LocoMrPollock said:Anyone know what happened to Bonded Realities? I thought it was in peer review last week.
Yeah, I found this helper function last night, and it fixed everything, after around 157 Find/Replaces.barkers crest said:Color.FromNonPremultiplied will become your new best friend.
I switched to 4.0 back in the fall and it blew up a lot of my stuff. I've since fixed everything but at the time I remember being extremely frustrated (mostly due to an XmlSerializer bug in the Game Studio Connect Beta which made my game un-runnable on the 360 for over a month ).
Ventron said:It's still in peer review. It needs 2 more reviews to pass. It seems to be attracting less reviews than I expected, good thing I put it into review slightly earlier than I planned!
Feep said:Yeah, I found this helper function last night, and it fixed everything, after around 157 Find/Replaces.
That said, I really hate Premultiplied. The use of RGB with the alpha component is NOT IN ANY WAY intuitive. And I certainly don't see any visual enhancement...in fact, due to all the extra math in the Color.FromNonPremultiplied helper function, my code is probably now significantly slower. = (
Looks decent.HadesGigas said:Saw a trailer for a platformer in development with really polished graphics, Oozi Earth Adventure. The gameplay looks a little basic though, didn't even look to have any kind of power-up or special ability.
http://www.youtube.com/watch?v=LHNUYkRyi_E
Apparently it is planned to be divided into four $1 episodes.
HadesGigas said:Saw a trailer for a platformer in development with really polished graphics, Oozi Earth Adventure. The gameplay looks a little basic though, didn't even look to have any kind of power-up or special ability.
http://www.youtube.com/watch?v=LHNUYkRyi_E
Apparently it is planned to be divided into four $1 episodes.
HadesGigas said:Saw a trailer for a platformer in development with really polished graphics, Oozi Earth Adventure. The gameplay looks a little basic though, didn't even look to have any kind of power-up or special ability.
http://www.youtube.com/watch?v=LHNUYkRyi_E
Apparently it is planned to be divided into four $1 episodes.
HadesGigas said:Coming soon. Pissed Fish.
http://blog.notplana.com/wp-content/uploads/2011/01/PFScreen2-1024x576.jpg[/img]
http://blog.notplana.com/wp-content/uploads/2011/01/PFScreen3-1024x576.jpg[/img]
Wonder how they ever came up with this game concept....
jam86 said:Gameloft decided to do XBL indie games??
HadesGigas said:Saw a trailer for a platformer in development with really polished graphics, Oozi Earth Adventure. The gameplay looks a little basic though, didn't even look to have any kind of power-up or special ability.
http://www.youtube.com/watch?v=LHNUYkRyi_E
Apparently it is planned to be divided into four $1 episodes.
Feep said:Yeah, I found this helper function last night, and it fixed everything, after around 157 Find/Replaces.
That said, I really hate Premultiplied. The use of RGB with the alpha component is NOT IN ANY WAY intuitive. And I certainly don't see any visual enhancement...in fact, due to all the extra math in the Color.FromNonPremultiplied helper function, my code is probably now significantly slower. = (
Kafel said:Bonded Realities is out. Congrats Mike.
http://catalog.create.msdn.com/en-U...d=2f9bc898-2592-4f92-be58-7ee1d2df2a16&type=2
Ventron said:Bonded Realities has passed peer review.
Now I don't know if I'll be able to sleep tonight.
Enk said:Played some of this earlier (made it to the part where I found my friend and have to find the Old Man). Your game definitely has a lot of charm to it. The enemies are far more memorable than the ones in BoDVII and CStW and I'm glad you took a note from the more recent Dragon Quest games where your descriptions to the attacks add to the enjoyment of the battles. I'm not sure how I feel about the turning on and off the random battles a whim so early in the game. As soon as I got it I ran through the cave with it on and beat the dragon without having to grind. I may go back with it off so I can see what enemy types you've made for that section.
Battles themselves feel better than the ones in CStW. All the unique effects really helps out (as does the use of controller vibrations). If I were to make one small quibble it's that I think there could be a bit more sound to the game (like in the menus or leveling up or skimming through text). Speaking of sound the music is really good too! Doesn't sound out of place like the tunes in BoDVII. Props to you or whoever composed the tunes.
Also I noticed one slight problem which I also had in my game that I fixed recently. I'll send you the solution that I found and see if you want to incorporate that in the future.
So far it's pretty good and will easily sit next to 1000 Spikes as one of the better games to be released this month.
Ventron said:Hm, now I'm worried that I made the game too easy. You didn't battle any enemies in Dragon Cave and still beat the boss? I did have to tone down difficulty several times in the game because it was so hard for people during playtest.
Enk said:Maybe you could incorporate a multiple difficulty option in an update? I find that traditional turn based RPGs with fairly difficult battles tend to be more fun for me. It's there where I feel the need to grind and use all my abilities at my disposal.
Loving the monster design, very crisp. The naïve art style works great.Ventron said:Bonded Realities has passed peer review.
Now I don't know if I'll be able to sleep tonight.
Kid Marin said:Loving the monster design, very crisp. The naïve art style works great.
One thing that bothers me: the portrait of Liam in the text box is kinda blurry.
Love the game. I am on game-buying hiatus cause of my backlog, but I may have to break it to grab this. Difficulty levels would be a sweet patch, since I had no trouble with the parts I did play in the trial.Ventron said:Bonded Realities has passed peer review.
Now I don't know if I'll be able to sleep tonight.
That's an interesting interview and read. I really thought highly of this part:Kafel said:Nice story at gamasutra about the creators of B.U.T.T.O.N, abusive game design explained :
http://www.gamasutra.com/view/news/...table_With_The_Copenhagen_Game_Collective.php
By the way I've heard that the game was planned to release at a higher price. It's 80 points so you should grab it now if you want to (the price point can't be changed that often on the Indie Service).
One of my favorite examples of this "back-and-forth" comes from one of the aforementioned Asshole Mario videos -- Stage 6, the underwater level. Right after the halfway mark, the player, R. Kiba, starts walking down a long tunnel. Then he suddenly halts; something feels wrong. We can almost hear his thoughts: This passageway is too narrow, too quiet. Takemoto [the designer] has ambushed me way too many times for me to fall for this again.
Kiba turns around, realizing that he has a second option. Taking advantage of a quirk in the Super Mario World game system, he swims underneath the passageway, below the bottom edge of the screen. Lo and behold, his instincts are proven correct! As Kiba safely swims below the screen, a bullet shoots down the suspicious passageway. Had he continued down the tunnel, he would have fallen for another one of Takemoto's traps.
Viewed in terms of the game itself, this small victory is rather inconsequential. Even if Kiba had fallen for the trap, he would have restarted at the halfway mark, right before the passageway. Having learned his lesson, he could have conquered the obstacle the second or third time around, without even having lost much time. But Kiba's victory here is not just over the level -- it is also the moral victory of predicting and outsmarting the designer. In this view, the game system and levels are ultimately just instruments employed by Takemoto, who himself looms as the "true" adversary.
Thus, counter-intuitively, I think abusive game design can help humanize gameplay. It confronts the conventional and reminds us that play is something deeply personal.
Kafel said:
Yeah, it's definitely nearing the limits of endurance for such a specific type of action, but no one does particles as satisfyingly on XBLIG (or anywhere else, pretty much). Love the loadout element.Dr Zhivago said:I love the level of polish on Radiangames' stuff, but... another twin-stick arena shooter?
HadesGigas said:
Dr. Zoidberg said:Would it be possible to simply release a bundle without a new game at all? Would that pass review? Could we get a "Arkedo Trilogy" or a "BoD/Cthulu/Molly the Were-Zompire" bundle? If possible, it would allow older games to get in the release list again, but I'm sure there would also be a lot of abuse.