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Good news and Bad news!
Ahoy there! It’s been awhile since you’ve heard from us, we’ve been very quiet on here since trouble began.
Thank you for sticking around, we have really lovely fans, I don’t know what we did to deserve you all!
I have good news, and I have bad news, I’ll give you the bad news first. We are putting Upsilon Circuit into the “Cupboard of Lost Games” indefinitely.
The good news is that we aren’t giving up, and have a new game we’ve been working on called Super Tony Land that brings some elements of UC with it. ..But more on that later.
It was incredibly hard to write anything about UC. It’s been nearly a year since we initially halted production, but it still makes my chest tighten up thinking about it all. It took me 6 tries, but I did my best to write this, because I feel like I owe everyone the best explanation I can muster. I tried to really be open, because so often game cancellations offer very little real information.
Since this was a 3 year journey, it’s a long tale, so get comfortable!
The concepts for UC grew from a small idea we had because I really enjoyed watching people livestream our (then) newly released game Legend of Dungeon. It grew into an exploration of mortality in games, and so much more. We loved and still love all the things that UC was supposed to become.
So, if we loved it, then why did it get cancelled?
If passion was all it took, I’m sure many other games would exist. Money, time, and luck seem to be big factors based on what we’ve seen and experienced. And the bigger your project, the more you need of each.
It was an incredibly ambitious project for the two of us. We knew failure was very possible, and I’m proud that we tried anyway.
Why did UC fail?
The oversimplified answer would be that the scope of the game was too ambitious and we underestimated the time and money needed. In reality, for any project, there are many things that can go wrong that influence these things.
As with anything, it’s.. ..complicated. But the big troubles for us were: Scope, pushing beyond our capabilities, jumping into a partnership for funding, and overwhelming stress.
The scope:
UC’s concept had many game elements highly intertwined and reliant on each other, so cutting features without changing the functionality and direction of UC was impossible. It was also difficult to explain fully to people, including our team.
Pushing beyond our capabilities:
We are just two self taught indie game devs. To make UC, we hired people, signed with a partner/incubator near the end, and then managed a large team, all for the first time.
In hindsight, these were things that we not only didn’t know how to do well, but also made the two of us very miserable.
Jumping into a partnership:
Instead of scaling the project back when we realized our money would run out long before release, we pushed ourselves harder and kept going, and eventually signed with a partner to help fund the last leg of UC’s journey.
Signing with a partner or publisher and bringing in a larger team are very normal things to do in the industry. However.. they were entirely new to the both of us. Learning (about setting and meeting Milestones, dealing with various issues, and managing a large team) on such a complex project turned out to be very bad for us and UC. No one really did anything markedly wrong, but nothing seemed to go the way it was supposed to. Which in part led to the next point..
The overwhelming stress:
New to running a team stress. New to having partners stress. Crowdfunding stress. Partners pulling out mid failing crowdfunding stress. Having to tell a team “sorry and goodbye” stress. So much stress.
We felt like we had something that could change the gaming world forever, and we were so passionate about it. When things went belly up in the third year, the emotional hit was debilitating.
Bleh!
We really wanted to find a way to finish Upsilon Circuit anyhow, but the truth is, even if it wasn’t saddled with stress and emotional burden.. we’ve already put too much of our money into it. We can’t even support ourselves for long enough to complete a game this big right now.
Looking back on it all now, it’s hard not to feel like we were making a game that the world didn’t want. We knew that it was an out there idea, but that was why we felt that making UC was so important.
We knew publishers wanted something less experimental and risky.. But it was a bit surprising when the gaming community showed so little interest, since articles about UC had reached millions.
When we lost our partner and shut down our crowdfunding campaign, we made a Patreon, and reached out to the tens of thousands of people on our newsletter. We didn’t get enough pledges to cover the cost of our shared office space, let alone paying even one person.
While there were people who were very generous and amazing, it felt pretty terrible to see something people had seemed so excited about struggling so much to get support when it was truly needed.
When we finally shut everything down, we both thought we might never enjoy making games again. We felt like garbage. We drowned in that for a long time.
You can learn a lot from failure, and we certainly did.
Things we learned from our failure (your own mileage may vary):
Take the project’s timeframe, and triple it. Then triple it again.
A unique idea can add an “I need to get this out before someone else does it” feeling. Let. That. Go. No good choices were made from that feeling.
Don’t bring on full time artists or audio people until the project is really ready for them, use placeholder art and sounds, when you can. Things change, and we redid a lot of our art.
Make sure all contracts clearly state what happens if things get cancelled, or situations drastically change.
Hiring more than one or two people means managing them part time, or full time. We now know that we hate managing people, and are terrible at it.
No matter how smart and awesome your team is, if you can’t get someone 100% behind your idea, your project will suffer.
Having a partner or publisher is a lot like having a boss while also being a boss. Some people like it, but we will likely stay indie or die trying.
Don’t sacrifice your own well being or happiness for a dream. Yes, we’ve sacrificed a lot in the past, we lived in a tree house in the woods so we could keep making games before. But there is a limit, and we found it with Upsilon Circuit, and we stubbornly ignored it and payed the price mentally.
Kittens make things a lot better.
If we had it all to do over again it would have been a very different game, but maybe we could have finished it, or at least avoided some of the worst moments.
So what now?
It’s been a year, and after many conversations, we have found no solutions for bringing back UC. ..But we have healed a little, so we are taking the ideas, story and world, and building them into our future games
We started working on a new game called Super Tony Land this year, and it will be part of UC’s legacy in its own way.
Super Tony Land is a physics platforming adventure game that has many worlds, a story, and easy access to user created levels and entire game worlds. Imagine if Cave story, Mario Maker, and Besiege had a dynamically lit baby.
In Upsilon Circuit the story was something we wanted the players to unfold and influence.. To give creation to the audience, experience it ourselves, and encourage Streamer/audience connectivity. To give real power to the players.
For Super Tony Land we’ve designed an extensive level editor, with visual programming blocks and NPC/Story tools. Anyone can build worlds or challenges in the free editor that we will be releasing alongside the game. We hope that communities and content creators will build and share their own universes, and we are looking forward to playing them!
Here’s the teaser trailer we just released!
youtube
If you’ve been with us for the long haul, you might notice that this is actually a sequel to Tiny Plumbers!
This new game won’t be a lot of things that UC was, but it will be the game that the two of us made that helped us remember how important making games is to us.
It will be available on Steam this spring!
That’s about it for news!
Both of us are thankful to our team during UC’s development, and to our community and friends that have been there encouraging and supporting us throughout this journey.
We will keep doing our best to make the games we want to see exist, for as long as we are able to make games.
Here are a few links you might want:
If you want to stay up to date on all things RLK, jump on Twitter!
If you want to chat with us or catch streams we have Discord
If you want to support development we have our RLK Patreon here
Thanks for your continued support and understanding!
Your co-pilot,
Kitty
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Upsilon Circuit Update: Alpha tester Crowdfund
Ahoy everyone! Kitty your Co-Pilot once again.
It’s been FOREVER! We’ve been burring our heads in work, and admittedly forgot much of the outside world, including this blog... but! It’s finally time!
We’ve just hit that scary big “launch” button on the Upsilon Circuit crowdfunding campaign!!
It’s focus is grabbing tons of testers for the future, so after you check out the page, share it with people! it’s really a “crowdcrowding” campaign, but that’s too weird of a word ;_;
This means we can’t ignore the world anymore, at least for a little while!
I’ll be trying to livestream at least weekly again, not sure what yet, but something! And of course, with the campaign going, I’ll be aware that there is an outside world, so I’ll be on twitter more, and Discord!
Oh! speaking of Discord, we have two of those!
Jump into the UpsilonCircuit Community
Or the RLK community (or both!)
Happy campaign launch day, and thank you for being here!
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Execution Labs is partnering with us on Upsilon Circuit!
We’ve been quiet, I know, but the reason for that is that we’ve been busy working on things that we just.. well, weren’t ready to tell people yet!
We’ve been given an incredible opportunity to make Upsilon Circuit the game we dreamed it could be, and the super nice people at Execution Labs are a big part of it! Their team of super nifty people are going to be joining us in the crazy adventure that is making Upsilon Circuit a reality!
Here’s the official news:
http://www.executionlabs.com/funding/execution-labs-partners-robot-loves-kitty-upsilon-circuit/
Also, here, have a new screenshot from Upsilon Circuit!
Thanks for reading! See you all at PAX East! We’re in the same place as last year, booth 7240 with LoD on the Vive!
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Indie Dev Supershow!
Ahoy everyone!
We’re going to be FULL TILT Supershow-ing starting tomorrow!
At 10am Eastern time we’ll be streaming some LoD:M to entertain everyone while people pile in, then promptly at 11 awesome Twitch Streamer Elegy of Games will be jumping in and streaming the first few games!
the full line up is here:
http://robotloveskitty.com/supershow/
After the Supershow ends, we’ll go back to our regular streaming, and for those of you who missed the news, Sundays at 6 we hang out with a guest game dev, and do the “DEVSOLUTELY!” podcast/show!
Upsilon Circuit progress had been happening behind the scenes quite a bit! Sorry for being so quiet about it, but sometimes secrets are important!
Hope to see everyone peek in during the Supershow!
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Next Supershow is Feb 26th 2016!
This time the Supershow is from the 26th to the 28th, with sleep breaks .
We’ll be announcing the line up a few weeks later, so keep an eye out on the Robot Loves Kitty Twitter for news!
Help us spread the word, tell your friends, or invite them through facebook!
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LoD & Masters Update! + Fan Art event!
Ahoy! It’s your co-pilot Kitty once again! I have 2 news like things for everyone!
Thing 1- Update to all things Legend-y and Master-y of Dungeon!
The first week of Legend of Dungeon: Masters has been great! Rub your eyeballs on these cool numbers:
Over 250 people have Joined the LoD open beta to stream it,
697,471 items have been sent into the dungeon,
148,563 items are being hoarded,
5 players returned with the treasure, (wow!)
40+ successful character unlocks have happened.
And we’ve gotten tons and TONS of feedback from everyone! Thank you to everyone who been a part of this so far!
If you have LoD and want to try streaming it to LoD:M here’s how: Handy post
Here is what’s new as of RIGHT NOW:
LOD:Masters patch Reworked Layout (still needs more work) Added a Subscribe and Follow button Added 10cents for coins option Added Vote Counter so you can see how many votes are incoming Fixed Good Skeleton Army from Votes Fixed going back into the tavern causing LoDM to disconnect Fixed Tabbing to next text box Ultra Wraiths no longer drop chests Stars and XP gets now have a heart icon instead to avoid confusion LOD patch Fixed Horrible Audio bug on 26th floor Fixed Snake Sticks not dropping. Added Low HP warning sounds Nerfed Level up potions (after 8 their effects diminish)
Thing 2- We want your art!
We’re going to be adding Trading Cards to Legend of Dungeon: Masters! When LoD came out we did a call out for fan art, and it was amazing (check them out)! So we want to do that again!
Your art needs to be 1920x1080px to be a card or background, and emotes are 18x18 and 56 x 56 (we’d need both sizes)
I’ve also been working on Shirt designs, if anyone has neat LoD or RLK shirt/merch ideas, this is a great time to send that too!
Send your art to me! [email protected]
We’ll be accepting submissions till at least the new year If we use your art we’ll send you goodies! We’ll post fan art on the blog as well!
(By sending us fan art you are agreeing that the art is indeed yours, and that you are giving us the art to use for merchandise and steam art assets)
That’s it for now!
We’ve still got plenty of things to work on, make sure you follow us for news in one form or another!
Steam Group
Twitter
and of course, follow our dev streams on Twitch for sneak peeks!
Kitty over and out!
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Legend of Dungeon: Masters Launch-a-thon
It’s here! On Monday, Legend of Dungeon: Masters will go live on Steam in early access, so everyone can grab it for free and tell us how much they hate us! (which has already happened ;_;)
On Tuesday we’ll update Legend of Dungeon for everyone, giving them the ability to play with stream interaction. (Monday may explode all everything, hence the wait)
We’re also doing A LAUNCH-A-THON!
A pile of awesome streamers have pitched in some time, and someone will be streaming LoD:M all hours of the day for 40+ hours after LoD:M goes live! You might even snag a free copy of Legend of Dungeon! (Which is on sale by the way)
Here’s the full schedule, along with links!
(Streamers play as long as they want, but this is when they start)
7am PST Robot Loves Kitty (we’ll start things off!)
1pm roodleypoodleydoodley
4pm Average Giants
6pm The Red Vipre
6pm Drunk Kids Gaming
10pm iKasperr
Tues
1am HJTenchi
4am Drunk Kids Gaming
7am Robot Loves Kitty
12pm Archaellys
1pm Mosqill
1pm Snowschu
6pm The Red Vipre
6pm 80P Gaming
9pm Jacklifear
10pm King Foom
11pm illpoet13
1am: Robot Loves Kitty closing stream!
Help us spread the word, and keep these streamers company!
There are going to be bugs, and some features aren’t fully implemented yet, we’re working on improvements; but please, if you think this is a neat concept for a game, give it a try, and tell us what you think and hope to see from it!
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Announcement! Legend of Dungeon: Masters
Ahoy there valiant readers!
We'll be releasing Legend of Dungeon: Masters in November!!
As many of you know we've been working on the free to play Perma-Permadeath game/show "Upsilon Circuit" for a few years now, so this new game announcement might seem strange, but let me explain!
Legend of Dungeon: Masters uses the viewer interface we created for UC! LoDM isn't a "stand alone" game, instead it's a free download on Steam that connects to people streaming Legend of Dungeon, and lets you interact with their game as a “Master Viewer”!
Here's how it works:
TL;DR: this video
Someone running Legend of Dungeon authenticates and enables “Twitch mode”,and then broadcasts to Twitch. That streamer's username will then show up on a list inside the Masters game menu.
Inside LoD:M, simply pick a stream to watch and it loads up the stream along with your interface. Now you can pull things from your inventory and send them into the LoD game!
You get things to send in from Chests that monsters in the LoD game drop. you also get XP to level up, and stars you can use in the shop to buy things!
♦♢♦♢Interesting Features♢♦♢♦
Plot and discuss all you want since it doesn't use chat as an interface
Symbiotic reward system. Chests can be good for everybody!
Persistent inventory, items in your inventory are useable in any livestream.
Free to play, with only slightly evil monetization (to help fund Upsilon Circuit!)
A new kind of asymmetric multiplayer experience when you live stream LoD. ( play online with your friends, in a unusual way!)
Short messages can be attached to "gifts" sent in.
♦♢♦♢ Why this, and why now?♢♦♢♦
This is partially to test out a lot of the ideas behind Upsilon Circuit, and to help fund the UC project, but it also just seemed like a really fun thing to be able to do!
It brings the idea full circle too, in a sense. Us spending many days watching streams of Legend of Dungeon was part of the inspiration for Upsilon Circuit in the first place!
I'm personally very excited, because I think this way I might actually be able to beat Legend of Dungeon! (or at least I can blame other people for my failures)
Follow us on Twitch to help test it before launch!
Until next time!
-Kitty
P.S. Have some screenshots!
#legend of dungeon#robot loves kitty#LoDM#RLK#twitch#livestream#upsilon circuit#game dev blog#video games
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Legend Jam Circuit of GameKid Upsilon Dungeon
Greetings Mechanoids and Felines, stuff is happening, this is what it is:
GameKid
ZOMG Kickstarter is almost OVER. With a little more than a day left, it’s been a super success, we’re at nearly twice our goal! Juju has been working like crazy making cool upgrades to the PCB and has started in on upgrades to the case. We should have some cool news about an updated prototype soon.
The Raspberry Jam happened! We’ve got 5 (+1 late entry) over here on the jam site: https://itch.io/jam/raspberry-jam/entries
There are some great games over there that are perfect for the GameKid :D We are a little biased and really like our Legend of GameKid which also happens to have a windows build, so you should check it out.
Legend of Dungeon and Upsilon Circuit
Making videogames is expensive. And we’ve been dumping every last one of our Dungeon coins into Upsilon Circuit. Sadly, that Legend of Dungeon treasure isn’t going to last forever, so we’ve been brainstorming some new ways to fund UC.
This means awesomeness for you! Legend of Dungeon is getting a new Update!
We are Integrating Upsilon Circuit tech into Legend of Dungeon... We’re building a (free) LoD spectator client that will let you select from all current Legend of Dungeon livestreams and allow the audience to interact with the game!
Spectators will get special drops from monsters to gain Gold and XP for interacting with the stream. You’ll be able to send in messages, attached to monsters, or items from all of Legend of Dungeon’s huge list of stuff.
We’ll have more info about that as we continue development, but we’re pretty excited about it, so we wanted to share.
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Getting ready for some Raspberry Jam
The GameKid Kickstarter is going Great! And the Raspberry Jam is next week, so I thought I’d put together a little tutorial on how to setup a game made in Pygame for use in RetroPie, and give some more details about how the GameKid is setup. If you want to get started working in Pygame, check out all the great tutorials over here: http://www.pygame.org/wiki/tutorials
After you initialize Pygame, you’ll want to set the screen size. The GameKid has a resolution of 320x240 (thats good enough for retro boys and girls). You can set it to higher than that at the same aspect ratio, but it’s going to squish your pixels on the GameKid screen.
size = (320, 240) screen = pygame.display.set_mode(size)
You’ll also want to hide your mouse:
pygame.mouse.set_visible(False)
It’s also pretty important to make sure you can exit the game, either through the Menu or our Option+Z key which sends the Escape key:
if( pygame.key.get_pressed()[pygame.K_ESCAPE] != 0 ): done = True
The GameKid buttons act as keyboard keys, so you’ll want to have Pygame get input from these:
Pygame will come pre-installed on a GameKid, but if you have a Raspberry Pi sitting around you want to run the game on, you’ll need to get Pygame. (Python is already installed on Raspbian / RetroPie) Exit out of emulation station, back to the prompt and:
sudo apt-get install python-pygame
Once you’re done with your game and ready to test it on the Pi, you’ll want to put it all in a folder and copy it to the Pi under:
/home/pi/RetroPie/roms/ports/YourGameNameDir
Then go back to the ports menu and we’ll make a shell script to launch the game:
sudo nano YourGameName.sh
This opens nano so you can write a shell script to launch it. Add the following to the file:
#!/bin/bash cd "$(dirname "$0")" sudo python YourGameNameDir/YourMainScript.py
Press Ctrl+O to save the file, then Ctrl-X to exit. Then you need to make that shell script executable.
sudo chmod +x YourGameName.sh
And you should be all set! restart Emulation Station with:
emulationstation
It should now be listed under Ports :) Hope this helps someone out, with the GameKid or whatever.
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GAMEKID
We are seriously days away from launching a Kickstarter. Things have been crazy getting it ready to go. I work on Upsilon Circuit all morning... GameKid at night (like batman)
Are you hyped yet? Did you know that the GameKid is getting its own NES rom soundtrack by the Legendary Alex Mauer? How about a little 3D Printed GameKid figure by Upsilon Circuit artist CobraMode!
Holy Stuff thats ADOREABLE! GUESS WHAT ELSE?!?! That GameKid is going to be an actual part of Upsilon Circuit!!!! :O
Well... we’re hyped... I’m so hyped I could EAT a GameKid!
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Supershow time!
the Indie Dev Supershow is live today! We’ll be streaming for 15 hours
http://www.twitch.tv/robotloveskitty
come by and cheer us on!
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Supershow! Upsilon Circuit! Gamekid! OH MY (no bears, sorry)
Ahoy everyone! This is your co-pilot Kitty speaking!
We’re really not good at updating things regularly, so I appreciate you being here, reading these words!
SUPERSHOW
SO! First things first, I’m putting together another Indie Dev Supershow!
It’s going to be on Aug. 8th, starting around 10 or 11am EST, and going for about 15 hours! We’ll livestream somewhere between 20 and 30 games, all accompanied by their developers!
If you are a dev, you can enter to be in it till the 22nd with this form
If you want to watch, the show will happen on our Twitch channel so please follow us to get alerted when we go live!
I’ll also be streaming as I play test many of the entries (there are more entries than show time, so I must JUDGEMENTS at them) so you can discover even more games!
I’m crazy excited to do this, I discovered after the first one that I truly love meeting new developers and being able to connect them with/show their creations to passionate gamers! It makes sense that I love it: I like helping people, I get to play cool videogames (YAY!), and I make new friends too!
UPSILON CIRCUIT
We haven’t talked much about UC in a long while, and it’s because we’re getting really close to something but it’s not quite there, and we’ve been so caught up in the work that we just haven’t taken the time to really sit back and think about what to even TELL people!
Here’s the update for right now:
Big things are in the works for Robot Loves Kitty, it’s a little scary, a little exciting, and hopefully the result will be more than just a little amazing. If all goes well you should hear about it in a few months, but I actually can’t tell you what it is yet. :| sorry
Progress is going well though, so keep your eyes peeled (eww?) or sign up to the newsletter here: http://upsiloncircuit.com/
GAMEKID
Now, you’re probably thinking that we’ve been working on too many projects at this point, but it’s not ACTUALLY too many, it’s just enough!
The Gamekid is also moving along really well! it’s mostly Juju working on it, so that Robot can focus mainly on Upsilon Circuit.
We’ve been waiting on getting some price quotes to finalize a few things; then we just need to get a Kickstarter campaign all set up, with some shiny video!
...It won’t be me in a giant cardboard box singing and waving my arms :( (the song also won’t be: Gamekid, gamekid~ Play with me I’m so happy! Gamekid, gamekid~ I love you and my thumbs love you too~) Robot said no ~_~
If you want one of those things that Robot is eating in the picture above, head over to the Gamekid site to learn more; and to get a heads up when we launch the Kickstarter!
OH MY!
That’s pretty much all the game news from us at this point! Other things that have been happening are:
We pitched in and helped start a Dev Co-Working space in NH, called Game Assembly that we now work out of many days a week!
One of our cats (Star, she’s 18) has a spot on her chin that won’t heal.
We have to clean and are out of food,
And we are in desperate need of another power strip
Hope you all are well, this is Kitty...signing out!
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GameKid Progress!
Almost there! our fully printed final GameKid Prototype is ready!
INSIDES
Putting it together!
:O
But the best part is, this version...
GLOWS IN THE DARK!!!!! Unfortunately, we are having trouble with the button input from the Pi’s GPIO pins... but thats just a matter of testing and rewiring a few things. We should have a video of a working GameKid within the next week!
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GameKid GK11.1 final prototype?
As I type this we’ve begun printing the GameKid prototype in GLOW IN THE DARK plastic!!! Why? cause we think this is the one O_O Yesterday we tested stopping the printer and inserting nuts for our screws and resuming printing!
Holy stuff batman, it works!
Which means, we’ll probably have a finished version to show off in a day or so! ALL ABOARD THE GAMEKID HYPE TRAIN! CHOO CHOO!
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3DPCB
So, we’re making this GameKid thing!
Pretty cool... huh? Eventually we’re going to manufacture nifty Printed Circuit Boards for the buttons to press against (and other electronics parts to attach too)
For our first prototype attempt we cut up a usb controller to make the buttons work...
that didn't turn out so great. We don’t have stuff like a drill press, so putting holes in the right spot to make them fit in our case was... less than ideal. We needed something precise so the buttons lined up perfectly. Oh wait! we have a 3D printer!
Kazaam! It’s a printed board with holes in the right place, and tracks to lay down these copper strips we have left over from building our own solar panels in our treehouse (long story).
But... you can’t solder to the strips or you’ll melt the plastic ;_; No problem, bend the plastic on, solder a wire separately, then superglue it!
It’s so pretty! and ready to be wired into our GameKid! the contacts fit perfectly under our buttons! So, not sure who might use this idea in the future, or for what, but if you don’t have any other way to build a PCB, this just might do the trick for you :D We’ll be making lots more GameKid posts now! Prototype is almost ready!
Over and out, Robot i[o o]i
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GameKid
Greetings!
My name is JuJu-Fish, I am the younger brother of Robot from Robot Loves Kitty! I am super excited to have the privilege to work on, and to announce Robot Loves Kitty's new hardware project, (Dramatic pause.)
The GameKid.
Last Christmas I unboxed my childhood. My brother had emptied a Gameboy, leaving only the outside shell. Inside the gray and clear case, was a Raspberry pi, running every game we had as kids and even modern games like Cave Story!
Instantly recognizing that everyone needed to have these, we have been hard at work to bring something more than lint to your pant holes! Something that can only be described as a pocket full of nostalgia.
We're currently making the prototype using a 3D printer however, the end goal is clear. Manufacture the GameKid, and get them into your hands.
We'll keep you updated on progress as we move forward! Thanks for taking the time, and please stay tuned!
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