
Made indie game Sling Ming, out NOW on Nintendo Switch and Steam! Co-founder of @goodnightbw.
Stockholm, Sweden
Joined August 2012
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FANTASTIC NEWS! Sling Ming is coming to #NintendoSwitch and #Steam this spring! I'm so proud of the game, but scared it won't get any attention.
YOU CAN HELP! Please spread the word, review the game (ask for key), interview me, etc. I'm forever grateful!
youtube.com/watch?v=gfOq0eob…
Mattias Brynervall retweeted
Hey good people, we're doing an AMA on Reddit in less than an hour (10am ET / 7am PT / 2pm GMT). Bring your questions and join us! reddit.com/r/NintendoSwitch/
Mattias Brynervall retweeted
"a game that can stand proudly with the best indie offerings on the eShop" teapawt.net/nintendolife/status/98…
Mattias Brynervall retweeted
Hang on tight....
✨ Sling Ming is OUT NOW ✨
Buy it on Nintendo #eShop or #Steam if you like tough puzzles and grand adventures!
More info at slingming.com
Thanks for the support!
Mattias Brynervall retweeted
Nintendo review codes are coming in a few days. Keys for Steam are available now! Just message us or use woovit.info/sling-ming if you want to cover Sling Ming!
#indiegame #indiedev
Mattias Brynervall retweeted
👏👏Gather up, the princess has an announcement! 👇
SLING MING launches✨APRIL 5✨ on Nintendo Switch and Steam. Join Ming and her friends in a big-hearted puzzle adventure. Please RT! 😚 slingming.com
#indiegame #nintendoswitch #gamedev #nindies #games #platformer
Mattias Brynervall retweeted
Now THIS is how your write a game press release: teapawt.net/virtualjess/status/974…
It seems that tvOS apps are allowed to require a game controller now..? When was this changed? I'm pretty sure there was a big fuzz about having to support the Siri remote, which is bollocks for any game more sofisticated than Crossy Road.
Mattias Brynervall retweeted
"Let's light things up then!", Ming said as she threw the itoms into the generator coil. #screenshotsaturday #indiedev #gamedev
Replying to @ENDESGA
I guess you've seen It Follows? If not, do it! It's got a very special, creepy vibe. A bit like what you described, but not entirely. Don't want to spoil it for anybody who hasn't seen it.
Mattias Brynervall retweeted
Our new little physics puzzler "Drop the Clock" is out for iOS and featured by @AppStoreGames this week! Time manipulation, weird obstacles and great music! itunes.apple.com/bz/app/drop…
Exciting news for #GameMaker users, support for #NintendoSwitch is coming! gamasutra.com/view/news/3153…
Replying to @voxagonlabs @tuxedolabs
Sounds lovely, getting rid of all the cruft. It would be super interesting to get a peek at your framework/toolchain some time! I'm never quite satisfied with mine, but then again perfection is unattainable.
Replying to @BraveCoder @tuxedolabs
I mean, have you ended your "hiatus"?
Replying to @voxagonlabs @tuxedolabs
True! We are way beyond that limit, so I don't pay much attention to it anymore. Are you back to making mobile games again? :)
Replying to @voxagonlabs @tuxedolabs
Then I think your current solution sounds great, since you'll never edit the cooked textures. Unless you want to support modding, I guess. Why do you want to switch format? To reduce the data size further? Is that important these days? (genuine question)
Replying to @voxagonlabs @tuxedolabs
I use TGA for non-cooked assets and a custom file format for cooked/runtime assets. The runtime format is basically the texture data (either RGBA or some packed format like DXTx) including mip-maps with optional ZLIB compression. Works fine but data is quite large (non-lossy).
Replying to @voxagonlabs @tuxedolabs
I seem to recall that the shareware games of early 2k (PopCap?) used two images for their textures, JPG for color and PNG for alpha. Obviously a problem which has been around a while. Your solution seems reasonable, but I guess it's a pain to edit images (no Photoshop support)?









