The Store will be closing in 9 hours! -
our store will be closed for the holidays at 12 midnight pst today!
there are currently only a few Satan figures left as well so if you need one tonight might be the only time to do so!
Anonymous asked: I always get excited when I read articles about BoI:R that say it's releasing either "early 2014" or "Q1 2014"... But then I check to see what you've actually said on the matter, and it feels like it's going to be much later than that... Which is fine, I can be patient. I'm just wondering where different sites and gaming news outlets get that sort of information. Do they just make it up? Or did you give them a rough estimate a while ago? Thanks, keep making games. Can't wait for BOI & Mew
Q1 release dates for rebirth came from sony, and its a nice goal but not really realistic at this point.
Anonymous asked: It took players of Spelunky over a year to find out that carrying an eggplant to the final boss and throwing it at him causes him to be much easier to kill. Are you gonna try and beat Derek's record with the secrets you're putting in Mewgenics and Rebirth?
ill try but i worry someone will just hack it
purplemew asked: When you animate, do you prefer using motion tweens or drawing frame-by-frame more? Which is more fun for you to work with? I'm curious since your games seem to use quite a bit of both.
i use a bit of a paper doll puppet technique.
currently with mewgenics i have to work around the fact that each cat always has a body set, 4 legs, tail and head that can be animated. i can do action script calls for facial features but everything else has to be done with the pieces i have at my disposal (due to all the cats pieces having 1000s of alts inside them).
with these limitations i do all my animation by manipulating each piece, pretty drastically at times, smashing and pulling each piece to achieve the illusion of the cat having more pieces than shown.
for isaac if the enemy or boss was large id usually puppet his arms and legs kinda the same way and draw 4-6 alt faces for his heads and maybe an alt body or 2 for the more drastic animations.
i basicly plan out what id like them to do attack wise and come up with a minimal number of pieces and alt pieces to achieve the actions i want them to do. something like monstro has the illusion of being made of a lot of different frames, when really hes just around 7 different heads that i squish and pull to make it look more like fluid fbf animation.
that said, the manipulation is always fbf animation, i dont usually use tweens in my work because it tends to make the animation smoother than id like (less smooth less work).
i do still draw some traditional fbf stuff like isaacs body, smoke, explosions and the like but i try to keep those elements to a minimum so im able to get stuff done in a timely manner.
Anonymous asked: Hi. Would you recommend using Flash for video game animation? Im not sure about the vector style you get but I guess you can export that stuff to photoshop and edit it. What did you use for Super Meat Boy? Thanks.
i only use flash for all my animations
Anonymous asked: Who does the opening narration to Binding of Isaac. Was it you?
matthias bossi, one of the guys doing the music for mewgenics, he also sings on a few of the songs. great voice!
Anonymous asked: Hey Ed! I'm a cartoonist on the verge of my first real pro job and I was wondering how you deal with the fear of success. My whole life people have been telling me I can't make a living drawing and I'm with grasp of the "unattainable". While I'm working this fear is in my head. I'm just curious about your perspective on the idea.
ive never had a fear of success, or much of a fear of failure. if you focus on what makes you happy and just do that as much as possible, i view that as very successful and there is no fear in attaining that.
i never really looked at the big picture much, since i was young i created because it made me happy, i avoided art for a living for a while because i didnt think it was realistic for someone with artistic interests like myself could make money off his work.. so i just did it for fun and worked shitty jobs, eventually doing art contract work later in life.
i guess what im getting at is it doesnt matter what others think as long as you view what you do as successful, even if its stepping stone activities like making flash animations or comics.
if super meat boy and isaac never happened id still view myself as a success because i was doing what i loved.
spoiler: your family and even friends wont ever fully understand why you want to do what you want to do, so dont waste time in worrying about what they think. to this day 90% of the people i know dont understand why i enjoy what i do… now the just think because i have now money im happy and can/should retire!
Anonymous asked: As a totally unmotivated 18 year old guy going to community college and doing so-so, I'm considering dropping out. I want to get into game design or animation, but I have no plan, and like I said before, totally unmotivated at the moment to pursue this goal. Not sure what I should do at this point, but some insight would be much appreciated.
you know yourself a lot better than i do, so any advise id give wouldnt be too helpful.
maybe my advise is to go with what you feel you want/need to do. be logical about your choices and im sure everything will be fine.
getting a job might be a good motivator
Anonymous asked: As an aspiring artist, what are some things I can do to improve my drawings aside from the usual "Draw draw draw! Sketch sketch sketch!"? Thank you.
observe things as much as you can, how things move, how anatomy works, the inner workings of things, how color works, different styles of drawing and painting.
just pay attention to details and be as receptive as possible so you can take in as much as you can as you learn.
also be critical of your work, dont avoid hard stuff and be ok with not being that great.. im not that great at all but i get the job done, also draw draw draw sketch sketch sketch!
thedillonmooreyouknow asked: One of the best parts of SMB is the simple yet never boring game play. There are no power-ups no level-ups, you are the meat you are. When designing levels did you ever feel like you ran out of design space? How did you combat this?
i had a very formulaic means of design in smb when it came to the level design, and how levels introduced new elements and challenged the player in new ways as the game progressed. i knew from the start on paper that i could make it so the game didnt get old at all a while before even making the levels or mapping them out at all.
if you pick apart each level of smb beyond the 1st few, you will notice a pattern that goes like this.
intro new gameplay mechanic (ie keys) with a level that shows how they basically work.
reuse the same mechanic in a new way (ie using key blocks to push the player through a level).
reuse the same mechanic but comboed with a previously introduced level.
intro a new gameplay mechanic.
thats a very basic outline of the whole game on a broad level, but a more intricate look might also notice patterns like.
trying my best to not only use level size in a way that mattered to the new mechanic or gameplay in general but also to make sure each level felt fresh. i do the same thing with level colors, themes and the like visually.
going even deeper you will find precursors and throw backs.
a precursor would be a tease of a new enemy or mechanic that would be appearing later in the chapter, and a throw back would be a basic mechanic introed early in a chapter that would be revisited at the end with a much much higher difficulty level.
i also tend to design levels, chapters and the game it self with symmetry. (ie the final chapter of the game mirrors the 1st in its mechanics)
i put a great deal of thought into every aspect of that damn game, and i probably went beyond what you asked but it got me thinking and wishing i was working on another platformer :)