Posted by Data in Cortex Command - February 25th, 2009

A video from today by the Flashbang/Blurst crew whose office Data Realms HQ
sequesters itself into some days of the week. (Data appearance @ 2:15)

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38 Responses to “Hard at work, or hardly working?”

  1. Allen - # February 25th, 2009 at 10:00 pm

    this way no one gets to do that “first” thing. You are welcome.

  2. Panzerdraco - # February 25th, 2009 at 10:15 pm

    I like the way you described the spin up/down of the gatling gun. Bzzzzzt.

  3. Grif - # February 25th, 2009 at 10:45 pm

    So that’s why you got a fancy banner at tigjam; you work there.

    Nice to put names to faces on those guys over at Flashbang, though. Good crew.

  4. Foa - # February 25th, 2009 at 10:58 pm

    Nice, I saw the Jetpack Brontosaurus!

  5. Smithno13 - # February 25th, 2009 at 11:10 pm

    Cant wait for the spinup/down feature. Now we can finally make true charging weapons!

  6. Smithno13 - # February 25th, 2009 at 11:22 pm

    Yay double post!
    Headed over to to try out a few of my old favs, but the whole website seems glitchy and broken.

  7. Mooseral - # February 25th, 2009 at 11:54 pm

    Blurst makes totally awesome games. More genres could use a touch of their style of randomness. I didn’t know Data was particularly affiliated with them, interesting to know.

    Also, let’s see what_the swede_ is working on. I lolled.

  8. Kallemort - # February 26th, 2009 at 1:59 am

    So, winding up the Gatling gun eh?

    I would prefer if he would work on something more important, like Lua on actors & guns.
    Or even in skirmish.

  9. Akuryo - # February 26th, 2009 at 5:14 am

    From cyanide and happiness isn’t it?!

  10. Akuryo - # February 26th, 2009 at 5:21 am

    I mean, like in Cyandise and happiness when his boss comes and says.

    “Hey! Hard at workd, or hardly working?”
    “Actually, i’m looking for some porn… so the first one.”

  11. Anon - # February 26th, 2009 at 7:35 am

    I don’t think Cyanide & Happiness were the first to coin that phrase.

  12. Bolter - # February 26th, 2009 at 8:28 am

    @8: That is most likely lua for weapons, so it’s important.

  13. Warman - # February 26th, 2009 at 9:03 am

    Hardly working because the video isn’t working.

  14. Warman - # February 26th, 2009 at 9:09 am

    Alright it’s working now.
    I never heard what you were working on though.

  15. zalo - # February 26th, 2009 at 9:26 am

    I saw this video just last night on the Blush Twitter feed.
    I was going to confront you with evidence of your laziness, but I came too late, as you are now proudly showing it off.

  16. Godless - # February 26th, 2009 at 10:15 am

    Next build please. 🙂

  17. Blank - # February 26th, 2009 at 11:15 am

    How come indie developers don’t look like typical obsessive/weird gamers? Cool stuff. Your monitor is ridiculous, something only a true code monkey would enjoy.

  18. trolleydude - # February 26th, 2009 at 2:07 pm

    There’s a surprising lack of Cortex Command on the Cortex Command devlog.
    I can’t waaaaaaait for 23.

  19. Krumbs - # February 26th, 2009 at 2:35 pm

    Was hoping for a video of some up and coming game features.

    Mind you apparently you haven’t had any sprites from Prom, so it would be a pretty shit video. Your off the hook…

    This time! *shakes fist*

  20. Azukki - # February 26th, 2009 at 8:14 pm

    Spin-up charge sounds great.

    PLEASE make it work for FullAuto = 0 HDFirearms too.
    Basically ‘spinning up’ each shot.

    A spin-down sound and delay would be cool too. You know,
    That last bit.

  21. Bullion - # February 26th, 2009 at 8:22 pm

    As a small “+1” to the spin up “brrrrzzzzz!” it would be great if we had a improvised voice acting line from Data along the lines of “RUN COWARDS!”. Just for effect.

  22. coilgunner - # February 26th, 2009 at 8:36 pm

    “Looks like he’s creating errors…”


  23. J23 - # February 26th, 2009 at 8:47 pm

    #19 So basically the heavy’s minigun from TF2, correct?

  24. Ctrl - # February 26th, 2009 at 9:16 pm

    Let’s see what “The Swede” is workin’ on.

  25. Geti - # February 26th, 2009 at 9:29 pm

    heheh, good to see _something_ being done. your moniter is ludicrous 😀
    @Azukki: agreed. we need more NDOOooouu in our weapons.

  26. p3lb0x - # February 27th, 2009 at 1:30 pm

    Blurst looks pretty awesome

  27. Krumbs - # February 27th, 2009 at 2:20 pm

    Also this is now the 100th post on the Data Realms Devlog, and did it blow us away? No.

    For shame.

  28. Geti - # February 27th, 2009 at 4:21 pm

    you do realise there is nothing special about 100 posts right?
    also, this was worth it just to hear data say “brrrzzzzzt” and have a look at his inane moniter.

  29. Krumbs - # February 28th, 2009 at 4:05 pm

    Of course there’s something important about the 100th post.

  30. xtra awesome pwnager - # February 28th, 2009 at 11:10 pm

    Tippidy Trippity Dippitty man! Thats is radical and tanicallllnessss duuude. I want a job like that but i don’t have mad skills for it.

  31. Woose1 - # March 1st, 2009 at 11:40 am

    Then we need to make the 100th post in the 100th post special.

    Post like mad! 😛

  32. SGF - # March 1st, 2009 at 3:28 pm

    your more special then the 100th post is.

  33. Anonymous - # March 1st, 2009 at 8:02 pm

    What are they using to develop the game with the eel and stuff? Looks very interesting

  34. bun-baker - # March 1st, 2009 at 9:04 pm

    The zombie level was honestly the most fun in gaming I’ve had this past year.

    I request more time be put into interesting scenarios/campaign. And make them available to play with a friend.

    Gun spinup is not the best use of time imo. There’s already a huge assortment of weapons, and they are already fun to use.

  35. Mooseral - # March 1st, 2009 at 11:09 pm

    Personally, I think that every additional variable added into the weapons adds another degree of depth. This presents itself in increased detail in the vanilla content for the game, but also in increased possibilities for modders.

    Although scripted campaign missions are fun a finite number of times, adding engine features adds more to the game as a whole, and gives the community more to chew on, therefore increasing the overall lifetime and playability of the game.

    My two cents, at least.

    Also, until the “metagame” itself is completed, adding campaign levels may lack a purpose, as if the final missions are to be dynamically generated to any extent or determined by the player, many scripted missions created beforehand have functionally not contributed to the completion of the game (besides their value as prototypes).

    Is that three cents?

  36. Raintail99 - # March 3rd, 2009 at 4:13 pm

    All I payed attention to was the “brzzzzzzt” and then the “rakka dakka rakka dakka rakka dakka.” Seems like progress…kinda.

  37. raintail99 - # March 3rd, 2009 at 4:15 pm

    Yeah, the “Swede” part was good, too.

  38. Guilllaume - # March 10th, 2009 at 5:07 am

    Its those guys that own ?

    I tought they were dead.

    Or their site at least.