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TIGSource ForumsCommunityDevLogsAnodyne - Android version available now
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Author Topic: Anodyne - Android version available now  (Read 139346 times)
PsySal
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« Reply #300 on: December 02, 2012, 11:11:02 PM »

Just reaffirming that I lurk this thread obsessively. Smiley

thanks calvin! i don't think we'll be making the twntytwlv lsit o_o we're releasing in january now. imean maybe the game will be done before then. that seems kind of insane, it being done in this same month. holy shit i can't breathe now okay.


I am glad that you aren't going to rush it just to make a silly list Smiley You def should not rush it to make twntytwlv.com, besides I can always just make a twntythrttn.com Smiley
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melos
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« Reply #301 on: December 03, 2012, 11:28:46 AM »

Just reaffirming that I lurk this thread obsessively. Smiley

thanks calvin! i don't think we'll be making the twntytwlv lsit o_o we're releasing in january now. imean maybe the game will be done before then. that seems kind of insane, it being done in this same month. holy shit i can't breathe now okay.


I am glad that you aren't going to rush it just to make a silly list Smiley You def should not rush it to make twntytwlv.com, besides I can always just make a twntythrttn.com Smiley

good point :D 


finally hashed out a decent "description" of the game...updated everything as needed. It's more refined and detailed, I think.
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« Reply #302 on: December 04, 2012, 12:18:40 AM »

...and started working on minute (or less) long loops for separate boss fight themes, which play upon both the boss and the dungeon's song.

something i wnated to do for a while but couldn't motivate myself till now.

jon got his computer! and thus begins death march mode for us (I still have finals, ends next friday, I can manage, though)
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« Reply #303 on: December 05, 2012, 10:16:28 PM »

whoa it's been a while shit

Tiled an area. did something...and something else.

today was a bad day. spent a good chunk of time debugging my toy filesystem for my OS class. bleh. working on game now
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Belimoth
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« Reply #304 on: December 05, 2012, 11:38:30 PM »

doooooooom

why the fuck do i make gmaes or anything at all jesus sfuckg






What is happening.
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melos
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« Reply #305 on: December 06, 2012, 10:11:23 PM »

doooooooom

why the fuck do i make gmaes or anything at all jesus sfuckg






What is happening.


hurkrkrkrhkkhkrrkhkhkrkrkh


wow today was a bad day. i hate school but it's almost over and i'm still making progress on anodyne every day. jon made more cool tiles and more areas are being finished.

It's good progress. nightmares of release, but need to finish first.



working on the supplementary, specific boss songs right now. finished one!!! and have stuff already done of the other ones...woo.
« Last Edit: December 07, 2012, 12:08:07 AM by seagaia » Logged

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« Reply #306 on: December 09, 2012, 12:52:02 AM »

wow this tileset really will

i can't show you.

but...



yes.

i finished those boss songs. woot! i think the fights are a lot nicer now!

onwards!
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« Reply #307 on: December 10, 2012, 09:43:12 AM »

FIRST Does anyone have tips in terms of timing public release and the press push for the release?

doing some stuff....i'm like, kind of adding stuff in using existing assets - almost stream of consciousness? I don't know, I think they'll be cool touches.

having some anxiety over finishing this in a month. I think we can do it, though...

I applied to some scholarship to go to GDC...if I get it then it's all-access pass! and i can hopefully meet some other people.

release sounds sort of stressful too. a lot of things. So I'm going to make a (faux but sort of accurate timeline)


unofficial anodyne release timeline

  • 12/31 - Game is finished and reasonably tested. Partying commences
  • 1/2 - Big huge press push where I send out free copies
  • 1/? - Fix inevitable few small bugs
  • 1/? - Publically release for PC, Mac, Linux on my website, desura, gamersgate. Offer a free AIR demo, too, via all 3 channels.
  • 1/? - Continue follow up for press. A horrible amount of tech support during MAGFest or first few weeks of school.
  • 1/? - Start Kickstarter for funding iPhone and iPad. try to garner some press on that. Also release SWF demo on Newgrounds and Kongregate, to hopefully drive sales, and greenlight traffic.
  • 2/? - end of kickstarter - release on mobile.

ahhhh.

i need a free copy for macosx so bad ._. SIGN ME UP!!! (blows hunting horn)  Mock Anger
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Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
melos
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« Reply #308 on: December 10, 2012, 08:15:41 PM »

FIRST Does anyone have tips in terms of timing public release and the press push for the release?

doing some stuff....i'm like, kind of adding stuff in using existing assets - almost stream of consciousness? I don't know, I think they'll be cool touches.

having some anxiety over finishing this in a month. I think we can do it, though...

I applied to some scholarship to go to GDC...if I get it then it's all-access pass! and i can hopefully meet some other people.

release sounds sort of stressful too. a lot of things. So I'm going to make a (faux but sort of accurate timeline)


unofficial anodyne release timeline

  • 12/31 - Game is finished and reasonably tested. Partying commences
  • 1/2 - Big huge press push where I send out free copies
  • 1/? - Fix inevitable few small bugs
  • 1/? - Publically release for PC, Mac, Linux on my website, desura, gamersgate. Offer a free AIR demo, too, via all 3 channels.
  • 1/? - Continue follow up for press. A horrible amount of tech support during MAGFest or first few weeks of school.
  • 1/? - Start Kickstarter for funding iPhone and iPad. try to garner some press on that. Also release SWF demo on Newgrounds and Kongregate, to hopefully drive sales, and greenlight traffic.
  • 2/? - end of kickstarter - release on mobile.

ahhhh.

i need a free copy for macosx so bad ._. SIGN ME UP!!! (blows hunting horn)  Mock Anger

yeah, if you wanna do a let's play or something, sure!


--

today, worekd on fixing up volume levels of game. made a news post. starting to upload songs to the bandcamp page! won't go live till release, but I'm happy to have it close to ready...
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melos
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« Reply #309 on: December 11, 2012, 10:38:32 AM »

soundtrack is done!

woot!

well, may add a sound test soon. woohoo
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melos
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« Reply #310 on: December 12, 2012, 03:36:53 PM »

if youre interested in hearing the soundtrack, pm me yr email and i can send you a private stream link! 

that's what i worked on. i finished the last of my hard work today with school, so onto finishing this game..
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melos
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« Reply #311 on: December 13, 2012, 08:17:36 PM »

worked on ending and credits a bit.


did an interview, too! you can listen to it here at 46:20 http://www.indiedb.com/games/anodyne
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melos
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« Reply #312 on: December 15, 2012, 01:19:50 PM »

Mostly working on credits sequence still. jon gets his computer so we will have more progress on area tiling, but he's spriting and the like right now.

I also fixed some mobile bugs and got a build ready for the final submission to PAX East Indie SHowcase. I hope we get it!

we'll be doing a podcast with Twinfinite tomorrow at 9PM central/10pm est, so tune in! http://www.twitch.tv/twinfinite
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melos
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« Reply #313 on: December 18, 2012, 08:59:13 PM »

you can watch the interview here:




fixed more bugs recently...been working on the advent calendar game mostly, but ther e are a lot of areas tiled now since a few days ago.

I guess it's mostly random work - npcs here, tiling there., etc, but it's progress yknow
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melos
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« Reply #314 on: December 20, 2012, 09:10:40 PM »

ZEL Green Wall 1ZEL Green Wall 2ZEL Green Wall 3
ZEL Green Wall 4ZEL Green Wall 5ZEL Green Wall 6



various things related to nature-y areas were accomplished today...finish line coming closer. woo-hoo. I think we should be good for mid january...

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melos
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« Reply #315 on: December 23, 2012, 06:50:46 PM »

w00t



that means the tilesets are all in usable condition
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poe
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« Reply #316 on: December 24, 2012, 06:29:46 PM »

w00t



that means the tilesets are all in usable condition

:D
How much longer until the game is done would you say?
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melos
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« Reply #317 on: December 25, 2012, 12:13:52 AM »

w00t



that means the tilesets are all in usable condition

:D
How much longer until the game is done would you say?

hopefully a week or two, need to finish at least most dialogue and the sprites in 9 days before school starts for Jon. I would be willing to try my best in finishing the dialogue, I can't really hack out sprites.

sprites should be straightforward for Jon to do, at least relative to the dialogue - i am thinking of what exactly needs to be written (and conveyed) and it is quite the delicate and tough task. that being said, i have the logic for all the dialogue scenes in so it should be a straightforward thing to pop into the game when we're done.

there really isn't much else to be done, to be honest - i've been testing things like events (which there aren't too many of), and things seem pretty good so far...

if we do pull off finishing that stuff in the next 9 days, game should be out mid-january Smiley ... I might open pre-orders raound MAGFest time since i'll be hanging out there for a few days, so i'd guess it'd be

Preorder: Game + soundtrack: $8

Release: Game discounted to $7, Soundtrack $3

After 1 or two weeks, Game $9, Soundtrack $5 .

hmmm...will be hellish January, that's for sure..
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« Reply #318 on: December 25, 2012, 06:20:09 AM »

...game should be out mid-january Smiley ...  I might open pre-orders raound MAGFest time since i'll be hanging out there for a few days, so i'd guess it'd be

Preorder: Game + soundtrack: $8

i love you
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melos
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« Reply #319 on: December 26, 2012, 09:07:08 AM »

Yeha, or prices close to that.



recently i've been working on secret stuff with the game, and fixing a few bugs. still waiting on sprites at the moment.

Also wrote a lengthy blog post about my past year or so of game dev:

http://seagaia.wordpress.com/2012/12/25/my-first-year-and-a-bit-more-of-game-development/

Probably will start working on the release trailer moer, then.
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