides to major in "garage band" doesn't work that way. Same is true with video games. You can't take a class on "making your game idea fun". Either you can do it or you can't, practice will help you improve but some people are better designers than others, some people are better painters, programmers, etc. You can improve on what you are but I don't think you can become something you are not. College can teach you some old syntax and some basic ideas if you want to get into programming, but you can learn those on your own more quickly and without the bureaucracy of college if you just use Google.
  • Chris: Would you rather fight 100 duck-sized horses or 1 horse-sized duck?
  • Tommy: 100 duck-sized horses while riding a horse sized duck.

CB 121:  James Swirsky & Lisanne Pajot’s “Indie Game: The Movie,” 2012.

Interviewer:  What would happen to you personally if you couldn’t finish the game?

Phil Fish:  I would kill myself.  I will kill myself.  That’s like my incentive to finish it, is then I get to not kill myself.

A gaming doc without Billy Mitchell?

Super Meat Boy is Edmund McMillan and Tommy Refenes follow up to McMillan and Jonathan McEntee’s 2008 flash game Meat Boy. Super Meat Boy is a platform game in which you control a small, dark red, cube-shaped character named Meat Boy, who must save his girlfriend Bandage Girl from Dr. Fetus.
The game is divided into chapters, which together contain over 300 levels.You attempt to reach the end of each level, represented by Bandage Girl, while avoiding crumbling blocks, saw blades, and various other fatal obstacles. You can jump and run on platforms, and can jump off or slide down walls. The core gameplay requires fine control and split-second timing, and has been compared to, regarding both gameplay and level of difficulty, traditional platform games such as Super Mario Bros.
The relationship between Bandage Girl and Meat Boy is interesting, because he is just meat and she is effectively skin, so she literally completes him. Be prepared to yell obscenities at your tv, because Super Meat Boy is HARD. It’s so hard that i capitalized hard, but that comes with an extra sense of reward from beating levels. Especially because by beating levels you get to watch all your previous run throughs until only one is standing, it’s sorta hard explaining how rewarding it is.
My only gripe with the game is the sound Meat Boy makes while moving, it’s sort of a squishing sound, it’s probably the most stupid nitpicking thing to complain about i just don’t like. Super Meat Boy was one of the first BLA games to become a hit. With difficult levels that pay off with an extra sense of reward, and extra fun times if you play with friends around it is well worth a play through. -Frankie