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Origami Around

#extradirty

pixel skylines
Monterey Bay Aquarium

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Love Begins
Xuebing Du
occasionally subtle

gracie abrams
Cosmic Funnies
"I'm Dorothy Gale from Kansas"
noise dept.

blake kathryn
Mike Driver

Kiana Khansmith
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will byers stan first human second
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@throwawaygames
Greelight campaign for Robo’s World is live! Give us your votes!!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Enemy gets a grenade in its face, good for him there is a worker near by to fix him right up! Have you voted on our Greenlight yet?
http://steamcommunity.com/sharedfiles/filedetails/?id=561953066
The Digital Environment
To have any hope of saving your home planet, you must be quick and efficient as you set about sabotaging the Zarnok Fortress. Not only do you need to worry about the Fortress moving through space towards your planet, you also need to stop the vigilant Zarnok robots from repairing the systems you’ve sabotaged.
A game within a game
To cut down on travel time and avoid re-treading common ground, Robo can hop into the Digital Environment; the Fast Travel system aboard the Fortress. Entering the DE halts the passage of time, but it is no safe passage. If you die while navigating the trials of the DE, you’ll be faced with a significant time penalty.
Always one hit away from death
The choice is yours; stay in the physical world where you have your weapons and shields to protect yourself, or put it all on the line and try to get through the Digital Environment without dying.
Read more about the Hazards of the Digital Environment (Coming soon!)
Phase through the walls by travelling along circuits
The Digital Environment plays like a top-down game, not a Platformer like the physical Fortress. You can move freely around and hop between open areas by slipping through circuit paths in the walls, switching your desired direction at junction points in the circuit. While you are at your safest traveling along the circuit, you need to be careful which path you take since you cannot double back on yourself. Throughout the vast majority of circuit paths, the player is not in any danger of being killed upon entering or exiting. There are a few exceptions you’ll need to plan around, but these should be readily apparent.
The Digital Environment is one of many manifestations of the risk-reward mechanics in Robo’s World: The Zarnok Fortress. It might be the key to your success, or the result of your downfall.
Until next week!
Follow us on IndieDB to stay in the loop and follow me on Twitter for more frequent updates!
Finished the Fortress Core Zone background for Robo’s World.
Think the the Hallways repeatable BG for Robo’s World came out pretty good.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Alpha Live!
Alpha - Air-quote
Zarnok Fortress is an open-ended game, so it’s development has been a combination of horizontal layer and vertical slice development. The big milestone crossed for this Alpha release is all the levels being designed, but the obstacles that were built to go into those levels were built long ago.
The Fighter has been in the game for a while, even if it’s still being tweaked
We worked hard on developing the “Vertical Slice” that was to be the Demo, making sure it was polished to reflect what the finished game would look like. I kicked off the training wheels to see how the game ran at 1080p and was happy to see that the framerate was unaffected:
Level 6 at 1080p
Perhaps not everyone will be running the game at 1080p but my 4 year old laptop can run it, so don’t rule it out as a possibility! You can also reduce the game to 1280p and disable the lighting system for lower-end machines.
Level 8 at 1080p
Pulling the view out to this size obviously helps to see more of the level at once, making it easier to solve certain puzzles. Don’t worry though; everything has been built with the 1280p viewport in mind, ensuring an optimal play experience no matter what.
The Alpha is a lot less shiny, but hopefully the design of the levels will shine through. To take a look at some Alpha game-play and listen to me talk about the sources of Inspiration for Robo’s World: The Zarnok Fortress, check out this video:
Download the Demo
While the Alpha is reserved for Kickstarter Backers, you can try the Demo out for yourself right now! You can grab Demo V5 from our website, robosworld.com or from Itch.io. Available for Windows, Mac, and Linux! Don’t forget to vote for Robo’s World: The Zarnok Fortress on Steam Greenlight!
Until next week!
We’re working hard to make the game feature-complete now, even if the Beta still lacks some decoration, it will be a pretty similar play experience to what the final game will be. Follow us on IndieDB to stay in the loop and follow me on Twitter for more frequent updates!
Putting some finishing touches on the Body Assembly Zone.
Finalizing the Great Grid Zone background for Robo’s World. Much Greeeeeen!
The Engine Zone BG for Robo’s World is 99.9% done, blue electricity!
Some shooty action in Robo’s World
https://steamcommunity.com/sharedfiles/filedetails/?id=442687404

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
We have revamped our trailer for Robo’s World and changed a lot of things in the demo to be even more fun. In the demo You try to capture the Zarnok scout ship and head to the main fortress. Check out our Steam Greenlight and the demo: https://steamcommunity.com/sharedfiles/filedetails/?id=442687404
Check out our trailer for our game Robo’s World: The Zarnok Fortress.
We are also on Steam Greenlight!
This Thursday, May 21st, throwawaygames and bluishgreenpro will be at Tech in Motion showing off the demo for Robo’s World, the Zarnok Fortress! Come hang out, play some games, and get your hands on some free pizza and beer! See you there!
throwawaygames and bluishgreenpro will be attending Enthusiast Gaming Live THIS WEEKEND, showing off the demo for Robo’s World: The Zarnok Fortress! Come say hi and check out the game!
We have just launched the easiest image viewing app out there:
Check it out:
http://play.google.com/store/apps/details?id=com.throwawaygames.pixq

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Getting started on Project: FlashBang - Basic Load Balancing
We at Throw Away Games are happy to be working with a local Toronto start up to build out their MPV. Because of the nature of these things, we can’t publicly disclose exactly what the project is, but we ARE good to talk about all the technical stuff we’re doing. So this will be our first public post about Project: FlashBang!
So far we’re in the very beginning stages of the process. I’s started setting up a development environment currently consisting of 3 servers:
An HTTP server using NGINX
An app server running PHP-FPM
A database server running MariaDB
For anyone who’s still wondering in 2015 what’s so special about the cloud, this is it. We can spin up small servers whenever we want, and scale them at a moments notice. These three servers are all using the lowest possible resources our host provides, as it’s all private right now anyway. Once we really start testing things we can figure out how many server’s we’ll actually need, and what resources each one will require.
But why have a different server for each item? Shared hosts will put both your HTTP server(usually Apache rather than NGINX, which is what we’re using) and PHP on the same machine. By separating them, we’re allowing each one to focus only on it’s task, while also allowing for some neat things like load balancing and caching.
Load balancing is used to reduce the number of connections to a particular machine. As you've probably seen when you have too many programs open on your own computer(or in my case, too many chrome tabs), the more stuff going on at once, the slower your computer will go. Well, the same is true for web servers. They are just computers, and if too many people ask for too many things at once then everything could come crashing to a halt. So a load balancer will distribute the user connections to different servers on the network, with the hope of making sure no one server has too much to handle at once.
This is where NGINX comes in. I’ve referred to it as an HTTP server, but what does that actually mean? In simple terms, it takes requests for something over HTTP(Hyper Text Transfer Protocol, the language of the web), and sends something back to your web browser. Pretty straight forward. Compare this to our app server. This is the server our program, or APPlication, runs. It takes instructions, executes functions, and does most of the fancy logic to determine what the HTTP server should be sending. If you then make 3 of the same app servers, you can use NGINX’s built in load balancing to split the user connections between them. So for example, if you’re on www.fancycats.com, and click the “give me a fancy cat” button, you’ll send your request for a fancy cat to the HTTP server. The HTTP server will forward your request for a fancy cat to one of your app servers. The app server will look at your request, look through the list of cats, and know to return only a fancy one to the HTTP server. The HTTP server then gives you the cat.
How NGINX actually does load balancing is pretty simple. If you’re reading this part, I’m assuming you know how to install NGINX and PHP-FPM, or you just like reading server configuration snippets for some reason. In the http block of your nginx.conf, create the following:
upstream appserver { server xx.xx.xx.01:9001; server xx.xx.xx.02:9001; server xx.xx.xx.03:9001; }
This sets up a group of servers, labelled appserver(change this to your liking), which NGINX will choose from. Replace the dummy ip addresses with your own, same with the port number. By default, the balancing method is one called round robbin, which basically takes the first request and sends it to server 1, the second request to server two, and etc. You can also specify the least connections method(least_conn), which sends the request to the server with the lease number of connections to it at the time, or the ip hash method(ip_hash), which assigns a user to a particular server, so each request from that user goes to that same app server every time. To use one of those methods, place the method name above the ip addresses.
Next, in the location block of your HTTP servers config, have something like the following:
location ~* \.(php)($|/) { fastcgi_index index.php; include fastcgi_params; fastcgi_pass appserver; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; }
The key part here is the fastcgi_pass. This is what sends the request to PHP. It would normally point to 127.0.0.1, or to a PHP socket on your machine, but instead we have it pointing to the appserver group, which will then direct it to the proper APP server.
Finally, on our actual app server. You’ll need to open up your conf file for the pool you’re using(for example on Ubuntu, /etc/php5/fpm/pool.d/www.conf), and set the following:
listen = 9001 listen.allowed_clients = xx.xx.xx.xx
These lines tell PHP-FPM where to look for incoming connections, and who’s allowed to connect. Note that listen is set to the port listed in the appserver group. allowed_clients should be the ip address of the HTTP server(s) your using to connect from. You can use more than one ip address by separating them with commas.
We we’re all good to go now, right? Not quite, there are a couple of problems with this. Number one, if your app requires sessions, you’re basically forced to use ip-hash as a load balancing method, which may not be what you want. As well, any files you need to access on your app server also need to be in the same place on your HTTP server for nginx to proxy properly, which really annoys me personally. So while this is a good starting point, for this project we can’t keep it like that. I’ll be detailing what steps we take next in upcoming posts.
A quick look at the fully detailed first level with lighting in Robo’s World.