So excited for you. Hope you're rewarded with a butt load of sales. Game certainly deserves it.Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
We just added in something cool to our game Legend of Dungeon, a randomized dynamic/reactive music system... it takes all the music elements from our soundtrack (about 240 tracks of guitar, piano, strings, etc.) and randomly assigns them to the various monsters and level elements each play through. this also means that killing monsters affects the music.
Here is a clip of what we have so far
I'm really excited about the idea of having a randomly generated game where the music is also never the same twice.
I'd love to hear everyone's thoughts!
I have seen your game a few times and I think it looks fucking phenomenal. What engine are you using
Yeah, I really couldn't enjoy watching until the second time around after I knew the game didn't make their computer go up in flames, haha.
Why thank you for the compliment! We are working hard to make it the best possible, I'm seriously psyched about the music.
We are using Unity3D to make it. If you have any questions about anything in particular just ask, we are very open about the entire development process.
Awesome stuff man. I'll buy it on the Play store once you have it up!Chopper Mike has been submitted to the App Store!!
Thanks for all your feedback and LOLs, "NeoGAF Indies" has been added to the credits screen
Now to make assets for the Google Play store... it never ends!!
BTW, Giant Bomb name-dropped Cook, Serve, Delicious right at the beginning of their latest Unprofessional Fridays. Totally out of context, but congrats on making a title that resonated
@razu: gjhftm!
The first video review of Dungeon Hearts popped up recently, check it out here.
That dude's review was about as colorful as a Charlie Chaplin film. Holy shit he's dull. Game is looking wonderful though. The animations and models look amazing.
So your work is finite! Fine. Not sure about my one. xD... a million art assets away from completion! ...
@razu: Hint: gjhf(tm)
So your work is finite! Fine. Not sure about my one. xD
Have the surface generating stuff running on the DCPU-16, but it's a lil
unstable for now, since I have to deal with hard precision limits. I do all
the precision stuff myself, have too, there are no floats. Am basically
implementing all the math stuff within an 8.8 bit fixed-point precision
format, but I do let the fixed-point float at times to adjust the range for
some calculations (hand-coded floating point numbers!), to have more
precision for certain calculations, rotation for example is done in an 2.14
bit. You wouldn't believe but I had 3d stuff running with just 4.4 bit in the
earlier development stages of the engine, including rotation. That's to say
making 3d graphics with just the numbers from [0, 255], i.e one byte. At this
level one can see what it takes to call 3d graphics into existence. I'm
willing to write a book about it, explaining the onset of 3d graphics on any
computer and to progress from there on to many of the higher concepts. This
book will be different to any of the books you ever have read about 3d
graphics. Anyhow, this needs some financial support, since I can't cover the
cost on my own while writing the book. I'm also willing to adapt for some
special computers/platforms. So there can be a iPad or Android version.
Well, back to the surface stuff. 8.8 doesn't make it any easier, but it gives
you a little more air to breath. Now imagine those lucky guys on a 32bit 386
back in the days, who could use a 16.16 fixed-point format straight out of the
box. This was wonderland! xD Once I solved the precision issues I'm going to
make a small demo. The surface generator essentially allows me to build levels
for my game.
Are you using any plugins? If so, which ones?
I just put Another Castle up on Steam Greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=131748214
I have seen your game a few times and I think it looks fucking phenomenal. What engine are you using
Why thank you for the compliment! We are working hard to make it the best possible, I'm seriously psyched about the music.
Yeah it's odd supporting each controller button styles to match the logic inWell after last minute working out how to sign an Android app and successfully dropping support for my own phone, (before fixing that 'issue'), Chopper Mike is now "Ready To Publish" on Google Play!
Now then. PC and Mac. I need to add controller button images to the on-screen buttons, (they are all mouse-clickable, but I want controllers to work too). My first thought is to generate "Proceed", "Back", "Left", "Right", "Restart" generic button-looking images to overlay on the big buttons. Does this sound okay? The pain is that people could be using pretty much any controller, so it has to be generic.. Is there a nicer solution, or is that about all I can do?
Am just interested. But wait! At the end you will see that I've no idea whatI love these posts. It's clear your brain runs at a higher clock frequency than most.. ;D
Best of luck, I've loved the look of your games. I'm often torn as to how good Greenlight is for indie devs, but then I realize they HAVE greenlit 50 titles, no small number.
Also, congrats razu on submitting to the App Store!
@razu: Hint: gjhf(tm)
So your work is finite! Fine. Not sure about my one. xD
Have the surface generating stuff running on the DCPU-16, but it's a lil
unstable for now, since I have to deal with hard precision limits. I do all
the precision stuff myself, have too, there are no floats. Am basically
implementing all the math stuff within an 8.8 bit fixed-point precision
format, but I do let the fixed-point float at times to adjust the range for
some calculations (hand-coded floating point numbers!), to have more
precision for certain calculations, rotation for example is done in an 2.14
bit. You wouldn't believe but I had 3d stuff running with just 4.4 bit in the
earlier development stages of the engine, including rotation. That's to say
making 3d graphics with just the numbers from [0, 255], i.e one byte. At this
level one can see what it takes to call 3d graphics into existence. I'm
willing to write a book about it, explaining the onset of 3d graphics on any
computer and to progress from there on to many of the higher concepts. This
book will be different to any of the books you ever have read about 3d
graphics. Anyhow, this needs some financial support, since I can't cover the
cost on my own while writing the book. I'm also willing to adapt for some
special computers/platforms. So there can be a iPad or Android version.
Well, back to the surface stuff. 8.8 doesn't make it any easier, but it gives
you a little more air to breath. Now imagine those lucky guys on a 32bit 386
back in the days, who could use a 16.16 fixed-point format straight out of the
box. This was wonderland! xD Once I solved the precision issues I'm going to
make a small demo. The surface generator essentially allows me to build levels
for my game.
Any indie dev here also interested in tinkering around with the Oculus Rift?
Thanks! I personally think Greenlight is a terrible system, but I'm glad Valve seems to recognize this themselves. If they follow through with opening up Steam like they've talked about I'll be very happy. The only reason I added Another Castle to Greenlight is I figure the extra exposure will bring in at least $100 in Kickstarter backers.
Shit! That changes everything! lolHaha! Much more finite than I let on as that million was a bit of an exaggeration by a few hundred thousand... like around 999,950 exaggeration, lol.
Now that you said that I recognize a pattern! But I wouldn't recommend itBtw your posts make my brain asplode. Its clear what people mean by "coding to the metal" when I read about you manually drawing dots, then manually connecting those dots, then manually turing those lines into gons, then manually translating them, then manually...
Did you submit your game the traditional way to Valve first? Or did you go straight to greenlight?
I preordered an Oculus Rift a while back, so yes I plan to tinker with it. I think the 120 fps thing is a somewhat common misconception, however. As long as an engine can render simultaneous side-by-side stereoscopic 3D, distorted to match the Rift's optics, 60 fps rendering should be fine. It all shows up on the screen via HDMI at the same time. It's not like a shutter glasses system where each eye gets one picture at a time.And I
want to support the Oculus Rift, which requires my game to be running at
1280x800 in 120fps (60fps per eye) at least. And that's only the DevKit specs.
The consumer version might have a total resolution of 1920x1080 at 120fps.
[snip]
Any indie dev here also interested in tinkering around with the Oculus Rift?
You, too? Good.I preordered an Oculus Rift a while back, so yes I plan to tinker with it. I think the 120 fps thing is a somewhat common misconception, however. As long as an engine can render simultaneous side-by-side stereoscopic 3D, distorted to match the Rift's optics, 60 fps rendering should be fine. It all shows up on the screen via HDMI at the same time. It's not like a shutter glasses system where each eye gets one picture at a time.
I guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled.You, too? Good.
Btw; I was speaking about my game. Sure you can put stereoscopic 3d at 10fps
if you want. But it is generally agreed that 60fps per eye is the minimum
refresh rate in VR. This is way different from non-VR (standard 3d). That's
what Carmack was always talking about; that we need to amp the frame rate
while wearing a VR system, 120fps in total. Since being sub-120 will take you
out of the loop pretty quick.
Edit: What I want to say is that the perception of the frames are different
once you wear a VR system while each eye gets a different picture. Lower
frame rates are more noticeable within such a setup.
I just submitted straight to greenlight, as I was under the assumption that's the only way to get on Steam if you didn't already have a relationship with Valve. Anyone with better info, please get in touch if I was wrong about that!
I was under the assumption that there no longer was a 'submit straight to valve' option, something I've heard from devs who already have a game on Steam. I could be wrong though.
What's the link to your Kickstarter? Imagine I'm super lazy, and you'd be right.
I was under the assumption that there no longer was a 'submit straight to valve' option, something I've heard from devs who already have a game on Steam. I could be wrong though.
What's the link to your Kickstarter? Imagine I'm super lazy, and you'd be right.
I guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled.
However, in the end, you have a single screen that is being viewed by both eyes simultaneously. What does "60fps per eye" mean? Merely that since we have two eyes, the update rate needs to be 120fps, and if we had 3 eyes it would need to be 180fps? Why is this the case? The phrasing "60fps per eye" also confuses me since rendering to the Rift at 120fps means each eye will be viewing 120fps, right? (assuming its screen can refresh at that rate, I don't know what the devkit max is)
Feep seems to have skipped the fuss of Greenlight with his new game and that's not set to even be released for another year or so lol. Reading in between the lines its going straight to Steam.
Yep, that's what I meant. Two different pictures rendered from a slightI guess I'm still confused by what you are saying. Yes geometry would need rendered twice from two different perspectives, so you would presumably need the equivalent rendering power for 640x800 at 120fps to get 1280x800 at 60fps. And yes that's probably an oversimplification since there could be setup or screen effects that would be doubled. ...
Between the lines? From the Q&A:Feep seems to have skipped the fuss of Greenlight with his new game and that's not set to even be released for another year or so lol. Reading in between the lines its going straight to Steam.