![]() It’s not like Hotline Miami’s upcoming editor. Making a map requires some technical/artistic skill. You can use these limitations to your advantage sometimes too, or bend the rules a little. You need to give the player enough room to pick up and shoot objects, but if you make the playing field too big, the player becomes disoriented and will be shot by enemies off screen. It brings with it some level design complications. The gravity gun was fun to use, and guns would be too overpowered. It wasn’t supposed to be a complete makeover of Half-Life 2 in 2D, there’d be no point in that. I made a lot of mistakes in the process, and learned a lot. Not only did it allow me more control over the way the game feels, but it was a good learning experience too. ![]() Going with a pure C++ engine without any restrictions was a good idea. There’s a lot of plug-and-play engines out there, but I needed more control. It’s a purely C++ engine, one that draws bitmap and has a Box2D wrapper. It’s not my own engine, it’s an engine that was made by the teachers of my school, although quite a few modifications have been made by me. Don’t be afraid to scrap a day’s worth of work if it just doesn’t feel nice. There’s really no secret, you just have to do it by intuition and experiment. You will definitely “feel” the Hotline Miami in there. You must however analyze the game on all its properties, not just the visuals. I’ve heard a lot of people criticize the game for being too little of Hotline Miami. You alter peoples favourite games, but they might not like it. I chose the latter, because I wanted to do something new, and it had to be physics-driven. I came up with the idea of mixing Half-Life 2 and Hotline Miami in my sleep, and I had to choose between redoing Super Hotline from the ground up or making Half-Line Miami. There was a big upcoming assignment for school. It was my first big project and the code was a big mess. You might have played a Super Hotline, but that is not my Super Hotline! Someone else ( came up with the idea completely independently. Then I saw Hotline Miami in my steam list, and it was obvious. First I started working on a sidescroller called “Somewhat Hot”, but it didn’t work out so well. I wanted to make a 2D version of it, as a way to learn C++. ![]() I was intrigued by the idea of SuperHot, that one game where time moves only as you move. I went there with the intention of becoming an artist, but I fell in love with programming instead. I started programming about a year ago when I started my school career at Digital Arts and Entertainment, a game development school located in Kortrijk, Belgium. My programming experience doesn’t go back quite as far. I’ve been involved with some projects, mostly as an artist, but none of them ever released. I was never much of a gamer, but I did like making things in 3D, and I always thought about how to represent the world in 3d. Sketchup was my gateway 3D software, I got into Blender shortly after, a 3D package I’m still very much in love with. I suppose I started with 3D just before highschool, I was maybe 12 years old (20 as I write this). My history with gamedev goes back a long way. We’ve talked with Thomas about his new game and the way he built it. His most recent release, Half-Line Miami, is a game mashup between Half-Life 2 and Hotline Miami. ![]() Apart from being a productive creator of various tools and a lover of high-quality 3d environments, he also builds free games. Thomas Kole is a game developer from Belgium, who has worked on an impressive number of various projects. ![]()
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