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1065905 Posts in 43495 Topics- by 35511 Members - Latest Member: analbeadsrgood694u2

November 23, 2014, 02:09:44 PM
TIGSource ForumsFeedbackDevLogsFinishedGEISHA NOVIA - Ever wanted to be a merman geisha? [AVAILABLE FREE UNTIL 18TH]
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Author Topic: GEISHA NOVIA - Ever wanted to be a merman geisha? [AVAILABLE FREE UNTIL 18TH]  (Read 9494 times)
moi
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« Reply #60 on: July 06, 2012, 08:07:10 AM »

the base of the rainbow is always stuck to the left side, it should wave more , more like a banner or a ribbon.

But it's not a big issue, it can remain like it is
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« Reply #61 on: July 06, 2012, 09:10:30 AM »

the base of the rainbow is always stuck to the left side, it should wave more , more like a banner or a ribbon.

But it's not a big issue, it can remain like it is
My intention was for the thickest part to remain vertically centered and get there from wherever the tail of the dolphin is, but also slightly moving the rainbow up or down depending on the y co÷rdinate of the dolphin might actually look good. I'll try it.

EDIT:
Tried it, and I like it. I'll keep it.
« Last Edit: July 06, 2012, 09:28:12 AM by Skomakar'n » Logged

dum mak gam
Vatnsmyrkr, deep sea exploration: Devlog



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« Reply #62 on: July 16, 2012, 02:57:05 PM »

Video summary of days #29 through #41!

http://www.youtube.com/watch?v=Yt2pPRn30Yg&hd=1

English subtitles have been added. Just turn annotations on to see them.

Despite the vast amount of days that span this period, I have unfortunately been short of time to make many substantial updates. Otherwise there would have been more videos already.

News include:

* Day and night with a sad sun and a freaky moon.
* A meter for the upgrade, to know when to stop driving into rocks.
* Little labels constantly showing up as points are received, to see how much was given.
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Vatnsmyrkr, deep sea exploration: Devlog



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Ava
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« Reply #63 on: August 19, 2012, 04:48:19 AM »

Hello, hello. Sad

There are reasons for this project to have suddenly gone from active updates to complete silence for quite a while now, and I am sorry for this. Partially, the reasons have been personal, but not all of them.

First off, the problems with the achievements have persisted, and after some personal contact with Apple crew, it still hasn't been solved. Then, at the beginning of this week, my OS broke down, and I had to reformat my computer, which took a while as external drives were messing up and whatnot as I was recovering files (I still have all the game code and everything else, so don't worry about that).

After the fresh install, however, I couldn't get my tools back up and running properly to compile my project and run it on the device, and after another day of failures I decided to be rash and I updated to OS X Mountain Lion. Having updated computer and phone to the latest stuff, I figured the co÷peration should once again be flawless, but no. Xcode is crashing on startup. I've mailed back to my Apple contact, but there will probably be no reply until after the weekend.

I figured I could do some graphics that are left in the meantime, but no luck there either; no version if GIMP, installed from download or MacPorts, will work in Mountain Lion.

I'm trying my best to get back on track again, but I wanted you all to know that the lack of updates have been due to lots of misfortune lately, and not because we've given up. This sucks.
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« Reply #64 on: August 25, 2012, 03:03:01 PM »

WE'RE BACK ON TRACK! Tears of Joy



Above is a picture snapped moments ago, showing that the game is once again up and running. After probably more than a week of battling with computer reinstallation, linking errors and the hounds of hell, I can finally get back to work and finish this lovely game off. Will perhaps even the achievements work right off the bat now? I haven't dared check yet.

I am happy!
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Vatnsmyrkr, deep sea exploration: Devlog



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« Reply #65 on: September 06, 2012, 12:07:43 PM »

Decided to type something quick up before bed. Back on track we are indeed. However, I have just gotten a full-time employment that started this week, meaning some means to fund Royal Railway, but also very little time to work on the game(s).

Geisha Novia is nearly done, and I do work on it every morning and evening as I ride the train to and from work, which gives me about 90 minutes each way, and then I have about 30 minutes when I get there, as I always come early, and don't have to start working for them right away.

The following remains:

* Store scores and achievements for later upload if no networking is available when they are scored/unlocked. This is actually more complex and time-consuming than it sounds, and I will need more time on the train for this.

* Some more graphics for the background, to make the game a little more interesting in general.

* A nice, big loading screen to display when booting up the application.

* The final music and some more sounds, which is not in my hands, but in Erik's.

This means that there isn't really much to show as we progress right now, because the caching of player data will take a while with such scarce coding opportunities, and the graphics will too. I may show a video before release if the graphics are done before the music, I guess, but once again, this may take a while ľ just don't think I'm not working on it, just because you're not hearing much from me.

If the payment from the employment is sufficient and enough remains when I've dealt with the necessary things to pay, I may end up getting an Android device for development too.

To show at least _something_, here's the shiny castle that Novia now swims out of at the beginning of the level every time it restarts; it's not a sequence, but just a foreground asset, so this has in no way increased the time it takes to reset and get going again. I've simply added the image to the game world without changing anything else, and it takes about a second to get out of there.



In other news, I tried my hand at making a HTML5 canvas game last week, and ported my simple C++ platforming engine:

Click here to open up the page.

I've noticed that it's possible to jump once in mid-air after dropping off a ledge. I've forgotten to set/reset the relevant variable. Might fix this some day. Move around with the WASD keys. It's not much.
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« Reply #66 on: December 10, 2012, 10:09:42 AM »

Geisha Novia has been submitted to Apple for review!



I will fill you in with details on all of the news eventually (I want to find myself a proper screen recorder for the phone), and will keep you updated on the review process.

 Tears of Joy Tears of Joy Cry Cry
« Last Edit: December 10, 2012, 10:48:37 AM by Skomakar'n » Logged

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« Reply #67 on: December 11, 2012, 01:21:00 AM »

Nice. I wake up, and my colleague has set up a Facebook page for the game, and I'm already posting messages there as 'Geisha Novia' rather than myself. Well done, Erik.

http://www.facebook.com/geishanoviagame
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dum mak gam
Vatnsmyrkr, deep sea exploration: Devlog



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RoyalRailway @ Twitter, Tumblr, Bandcamp & Facebook

Ava
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« Reply #68 on: December 13, 2012, 04:04:34 AM »

Here it is! Your first proper peek at the game! Make sure to subscribe to our YouTube channel and to like this clip, to further help this fabulous merman float along on his watery quest to fulfill your deepest dreams.



http://www.youtube.com/watch?v=dVXWtx8TM_U&hd=1

Enjoy!
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dum mak gam
Vatnsmyrkr, deep sea exploration: Devlog



http://royalrailway.com
RoyalRailway @ Twitter, Tumblr, Bandcamp & Facebook

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Erik Schr÷der
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« Reply #69 on: January 07, 2013, 05:18:04 PM »

The game is now available on the App Store!! :D :D

iTUNES LINK
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Erik Schr÷der
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« Reply #70 on: April 06, 2013, 01:41:38 PM »

Hi everyone <3

Since release we've been working on a 2.0 version of the game, with tweaked gameplay and more varying obstacles. Here are some relevant screens from the newest version which will be up next week (submitted to Apple for review this past monday):


New background color in the menu, nothing big.


Old obstacles still there.


We've added a tutorial that is accessible the first time you begin to play, you can choose to skip if you think you're pro enough. It is available on the Help screen.


New obstacle! Bubbles. If you get trapped the only thing that will save you from hitting an obstacle is the star power-up.


New obstacle! It's a spinning wheel. Pretty obvious how to get past it.


We have updated the star system. Only one was needed in past version and you became invincible at instance. Now, you collect 3 of them and you can choose whenever you want the power-up to be used.


The three star kids transform into this handsome Man Star.


As you touch the Man Star you will transform intoů


ůa beatiful creature of the sea, as before. The background has been changed to this very psychedelic one.

We hope you enjoy the major changes to the game! <3 Coming next week, exclusive for iOS.

For more info follow us on Twitter @RoyalRailway, on Facebook and our Geisha Novia Facebook page
« Last Edit: April 06, 2013, 01:52:14 PM by Erik Schr÷der » Logged

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« Reply #71 on: April 09, 2013, 02:24:07 AM »

It is now out! The announcement was made here:

http://forums.tigsource.com/index.php?topic=32716.0

Coffee

Available for free until the 18th!
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Vatnsmyrkr, deep sea exploration: Devlog



http://royalrailway.com
RoyalRailway @ Twitter, Tumblr, Bandcamp & Facebook

Ava
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