My name is Jarl Larsson, I live in Sweden and I'm currently studying for a Master of Science in Game and Software Engineering. I am passionate about 3d programming, data visualization, game design, art and project management. I like to work with code and art interchangeably and I'm intrigued by the psychological side of game- and interface design.

Comment History  (0 - 30 of 34)
Bytegrove
Bytegrove Jun 5 2013, 12:22pm replied:

Glad you like it! :) At the moment only DirectX 11 is supported.

+1 vote   game: Amalgamation
Bytegrove
Bytegrove Jun 5 2013, 12:19pm replied:

Make sure no power saving features are disabling DirectX 11. Some Acer laptops does this for example.

+1 vote   download: Amalgamation
Bytegrove
Bytegrove Mar 8 2013, 3:31pm says:

Looks really interesting, tracking! Harmonic colour schemes, reminds me a little of cave story.

+1 vote   media: Dev Video #3
Bytegrove
Bytegrove Mar 8 2013, 1:56pm says:

The music and environment remind me a little of Deus Ex. Nice work!

+2 votes   media: Player Animation Testing
Bytegrove
Bytegrove Feb 21 2013, 12:18pm replied:

Maybe they could use it as a pre-battle loop that then blends into a more hectic version based on the amount of action or the distance to the enemy? :D

+3 votes   media: Main Theme (teaser)
Bytegrove
Bytegrove Feb 15 2013, 4:50pm says:

Awesome

+2 votes   media: Bob's Fuel Station In-Game
Bytegrove
Bytegrove Feb 15 2013, 1:51pm says:

Looks great guys! Neat with an in-game browser. :)

+2 votes   media: Space combat, Quests, Loot
Bytegrove
Bytegrove Feb 8 2013, 5:55pm replied:

Well, it is an effective unit of measurement. 2.5 kiloelfs

+2 votes   media: Stress test of instanced rendering
Bytegrove
Bytegrove Oct 16 2012, 11:38am says:

Really like the atmosphere in those screenshots. I'm a big fan of TLOZ: Windwaker, so this sounds really interesting.
When I saw the first screenshot of the separate layers, I thought that it would be awesome if you could travel between layers as well. And then I read that this was your plan all along! :D This has the potential of becoming something quite unique! *Tracking*

+1 vote   article: Seafarer - Devlog: 10/15/12
Bytegrove
Bytegrove Feb 9 2012, 7:18am says:

Ecosystem simulators tend to be quite interesting, and what a lovely art style! Tracking!

+2 votes   game: I'm Gonna Be God of The Forest
Bytegrove
Bytegrove Feb 8 2012, 6:17pm says:

A cellular automata-based shooter? :D Tracking!

+5 votes   game: Cell: emergence
Bytegrove
Bytegrove Dec 31 2011, 5:15pm says:

Nice work! :D

+3 votes   download: NES port v0.0.2 - The Return of Dr. McSlime
Bytegrove
Bytegrove Dec 17 2011, 9:09am says:

Sweet, I'm getting all nostalgic! :P

+1 vote   article: Turbo Run Development Review December
Bytegrove
Bytegrove Dec 5 2011, 7:59am says:

Hehe, nice moustache. He looks a little more villainous now than before. :P Awesome!

+4 votes   media: Big almost finished
Bytegrove
Bytegrove Nov 7 2011, 5:52am says:

Steam integration, nice!

+5 votes   article: New Overgrowth a156 video devlog
Bytegrove
Bytegrove Nov 6 2011, 7:19am says:

Looking really good! It reminds me a little of the game Ignition.

+2 votes   media: Pre-Alpha Engine Demonstration
Bytegrove
Bytegrove Oct 12 2011, 7:19am says:

Nice, reminds me a little of Laputa. :)

+1 vote   article: Screens of progress and the news!
Bytegrove
Bytegrove Aug 8 2011, 12:40pm says:

Amazing indeed! ^^

+2 votes   media: A man of his inches
Bytegrove
Bytegrove Aug 1 2011, 7:54pm says:

I wonder what the gameboy-ish device does?

+1 vote   media: Storyboard
Bytegrove
Bytegrove Jul 22 2011, 3:17pm replied:

@meazum:
You posted on the main project page. ;)
We are not from the Celestial Impact team, but I remember trying the game once. It was pretty cool, but the spherical maps made me a little dizzy. :P (Säger hej tillbaka ändå, hej!)

+1 vote   article: The level editor
Bytegrove
Bytegrove Jul 22 2011, 10:34am replied:

@ImABot:
lol, thanks :)

+1 vote   article: The level editor
Bytegrove
Bytegrove Jul 21 2011, 7:31am replied:

@Captain-Arse:
We have done a few optimizations already, so it runs smoothly on an average pc(no uber-rig required).

+1 vote   article: The level editor
Bytegrove
Bytegrove Jul 21 2011, 7:21am replied:

@unrealer2:
We built our own library.

+1 vote   article: The level editor
Bytegrove
Bytegrove May 6 2011, 9:31am says:

Are you using splines or something similar to control the height and curvature of the track in the engine?

+1 vote   media: First Corner
Bytegrove
Bytegrove May 6 2011, 9:29am says:

I love the low poly art style you're aiming for!

+1 vote   game: Turbo Run
Bytegrove
Bytegrove Apr 5 2011, 10:22am says:

Awesome indeed! *watching*

+1 vote   article: Collaboration Project Teased and Revealed! Stealth Map in Overgrowth!
Bytegrove
Bytegrove Mar 26 2011, 9:48am replied:

@raymix:
We are using an algorithm called marching cubes to generate the clay.

+2 votes   article: Io - first showcase
Bytegrove
Bytegrove Mar 22 2011, 12:00pm says:

I remember seeing this somewhere a while ago, great to see that you're still working on it! :D

+2 votes   article: Sanctum Beta & Feature Videos
Bytegrove
Bytegrove Feb 5 2011, 1:37pm replied:

@Trempler:
Yes, I'm going to release it for free. ^^

+1 vote   article: SoulHunter Teaser Trailer
Bytegrove
Bytegrove Feb 4 2011, 10:16am replied:

@thunderising:
It's just me working on this project(that's why it's taking so long).
But I'm working on a Unity project with some friends as well. ^^

+1 vote   game: SoulHunter
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