Printed off the last of the mockups, so heres a pic! Minus the crappy ones that taught me never to print with calibration on every monitor, OS and printer in use.
All 3 main cases!
The one on the right is using a Wii Points card case
I've had a nice quote for DVD sleeves off some printers round my way, but all these were crafted by me just a scalpel and good paper. Hah. Actually I got 20 Epson Glossy A4 sheets for 1.99 in Sainsburys in Oldham. Should be 7.99 normally! Abuse the system before they realise! ... Y'know... if anyone wanted paper or anything.
Right now these are just for show 'cuz the game is a university project and all. But I might do proper job of it all with DVD sleeves. Originally I wanted something arty like a Digipack box but phht they're pricey.
I like it! It's quite "tubular bellsish" but I think that'll be easily forgotten in the context of the game. I also love the box art. The first (dark purple) is easily my favourite design. Good luck with the rest of your project.
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
21st May, 2007 at 15:40:35 -
It sounds Tubular Bells-LIKE. But it ISN'T Tubular Bells. It's just like the many rap/hip hop groups you have nowadays: sounds almost always the same, but isn't.
I always thought my sequence style was similar to his. In that I just pile on the layers. A-B-A-B+A-C. Even did the same with Sam! To be honest the track in style is more similar to Huelsbeck.
I don't know if it's Tubular Bells or not, but the main theme is definitely some classical piece of music. In fact it's almost note for note, except the original goes:
A, B, A, B, A, B, A, B
A, A, A, A, A, A, A, B
Where A and B signify the two parts of the high piano part (not notes).
In fact, here's an extract of a song I wrote in 2005 using the exact part. I was going to finish it, but I dismissed it because the main theme was clearly robbed from something.
It's a jolly simple pattern isn't it. Huelsbeck does it too (half the Turrican 1 (1989) soundtrack has a similar melody), so did Mike Oldfield, so did you. Just another 12 bar blues style progression that winds up everywhere?
Tis Garageband. Can't believe I didn't say . It exports an uncompressed file but you just process that into whatever. Audacity and OGG go hand in glove.
It's annoying for me, if I want to work on the game or play HL2 I have to boot into XP, if I want to make music or video I have to boot up OSX. It's ping ponging between the 2.
It's nice, but perhaps an explanation? There seems to be a mass of rushing water, but what's the white stuff weaving through the rocks at the top? Looks like the water but isn't acting like it.
I'm going to do that. But instead of leaving them lying around town I was going to sell some to a few local independent game shops. It's more about the ride into Glossop though.
This is all looking raaather lovely... i assume the graphics are inspired by Yoshi's Island? Is there any gameplay elements from that? Because that game is truely awesome.
Wow, I checked out the swimming engine and particle movie, and it really depresses me lol..
I suppose the best thing I can think of to relate it to would be if the opening band goes on and blows your own band out of the water. I've been there before, it's a crappy feeling. (We both play guitar- see, a common bond!)
I guess this kind of stuff just makes me realize how much I don't know about engines & effects & graphics & particles & stuff. Maybe for my next game I'll try to team with people who are competent in those areas.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I've made level editors with VB6 before, but I don't know how I'd go about it using MMF. Of course the level editors I've made are all programmer-only, and wouldn't be good for the average player to use because they would screw up the game itself. Dark Chamber and both Equin games used different level editors. The one for Equin Village let me make a giant world because I thought of a good idea for including a "north", "south", "east", and "west" filenames to each map sector. When the player got to the edge, it would know what file to open for the next map sector. This allowed me to go back at any time and add new islands or whatever. I know it's not rocket science, but I was happy
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Originally, once I made the main engine I was going to whip up one of them level editor style things. But in the end I sacrificed swift level design so I could get really dynamic designs. And incase anyones interested, heres a mega mini map as of last week-
whole thing is almost 20,000px long in the original photoshop file!
Yeah, I appreciate your map style as it looks pretty alien (a good thing). I'd love to show you the big PNG I put together for Hasslevania's map but it'd ruin all the secret areas and crap, and since you're somebody who is looking forward to the game it'd be a big disservice to you.
Now I'm using a calculator here with my map and although big it's nowhere near your map in pixel size:
Wide: 4160 (13 room size wide)
Height: 2200 (11 room size high), but this isn't including the final areas which are all at the top of the castle.
It's not a solid 143 rooms all the same size though, I'm just using the measurement "room size" to be 320 W x 200 H. It seems pretty big when you're in it though. I've also tried to make the different castle sections look varied and each has its own music to help players determine just where they are at the time (The "map" I give them the first time around doesn't really help much- they get a better one the second playthrough along with some other stuff.)
I don't think even my newer computer would be able to handle a map like the one you have there! When's Tormishire coming out anyway? And do you plan on selling it? Thanks!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Oh cool, 320x200. Please put a fullscreen option in there, would fill out my display nicely.
Release date? God knows. It's going to be big, this is only about 10% of the map so far. But because of the way it plays you could beat it with one ending and only see a tiny section of the world.
The biggest room at the moment is Tsol's Temple at 2000x2000. It's a biggun that one.
I think the maps going to get bigger. 40,000x25,000 is the final size. Obviously every pixel won't be filled though!
I've slipped in a fully operational co-op multiplayer now. Just curious, since I've already put it in, would anyone use it? It's really simple.
If player 2 presses any key then the CPU cuts out for Tsol and the player takes over. Leaving the system alone for a few seconds and it returns back to CPU. Skipping out needless menu jazz.
Hey, saw your stuff on deviantart. Maybe this has already been covered somewhere in these 7 pages but is there going to be joystick support? If I buy it I'd love to ship it to my tv and play it like that.
I'm really looking forward to Tormishire and I do hope you finish it, but for all the trailers, screenshots and self-pleasing intros I've seen of this game, I still don't know very much about it.
The trailer shows that you have the ability to run, jump, swim, and do other things that are almost a standard feature of any modern platform adventure game. I also saw a fight with a simple enemy and a conversation. The background graphics and music are excellent, as is the movement engine - swimming in particular looks fun. But until the I see the list of enemies, puzzles, goals (basically, things to do besides running from one end of a map to the other) starts growing, the trailers seem quite empty. So I hope that 20000*7000px world that made Photoshop eat all your RAM is full of interesting things to do - building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you.
Do try to take that as constructive criticism, as the opinion of an average gamer following the project.
building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you
Ow, I would've been halfway over the bridge if Nim said that to me lol.
Hey, is it joystick-only, or keyboard too? I wonder if making a joystick-only game would be a good idea or not, since most likely not everyone has one. (I do, but still).
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
"The trailer shows that you have the ability to run, jump, swim, and do other things that are almost a standard feature of any modern platform adventure game. I also saw a fight with a simple enemy and a conversation. The background graphics and music are excellent, as is the movement engine - swimming in particular looks fun. But until the I see the list of enemies, puzzles, goals (basically, things to do besides running from one end of a map to the other) starts growing, the trailers seem quite empty. So I hope that 20000*7000px world that made Photoshop eat all your RAM is full of interesting things to do - building huge levels and quoting their dimensions is nothing more than tile placing and empty boasting, to be honest with you.
Do try to take that as constructive criticism, as the opinion of an average gamer following the project. "
I'll take it that point of view is comparing this game to commercial releases and not other click games? For a click project it's very very good. For sale? Considering you can buy a game like jak and daxter in the bargain bin for $5, yeah, there's some work to go. But this is a project by one person, and considering what I've seen, it definitely compares to games from the snes/genesis era that were worked on by large development teams. . . and then sold for $60-$70.
juzza another one. I don't even have a place for this guy yet. just started drawing and coming up with ways to squeeze him into the game. might not even be in there. he likes elephants.
Whenever you post a trailer in quicktime on your blog, it always seems to crash my browser when I try to play it (in both IE and Firefox). Any chance of having a download URL?
I don't normally like to rely on external stuff for my site. thinking that in the future Youtube might die or something. But yea. I probably should embed it. And I can't wait to throw all this new MMF2 stuff from the CC onto my game
HOW DO YOU MAKE GRAPHICS LIKE THIS??? What tools are you using??? Where did you learn it? Just by your slef?? It's sooo goood i just want to be there! those pictures has better graphic then the reality man! I Want to play this game SO MUCH!!
You could probably make millions off this game as a console game. But I would have no idea how you'd go about that. Probably by selling your soul to Sony or something.
A lecturer of mine thought I should release an art book.
Normally I'd leave big pics out of the game incase it properly bumped up the file size. But I'm not so worry about the game being too big anymore. It'll be at least 100mb with all the content.
This game really looks awesome in many perspectives... I do have som thoughts about it though...
I think I once saw someone else disscuss this issue but... do you really think that this game should be SOLD on CD/DVD? I mean, we have only gotten to see a few glimpses of it, but frankly, it doesn't seem too impressive if you compare it to what people actually are paying for nowadays. I would even say that most persons don't even pay to play games like Crysis, they just download it.
I'm sorry for comparing it to Cave Story (I guess you get that a lot though), but it seems to be a bit like that game, and Cave Story is freeware, and there's nothing strange about that because 2D platformers just aren't todays technology. You might have a fair chance if you try to distribute it for cellphones or portabale consoles, though...
Secondly, I was wondering about those pictures of the characters faces that we get to see during the conversations in you trailers. Don't get me wrong, but they look really ugly, especially compared to the rest of the graphics. Are you planning to use those pics in the final product?
No matter what you plan to do with the final product, I wish you luck, cause it looks really cool.
nono, the CD/DVD mockups are just concept thingies that my university wanted. I mean the game is going to be a big download so there will be a CD option available if an (estimated) 200mb download is too much. But nowadays online payment site places offer CD's for an extra $10 I believe. There will be animated FMVs and a full digitally orchestrated soundtrack which take up a lot of room.
Comparing the scope of this to Cave Story is like comparing Metroid 2 to Super Metroid. Production values are just much higher, more levels, more everything, totally different gameplay and all that. Not saying it's as good as CS since that is entirely subjective as they play so differently. It has online play and highscores, co-op, level editor, DLC... A much bigger and different game in every comparison.
The faces were changed a long time ago. I think I mentioned that here maybe not. There's a running message of me not liking my graphics and I've been working for the past month or 2 updating them.
Either way something's going right. 2 large publishers contacted me about this so it might not even be a digital download, I probably won't even get a say in the release price.
Way back when I planned out a way to play this using a mouse and keypad to mimic a DS. Just for kicks like. It's a bit impossible with all the keys and such. But it is using 4 face buttons, 2 shouler buttons and a start button (menu) on my 360 controller! Which a few other systems use.
Looks brilliant! One thing really bugs me though: The letter spacing on some of the fonts you're using makes it really hard to read sometimes. It looks like you're using Text Blitter though, so it should be fairly easy to fix. Anyways, great work! I'm looking forward to playing it.
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
2nd February, 2008 at 16:59:30 -
I can't get over how well you've managed to make a game so beautiful. The waterswimming looks sweet, I like how quickly you swim, rather than slow and clunky like in most games.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
Yea I spent a long time getting the swimming system working just right. Didn't want to just make the player sink to the bottom, but also wanted something fast so it becomes a viable alternative to just walking or catching a train (lulz).
Again, cheers guys to be honest I didn't know what to do in this trailer. There's a lot in the game and that hasn't transferred well into a 2 minute video. Ho de hum.
That's the annoying thing, I've got some HWA waterfalls that are a step up from the current ones. it forms a really good looking stream. but then transitions and some other graphical stuff doesn't work in HWA just yet. if it doesn't get fixed i'll jump back to the old ones.
Yes it is an objective, thrown an Xbox Live achievement style system in there as a kind of progress benchmark.
In general the game look much smoother now, with all the effects. Some lovely particles going there, the community could learn a thing or two from them.