Tommy Refenes
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Welcome to 2015
0:02Casey Muratori: Welcome to HandmadeCon 2015
0:02Casey Muratori: Welcome to HandmadeCon 2015
0:02Casey Muratori: Welcome to HandmadeCon 2015
1:34CM: How the day will work
1:34CM: How the day will work
1:34CM: How the day will work
2:31CM: Welcome to Tommy Refenes
2:31CM: Welcome to Tommy Refenes
2:31CM: Welcome to Tommy Refenes
2:55CM: How did you get to Super Meat Boy?
2:55CM: How did you get to Super Meat Boy?
2:55CM: How did you get to Super Meat Boy?
3:18Tommy Refenes: Meeting Edmund McMillan on Newgrounds,1 going into web development making real estate databases, and moving from Nashville to Charlotte to work on educational games
3:18Tommy Refenes: Meeting Edmund McMillan on Newgrounds,1 going into web development making real estate databases, and moving from Nashville to Charlotte to work on educational games
3:18Tommy Refenes: Meeting Edmund McMillan on Newgrounds,1 going into web development making real estate databases, and moving from Nashville to Charlotte to work on educational games
6:11CM: How did you get from flash to full engine development in C++?
6:11CM: How did you get from flash to full engine development in C++?
6:11CM: How did you get from flash to full engine development in C++?
6:31TR: Contract work for Duraflame and NASCAR, and inspiration in an Electronic Gaming Monthly article mentioning the fishing mini-game in The Legend of Zelda: Twilight Princess
6:31TR: Contract work for Duraflame and NASCAR, and inspiration in an Electronic Gaming Monthly article mentioning the fishing mini-game in The Legend of Zelda: Twilight Princess
6:31TR: Contract work for Duraflame and NASCAR, and inspiration in an Electronic Gaming Monthly article mentioning the fishing mini-game in The Legend of Zelda: Twilight Princess
8:25TR: Moving to Amsterdam to learn-on-the-job working on networking in C++ for HoopWorld at Streamline Studios
8:25TR: Moving to Amsterdam to learn-on-the-job working on networking in C++ for HoopWorld at Streamline Studios
8:25TR: Moving to Amsterdam to learn-on-the-job working on networking in C++ for HoopWorld at Streamline Studios
11:37TR: Founding Pillowford with Aubrey Hesselgren to release Goo!, and reconnecting with Edmund McMillan after seeing Gish
11:37TR: Founding Pillowford with Aubrey Hesselgren to release Goo!, and reconnecting with Edmund McMillan after seeing Gish
11:37TR: Founding Pillowford with Aubrey Hesselgren to release Goo!, and reconnecting with Edmund McMillan after seeing Gish
13:26CM: How did you organise the art development process for Super Meat Boy?
13:26CM: How did you organise the art development process for Super Meat Boy?
13:26CM: How did you organise the art development process for Super Meat Boy?
14:52TR: Giving artists the easiest way for them to give you their best work, learning about JSFL from Kyle Gabler
14:52TR: Giving artists the easiest way for them to give you their best work, learning about JSFL from Kyle Gabler
14:52TR: Giving artists the easiest way for them to give you their best work, learning about JSFL from Kyle Gabler
17:14TR: Asset exporting in World of Goo
17:14TR: Asset exporting in World of Goo
17:14TR: Asset exporting in World of Goo
18:06TR: The texture atlas creator for Super Meat Boy
18:06TR: The texture atlas creator for Super Meat Boy
18:06TR: The texture atlas creator for Super Meat Boy
20:20CM: Why pack the texture atlas?
20:20CM: Why pack the texture atlas?
20:20CM: Why pack the texture atlas?
21:00TR: Packing the texture atlas, informed by a calendar program made earlier in the career
21:00TR: Packing the texture atlas, informed by a calendar program made earlier in the career
21:00TR: Packing the texture atlas, informed by a calendar program made earlier in the career
22:16CM: How did you assemble the game out of the flash pieces?
22:16CM: How did you assemble the game out of the flash pieces?
22:16CM: How did you assemble the game out of the flash pieces?
22:56TR: Assembling the game out of the flash pieces
22:56TR: Assembling the game out of the flash pieces
22:56TR: Assembling the game out of the flash pieces
24:50CM: How did you do collision?
24:50CM: How did you do collision?
24:50CM: How did you do collision?
25:10TR: Collision box placement by Edmund
25:10TR: Collision box placement by Edmund
25:10TR: Collision box placement by Edmund
27:02CM: How successful was the art iteration process?
27:02CM: How successful was the art iteration process?
27:02CM: How successful was the art iteration process?
27:29TR: The art iteration process, controlled by Edmund
27:29TR: The art iteration process, controlled by Edmund
27:29TR: The art iteration process, controlled by Edmund
28:49CM: Did the files ever contain multiple elements?
28:49CM: Did the files ever contain multiple elements?
28:49CM: Did the files ever contain multiple elements?
29:13TR: Placement and identification of multiple elements in files
29:13TR: Placement and identification of multiple elements in files
29:13TR: Placement and identification of multiple elements in files
30:51TR: A new .swf reader
30:51TR: A new .swf reader
30:51TR: A new .swf reader
32:02CM: How do you now identify elements?
32:02CM: How do you now identify elements?
32:02CM: How do you now identify elements?
32:24TR: Parsing clips out of .swf files into a database
32:24TR: Parsing clips out of .swf files into a database
32:24TR: Parsing clips out of .swf files into a database
33:10TR: Lewd wedding drawings
33:10TR: Lewd wedding drawings
33:10TR: Lewd wedding drawings
34:01TR: On-demand loading of clips and layers from .swf files
34:01TR: On-demand loading of clips and layers from .swf files
34:01TR: On-demand loading of clips and layers from .swf files
43:47CM: How did you develop the control scheme?
43:47CM: How did you develop the control scheme?
43:47CM: How did you develop the control scheme?
44:33TR: Approaching the control scheme, making situations and adjusting variables to permit traversal of those situations
44:33TR: Approaching the control scheme, making situations and adjusting variables to permit traversal of those situations
44:33TR: Approaching the control scheme, making situations and adjusting variables to permit traversal of those situations
49:13TR: S-jump, permitted by air control and air friction
49:13TR: S-jump, permitted by air control and air friction
49:13TR: S-jump, permitted by air control and air friction
50:35CM: What fundamental quantities are you tracking for the control scheme?
50:35CM: What fundamental quantities are you tracking for the control scheme?
50:35CM: What fundamental quantities are you tracking for the control scheme?
50:55TR: Movement thresholds and tracked quantities
50:55TR: Movement thresholds and tracked quantities
50:55TR: Movement thresholds and tracked quantities
53:35CM: Are there other things that needed to be tracked frame-to-frame?
53:35CM: Are there other things that needed to be tracked frame-to-frame?
53:35CM: Are there other things that needed to be tracked frame-to-frame?
54:07TR: Wall-jump has a 200ms leeway, but we didn't use edge roll-off
54:07TR: Wall-jump has a 200ms leeway, but we didn't use edge roll-off
54:07TR: Wall-jump has a 200ms leeway, but we didn't use edge roll-off
56:52CM: How much did the Reftonian Dynamics change?
56:52CM: How much did the Reftonian Dynamics change?
56:52CM: How much did the Reftonian Dynamics change?
57:22TR: The controls and level design complement each other
57:22TR: The controls and level design complement each other
57:22TR: The controls and level design complement each other
59:04CM: Why not use analogue controls?
59:04CM: Why not use analogue controls?
59:04CM: Why not use analogue controls?
59:18TR: Super Meat Boy's feel is instant-on instant-off
59:18TR: Super Meat Boy's feel is instant-on instant-off
59:18TR: Super Meat Boy's feel is instant-on instant-off
1:01:15CM: What are you doing these days?
1:01:15CM: What are you doing these days?
1:01:15CM: What are you doing these days?
1:01:41TR: Crowd-source testing tool, informed by Super Meat Boy's PC launch
1:01:41TR: Crowd-source testing tool, informed by Super Meat Boy's PC launch
1:01:41TR: Crowd-source testing tool, informed by Super Meat Boy's PC launch
1:02:07TR: Super Meat Boy's PC launch, disrupted by a bug related to another program, lux
1:02:07TR: Super Meat Boy's PC launch, disrupted by a bug related to another program, lux
1:02:07TR: Super Meat Boy's PC launch, disrupted by a bug related to another program, lux
1:05:03TR: Fans wanting to test the most
1:05:03TR: Fans wanting to test the most
1:05:03TR: Fans wanting to test the most
1:06:06TR: Integration of the crowd-source testing tool – named Nycrama by Kyle Pulver – into the Super Meat World level portal
1:06:06TR: Integration of the crowd-source testing tool – named Nycrama by Kyle Pulver – into the Super Meat World level portal
1:06:06TR: Integration of the crowd-source testing tool – named Nycrama by Kyle Pulver – into the Super Meat World level portal
1:08:43CM: Thank you, Tommy
1:08:43CM: Thank you, Tommy
1:08:43CM: Thank you, Tommy