SwiftDeath
Member
Great to hear. Looking forward to trying this out
Hmm.. I wonder if it's possible to get the thread title changed to something more 'Cosmochoria Launches into Steam Early Access Orbit on September 29th' ? I might hit up More_Badass..
Gamepad controls, weapons, mad upgrades, new planet & plant art, clouds, pets, NPC's, mystery items, etc. It's all really coming together for the Early Access launch! September 29th, 2014 @ 9am Pacific is when i get to see if people are into all this hard work.
At the very least, there will be a shitload of awesome kickstarter backers able to finally play with their brand new steam or humble bundle keys.
Im Getting Hyped!!!!
Official Steam Page Here!
Gamepad controls, weapons, mad upgrades, new planet & plant art, clouds, pets, NPC's, mystery items, etc. It's all really coming together for the Early Access launch! September 29th, 2014 @ 9am Pacific is when i get to see if people are into all this hard work.
At the very least, there will be a shitload of awesome kickstarter backers able to finally play with their brand new steam or humble bundle keys.
Im Getting Hyped!!!!
Official Steam Page Here!
Mantrakid- I write video game music of a retro vibe, do you need music? I'll do it for free
This game is on my radar definitely going to pick it up when it comes to wii u
#28 Issues with the Nintendo Wii U.
Posted by Nate Schmold
Firstly, my apologies for the lack of contact, there has been a lot of stuff going on and I have lots to share with you but I've been holding back because a key piece of the puzzle has been the Wii U development and I wanted to be able to give a progress update with that along with the other game dev-related updates. Well, as it turns out there has been some stuff happening behind the scenes and it's an issue big enough that I feel I need to just put out an update focused entirely on the Wii U port of Cosmochoria so you guys know what's going on. To make matters trickier, there are only so many things I am legally allowed to say due to the Non-Disclosure Agreement with Nintendo and their dev team, so I am going to do my absolute best here to fill you in and not get in trouble in the process.
Nate, Whats Up?
A lot of work has been done in the past couple months to ensure that what I was doing for the PC release was also going to work on the Wii U. This meant testing gameplay and performance and other aspects of the games design on the Wii U dev kit to ensure that when it came time to focus my resources 100% on the Wii U port, it would go smoothly.
Simply put: there have been challenges. Challenges in getting my code exported from Construct 2 running optimally on the Dev Kit, Challenges in getting feedback on what improvements will be made to either Construct 2 or to Nintendo's Web Framework in that regard, but most importantly, they are challenges that I have limitations on how to deal with. I've been in steady contact with Nintendo on the issues i've been having and they are quick and helpful to respond, but the suggestions and ideas provided have only gone so far and unfortunately in my testing I was unable to reach a level of performance that I am seeing on even much older PC systems.
Relying on a framework like Construct 2 to make the game, there's only so much I can do. Short of rewriting the game in an engine like Unity or coding by hand, I am inherently tied to the strengths and weaknesses of the platforms Cosmochoria is being developed with. These platforms were chosen (Construct 2 and then Nintendo's Web Framework) because they were easy to learn, easy to use and able to make something happen that I didn't think was possible without them, but from what I've been seeing, it might be a simple matter of a game like Cosmochoria just has too much happening on the screen for this to be a suitable porting solution. The game might just be too big to rely on Nintendo's Web Framework as it is now.
So... What's Next Then?
That said, I'm not giving up. There are quite a few things I can try in regards to 'stripping down' what I'm doing for the PC version that might help with the performance, but I haven't had a chance to test them all out yet. Things like: Reducing the particle effects (things like the sparks that fly from your gun when you shoot, or the sparks that trail after a dragons fireball), Eliminating the accelerated effects (Instead of colouring plants, planets, enemies dynamically, I could experiment with creating sprites for them instead.) There have also been changes to Construct 2's underlying code recently that may have an effect but I have not yet had a chance to test it properly. I wish there was more I could tell about Nintendo's side of things but based on the NDA there's only so much I can say, other than there is very likely nothing that will change from their end to help the situation out.
It's almost entirely up to performance optimizations in Construct 2 and in my own code, which I am worried can only go so far.
I am still going to be working hard on testing, experimenting and generally trying to make sure that if it's possible, it will get done. I am bringing this up now so you guys know where I'm at with it and what I'm dealing with and I want you to know that I would be both heartbroken and crushed to not be able to complete that aspect of the development, and will be utilizing every resource I can to try and make it happen.
The Clock is Ticking
The key factor that adds stress to this whole thing is that it involves *your money*. Because I am on the hook for the Wii U dev kit, that's a HUGE chunk of change that has been set aside from the Kickstarter total which I am obligated to pass to Nintendo for the ability to build a port in the first place. Again, i don't know how much I can say, but unless I return the Wii U dev kit to Nintendo by March, that money must be paid in full. The worry is that I am then out the money for the Development Kit but also completely unable to properly port the game on it due to the technical limitations.
Alternatively, that money could be used for further development of the actual game (for Windows/Mac/Linux), or to put it towards a budget to redevelop the game in another engine entirely (something like Unity as opposed to Construct 2 which could technically solve the performance issues entirely). Of course, the final option would be to refund your money if you are waiting for the Wii U version.
The problem is that if I keep the Dev Kitdue to the cost of itthose other options simply can not happen, there would be no money to refund as it would be in Nintendo's hand everything else budgeted for the Wii U port has already been spent on research, development, testing and development of the current Wii U version.
Ok, the Options Again?
We don't have to choose one of these until the new year, but I am laying out the scenarios now so you know what to expect and what is required if it turns out I am unable to get Cosmochoria running smoothly using Construct 2 and the Nintendo Web Framework. If I can get Cosmochoria running well, with a higher frame rate, these options become moot and we just proceed as originally planned.
1. I keep the Dev Kit. I continue working towards a Wii U port in another engine entirely like Unity. This means, straight up, I need to re-code Cosmochoria from scratch. I can reuse the sound, art, music, and some of the core game logic structures, planning, etc, but in terms of programming, the entire thing would need to be re-coded & there is truly no way I can properly estimate on how long this could take or when I could deliver. I only have very basic knowledge and experience with Unity so it would be a learning experience through and through.
2. I cancel the Wii U port, and refund the pledges of those who were wanting a copy of the Wii U port. Unfortunately I would only be able to refund the cost of the game itself ($9/$12/$15 depending on what tier you pledged at), as with many of the physical and creation rewards, I have already paid the costs to manufacture and even in some cases ship the physical rewards. Alternatively, you would also have the option to receive a Steam or Humble Bundle key in lieu of the Wii U key, so you could still get access to the final game (which is still on course for full final release within a few months) if you wanted to keep your money invested in the game.
And So....
That's it. You guys now know what I know and why I'm developing an ulcer from dealing with the potential that a Wii U port might not be able to happen like I originally planned. If you have any feedback, advice or wisdom for me, I would deeply appreciate it. I'll be watching this thread & the forums for comments and would love to chat more if you have questions, etc. Otherwise, I will go back to working as hard as I can on finishing the game so it's ready for the full Steam launch in February 2015. At which point we'll need to make a final decision on what to do about Wii U.
Thank you so much for your continued support.
Hugs & Respect,
Nate
Well to be honest nothing can be done about the hardware so naturally some more intensive titles will have to pare it back. The main issue here though is the C2 and the fact that the Web Framework just isn't cut out for resource intensive games.Though i was getting this for WiiU, I'd probably be annoyed if I found out I was getting a gimped version when i could've gotten a PC version with less issue. I'd rather play a better-working PC game than a busted WiiU sku.
That said, a larger conversation needs to be had about a relatively simple game like this and other Indie WiiU games suffering technically.
Well to be honest nothing can be done about the hardware so naturally some more intensive titles will have to pare it back. The main issue here though is the C2 and the fact that the Web Framework just isn't cut out for resource intensive games.
Yeah you can definitely get it to run a lot better with working directly in and maybe you can work around the limitations with some clever optimization, but it's really far away from native code and from what I understand and have heard about it the problem is that it can get really slow when trying to draw a lot of different objects.I don't think that is true. It's probably great if you code yourself instead of using engines like C2, at least that is what I've heard. Anyway, I'm curious to see if the developer of The Next Penelope will encounter the same problem.
Yeah you can definitely get it to run a lot better with working directly in and maybe you can work around the limitations with some clever optimization, but it's really far away from native code and from what I understand and have heard about it the problem is that it can get really slow when trying to draw a lot of different objects.
Just checked the game and yeah it looks really good for a webkit game. Small texture size and it doesn't seem to have that many different sprites might help, but I'm not really versed into webkit development so it's only guessing. My friends evaluated it for their game and said that they weren't comfortable heading into development with the web framework for performance reasons, but with big hand-drawn sprites it makes more sense that performance might be an issue with that. I've heard good things about it otherwise though.Interesting. I wonder how XType Plus is handling that. There is a lot going on.
Hi Nate.
It sucks that porting to the Wii U is not being as smooth as it shoudl. Is the framerate really that bad? Around what values are you getting?
I hope the new updates to both the engine and the nintendo framework thingy fixes most of the main problems. Don't stress too much, I personally I'm happy knowing that you are working on it.
As it stands right now, a Wii U port is outside my present abilities, and is being put on hold. If you backed Cosmochoria specifically for Wii U, I am more than willing to refund your pledge, with my deepest apologies for the way things worked out. Also, if you would like to transfer your Wii U pledge to a Steam or Humble Bundle key instead, I can certainly do that as well. If you would like a refund or an alternate (Steam/Humble) key, please email us at help@3030.ca and either Jessi or myself will be able to get you sorted immediately. I appreciate everyone’s support and understanding on this but if you have questions, or just want to unleash words of dissatisfied wrath upon me, I welcome a discussion in the comments, or even privately via email - nate@3030.ca <3
What the hell man? I paid for my Wii U release!
The good news is the only way we'll get it is if someone else ports it to the PS4 and throws in the Wii U as some afterthought. For all the complaints about Kickstarter, this is the one that is really pissing me off -- putting good money toward a Wii U port so the devs can spend it on the PS4 instead.
Bullshit. The Wii U release should get more priority than the PS4 port. In fact, it should be guaranteed at this point considering it managed to meet the stretch goal.
First and foremost, Im not sure where this PS4 business is coming from, I have never once mentioned a PS4 port being possible or even close to happening. Sure a PS4 port would be nice, same with 3DS, XBone or even Turbografx 16 but there has been ZERO plans for this, zero work towards this and definitely zero priority put on ANY other console other than the Wii U.
You have my utmost respect. I will hold on to my pledge then, in hopes in for a future Wii U release, if ever. I might get the Steam release at some point, but it will be a separate purchase from the pledge amount I intend for the Wii U version.
First and foremost, Im not sure where this PS4 business is coming from, I have never once mentioned a PS4 port being possible or even close to happening. Sure a PS4 port would be nice, same with 3DS, XBone or even Turbografx 16 but there has been ZERO plans for this, zero work towards this and definitely zero priority put on ANY other console other than the Wii U.
With all due respect this is not the first project I have backed on Kickstarter and I when this comes to Wii U without any discussing of a PS4 port I will gladly eat those words. In the meantime I have pushed to help get this game made and I've yet to see an outside company brought on for indie ports not emphasize the PS4. The only way I could honestly say this project looks different than others I've backed that have gone down this path is that this one promised a Wii U port and isn't delivering.