Author Archives: Olofson

About Olofson

Founder of Olofson Arcade.

Kobo Redux – Full Steam ahead!

Steam Early Access As you may know, Kobo Redux was Greenlit last month, and the plan is to make it available on Steam Early Access as soon as possible. However, for legal reasons, the current version of the game code … Continue reading

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Everything changes. Kobo remains.

What happened? Although things haven’t quite turned out the way I would have liked, quite a few things have happened around here. However, apart from the usual random noise over at Twitter, I’ve maintained a rather low profile, as I … Continue reading

Posted in Development, Infilterion, Kobo II, Kobo Redux, News | 3 Comments

Random Olofson Arcade update

Although it’s been very quiet from around here lately, I’ve been back up to speed for a while. So far, I’ve mostly been cleaning up, refactoring and dealing with some more or less critical engine issues in EEL and Audiality … Continue reading

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Operator Precedence Considered Harmful

OperatorPrecedenceConsideredHarmful at Cunningham & Cunningham, Inc: Almost every ProgrammingLanguage supporting InfixNotation for expressions has extensive OperatorPrecedence levels. This outgrowth of the mathematical origins of programming languages has been the cause of countless bugs. The problem with operator precedence is that … Continue reading

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More on Infilterion and Kobo II

Why Infilterion? Kobo II is too different from Kobo Deluxe. As a physics based twin stick shooter, it’s almost in a different genre. Smart AI is hard to implement reliably in the free-form, physics based world of Kobo II. I … Continue reading

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The Saga of Kobo continues

I may have reached a breakthrough in the saga of Kobo (Kobo Deluxe, Kobo II), suddenly realizing where all those stray bits of inspiration belong. For various reasons, I’ve already decided to go back to the original plan for Kobo … Continue reading

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Audiality 2 – Now on GitHub!

As of a few weeks back, Audiality 2, the sound engine of Kobo II, is hosted on GitHub! This means anyone interested can now track the latest developments, and browse the tickets to get an idea of what’s coming down … Continue reading

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2012 postmortem and 2013 goals

Over at the indiegamer forums, we have this annual tradition of someone starting a thread where we report our activities and progress during the year that passed, and our plans for the coming year. This is an adaption of my … Continue reading

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Audiality 2 1.9.0 – Refactored, renamed, rearmed!

Audiality 2 is a realtime audio and music engine, primarily intended for video games. While it supports traditional sample playback as well as additive, subtractive and granular synthesis, the distinctive feature is subsample accurate realtime scripting. Audiality 2 (previously released … Continue reading

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ChipSound becomes Audiality 2

Now official: The Kobo II sound engine, ChipSound, becomes Audiality 2. This placeholder front page replaces the old Audiality site until the proper site is ready. There will be downloads, documentation, sounds, music and scripting examples. The engine remains Free/Open … Continue reading

Posted in Development, Kobo II, News | 3 Comments