Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Game Development Omni-thread [Unity, XNA, UDK, etc]
Posts
I had to chop Zack's rocking theme down a bit for brevity so any jarring transitions you might hear are my fault. Now that core development is complete I'm going to start promoting the game, so if you like the look of this I'd really appreciate it if you'd consider 'like' and/or share this video. At what point is it appropriate to make a thread for the game (presumably close to release)?
http://www.twitch.tv/notch
Just ignore the chat, wherein they bitch at each other about what language is of the gods.
http://blogs.msdn.com/b/windowsappdev/archive/2012/03/15/combining-xaml-and-directx.aspx
Of course XNA + XAML would have been better but.... ah well. *sigh*
this will do.
This will be the last game I ever buy.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
There is absolutely no way I am going to make Windhaven work on PS 2.0. PS 3.0 is limiting enough.
I'm trying to learn C# and XNA at the same time. I've started to get the basics for 2D games down, but before I go hog wild into the nuts and bolts of designing a game engine from the ground up, I want to make a prototype of my 2D game using a simpler package, so that I know what I'm shooting for when it comes to gameplay.
I've been thinking about using gamemaker to set up the basic gameplay and logic of the game, so I know it works before I put countless hours into programming the engine that does everything I want it to do bells and whistles wise. Does this sound like a good idea?
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
I bought a really simple C# book, so that I could refresh myself on the concepts of object oriented programming (haven't touched programming in 9 years besides some very basic after effects scripting).
I also bought two XNA books so I'd have a reference to flip through: XNA Game Studio 4.0 Programming and Learning XNA 4.0.
Once you get the basic concepts down and understand the basic building blocks, all you really have to do from there is be willing to search to find examples of anything you want to do. There's a wealth of information all over the internet as far as XNA programming, and if you're at least familiar with object oriented programming, brushing up on C# and the XNA framework give you a pretty good idea of where to take it. The main problem I'm having is really figuring out the best way to put together the pieces of my very simple game.
edit: it's £6 for the kindle edition in my native currency. I only have kindle access on my phone, but that is tempting.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Yeah, I'd prefer to have the physical book to read from, would be easier to flip between sections.
And yeeeeeeeahhhhh, Apple Jack 2 trailer!
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
A programming friend of mine and I are teaming up to make some games, hopefully. He's got the programming know-how, but is new to XNA. Anyway, I'll be covering the art, music, design...all the creative stuff (not that programming isn't a creative process, or...you know what I mean).
So I just watched the latest PATV where Zeboyd was showing off the new Penny Arcade game (looks great!), but I noticed there was some kind of program for laying tiles and making maps and whatnot. I'm using GraphicsGale to make my sprites which has been pretty handy, but when it comes to putting tiles together, I've no clue how to do that. I play with photoshop just to see how everything looks together, trying to make my grass and buildings not look terrible etc., but I have a feeling that's not how it works.
I'm not a programmer. It's beyond me. I've tried many times, and really thrown myself at it, but it's simply not compatible with my brain. Basically I'm just wondering if there's any way I can help with map/dungeon design in some kind of program or another, so I can help share the workload with my friend.
Thanks in advance!
Google+ | Facebook | Twitter | My Band | My Film Blog | Latest Post: Large Enough To Hold Everything – A Review of The Mill And The Cross (Lech Majewski, 2011)
There's one particular level ('Test chamber One', not in the trailer) where I specifically had CTDV in mind. Otherwise the saw blades, moving platforms and switches are a natural evolution of the first game. Stand your lawyers down;-)
2 Marcus 2 Ravens - This works well for me: http://www.tilemap.co.uk/mappy.php
Thanks! I'll check that out.
Does anybody have any idea how Zeboyd does it? Are those guys still active here? It just looked quite slick and I'm curious.
Google+ | Facebook | Twitter | My Band | My Film Blog | Latest Post: Large Enough To Hold Everything – A Review of The Mill And The Cross (Lech Majewski, 2011)
Hey sorry for the late response -- the program I was using in the PATV episode is indeed Mappy.
I hear that Tiled is probably a better program though (see Balrog's link).
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
And man, Apple Jack 2 looks like loads of fun. I hope that music is actually in the game. It works in such a weird way.
Google+ | Facebook | Twitter | My Band | My Film Blog | Latest Post: Large Enough To Hold Everything – A Review of The Mill And The Cross (Lech Majewski, 2011)
I'm gonna check out Tiled now, though.
Don't toss out your broken/unusable/worn out Nintendo (especially Gamecube/N64) controllers! Donate them to me!
'Fraid not, sorry. It's an obscure Ennio Morricone track from the 70's, not something original.
Not to worry though! darleysam (of this parish) and the rest of This Eden have produced some excellent acoustic tracks for the game.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Ah, that explains it. Well good call on Ennio. It really made the trailer more captivating. I'm sure the proper music will be awesome too!
Google+ | Facebook | Twitter | My Band | My Film Blog | Latest Post: Large Enough To Hold Everything – A Review of The Mill And The Cross (Lech Majewski, 2011)
brrrmmmmmmmmmmmmmm SKSHHHHHH STRWUB STRWUB STRWUB STRWUB
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
HOT!! What a hot beat! WHOOOOAH! YEEEEAH! YAHOOO!!
Google+ | Facebook | Twitter | My Band | My Film Blog | Latest Post: Large Enough To Hold Everything – A Review of The Mill And The Cross (Lech Majewski, 2011)
It's not dubstep
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Hopefully the voices are comprehensible (i.e. the telepathy effect isn't too strong), though there were some volume glitches in that video. Windhaven has approx 40,000 words of dialog, which is a short novel. It's a bit static at the moment but there are more animation frames in progress.
What's your view on voice acting Zeboyd? I know it kind of violates the retro aesthetic but you must have been tempted?
As far as voice acting, yeah, we've seriously considered it, and in fact researched it quite a bit. It's something we'll probably do eventually, for the right game. Whenever we end up doing it, we want to make sure it's as professional as possible, is the main thing. For now, using text works within the current games we're doing quite well. But we figure we'll probably get to a certain point with a certain game design that would work well with VA and hopefully by that time we'll have the resources to do VA the way we'd want.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
It certainly looks like a big production you're putting together. The dialogue seems good and I've heard worse voice acting in commercial releases in the past, but it still comes across as slightly stilted. I guess it's unavoidable unless you get professional actors involved, or else very talented amateurs.
The telepathy effect is perfectly understandable, but being ultra critical perhaps if you gave it a bit more bass it would sound more like it was inside the players head? El Shaddai did that effect really well.
Tom joked that the real objective of the story campaign was not to save Windhaven, but to cheer his character up. Nations fall, armies clash, thousands die but the important thing is that we eventually get Deajan to smile.
To be fair to my voice actors, they didn't get the script until half an hour before we started recording, and I chop up their lines into individual wavs to spool them without using too much memory or getting out of sync with the subtitles. I make a rough guess of the intervals in the dlg file like this;
<Background ImageFile="tutorial7" CueNext="700" />
<Line AudioFile="tutorial-035d" CueNext="1000"> <!-- dlg #36 -->
<Subtitle>It's not that... (sighs)</Subtitle>
<Subtitle StartTime="3000">I'll grant you, a flier would be more use to</Subtitle>
<Subtitle StartTime="5300" EndTime="7500">Taahay than a grounded spellworker.</Subtitle>
</Line>
<Line AudioFile="tutorial-038s" CueNext="500"> <!-- dlg #37 -->
<Subtitle EndTime="1800">Let me show you to fly again.</Subtitle>
</Line>
<Background ImageFile="tutorial8" CueNext="1000" />
...and I may have got some of them wrong. EndTime isn't essential but I like to hold the subtitles for a few hundred ms beyond the end of the sample for slower readers.
Thanks, I'll try some EQ in that direction.
P.S. Neat trailer