floatstarpx
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« on: June 08, 2010, 01:23:18 AM » |
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EXCRUCIATING GUITAR VOYAGEA platform-puzzle-adventure WE FINISHED DEVELOPING THE GAME, AWESOME!!!!Excruciating Guitar Voyage is a platform-puzzle-adventure game by wickedworx games. We're working on this as a very small team, but we hope it's got a hint of a big feel about it. Set yourself on fire, electrocute yourself, collect items, talk to a bunch of weirdos, and much more to get yourself through Excruciating Guitar Voyage. CELEBRATORY GAME IS FINISHED PICTURES soundtrack by underground noisers kieronononon
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« Last Edit: October 08, 2010, 07:26:47 AM by floatstarpx »
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baconman
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« Reply #1 on: June 08, 2010, 02:58:54 AM » |
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This is a technical community, you aren't gonna scare anybody here! That said, you use real portraits on your sprites? Is this player-defined, too?
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muku
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« Reply #2 on: June 24, 2010, 06:20:57 AM » |
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I like component-based designs. Why the two threads though, what's the benefit? It seems to be just a huge hassle to keep everything synchronized.
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UnemployedVillain
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« Reply #3 on: June 24, 2010, 08:06:34 AM » |
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render side is (pretty much) read only, so there's no real worries there. - as long as you make sure your render side stays read only, and that you don't pull the rug out from under anything while its rendering (it's ok to move things about by 1 frame's worth while rendering, generally...this doesn't tend to notice).
Ahh, I was about to ask about this myself but this makes sense. Does rendering really take that much time? I didn't realize that it could cause such a significant framerate jump by giving it it's own thread
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slembcke
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« Reply #4 on: June 24, 2010, 08:59:18 AM » |
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The video looks pretty cool, I remember coming across you blog before. I suppose you aren't using Chipmunk anymore if you have a 360 version.
You should look into adding shadow casting to your lights for your next version. We did in Twilight Golf and it's a pretty awesome looking effect:
It's not too hard to implement, though it uses a lot of fillrate.
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slembcke
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« Reply #5 on: June 24, 2010, 02:07:46 PM » |
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This is a well written article: http://www.gamedev.net/reference/programming/features/2dsoftshadow/ Not exactly what we did in Twilight Golf, but pretty similar. I used the stencil buffer for masking when I first figured out how to implement it, but you can easily use the destination alpha if you don't have stenciling. The article also talks about soft shadows, but I was never able to get it to work very well and it prevents you from doing a lot of optimizations. Even if you do the fin clipping like they talk about, it never looked right to me. I sort of like the hard edged look anyway.
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floatstarpx
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« Reply #6 on: August 24, 2010, 01:07:53 PM » |
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we've just done a new trailer... we're getting really close to finishing this thing off! it's exciting watching all the pieces fall in to place!
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floatstarpx
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« Reply #7 on: September 02, 2010, 03:29:05 AM » |
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we've spent the last week or so polishing the game, and it scripts.. other than that we've been recording dialogue. there's a lot of dialogue to record, but we've had some very helpful volunteers and things are coming along well!
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floatstarpx
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« Reply #9 on: September 07, 2010, 02:24:29 AM » |
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some "behind the scenes" shots: Dan Flashbang recording Bruce (the robot)
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floatstarpx
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« Reply #10 on: September 09, 2010, 06:30:12 AM » |
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and we're FINISHED. now just sorting out distribution!
XBLI is sorted, as we just have to get through peer review.. we're just looking at PC distribution solutions, also.
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floatstarpx
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« Reply #11 on: October 03, 2010, 03:16:25 AM » |
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HOORAY!!! EGV is now out on X360 Indie... we're still wanting to release this on PC too, so hopefully we'll sort that soon, also!!
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floatstarpx
Level 1
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« Reply #12 on: October 08, 2010, 07:28:26 AM » |
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HOORAY AGAIN, we've released the game for PC ourselves on our website! it's only $3, this is about £2. It's well worth it (I think), and it's awesome. We got made "xbli game of the week" by dealspwn .. this is good!
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