September 11th, 2013 - News
We’re changing the name of our game from Super Retro Squad to Super Action Squad. We’re also releasing the game in parts, and I wrote a detailed explanation of everything in a FAQ.
July 31st, 2013 - Videos
We made a video about Super Action Squad that introduces the team and shows things that have changed with the game.
June 26th, 2013 - News
Super Mario Bros. Crossover 3.0 is delayed, but I announce some of the new features that are coming.
April 2nd, 2013 - News
We realize that we have not done a good job of keeping backers updated on the status of Super Retro Squad. I explain what the problems have been and how we plan to fix them.
February 5th, 2013 - News
We’ve been working on Super Retro Squad for a month and have a lot of stuff figured out. We just started putting the game together a few days ago.
September 2nd, 2012 - News
The Exploding Rabbit team has been finalized. Here’s some info about them.
August 3rd, 2012 - News
The SMBC port of Unity has been cancelled so that we can work on Super Retro Squad.
July 19th, 2012 - Videos
We successfully funded Super Retro Squad and reached all of our stretch goals. I give an update on what to expect now.
July 19th, 2012 - Games
Super Action Squad is a 2D retro platformer featuring gameplay and characters inspired by classic Nintendo games.
July 5th, 2012 - News
I recently did an audio interview about Super Retro Squad. It’s about 48 minutes and covers a lot of info about the game and our plans in general.
June 29th, 2012 - Videos
If we get over $50,000 pledged to the project, a documentary about the development of the game will be made by Nicholas Kleczewski.
June 24th, 2012 - Videos
This is our first update on the Super Retro Squad Kickstarter Campaign. A few different things are mentioned.
I implemented sprite flipping in the level editor and game engine. The image above shows flipping on hill. Those are both the same sprite. I also built the first level of Super Mario Bros. There is a toad there because the story takes place after Mario beats Bowser, so he has freed the toads. Speaking of that… does […]
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]
I got rotation working. And scaling. I had some problems along the way. And I don’t know what this is.