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TIGSource ForumsDeveloperPlaytestingSplatter - Blood Red Edition - Now also Linux & OSX
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Author Topic: Splatter - Blood Red Edition - Now also Linux & OSX  (Read 13787 times)
Schrompf
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« Reply #20 on: April 22, 2013, 06:46:44 AM »

Add gamma option, problem solved.

Yeah, it's probably really that simple. Except maybe for the unused range of values and the subsequent precision loss, but definitely easier than tweaking all light sources in all levels.
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TGGC
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« Reply #21 on: April 24, 2013, 10:13:50 AM »

I made a short gameplay video of Splatter, so you can have a closer look:
(sry, german language)
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Sealunar
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« Reply #22 on: April 24, 2013, 01:28:03 PM »

It looks quite good and polished. The music however is muddy and distorted. Is that from the game?
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Schrompf
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« Reply #23 on: April 25, 2013, 01:15:02 AM »

Thanks! Nope, the music is from an unknown artist called et_ - http://et-official.com/ - I especially loved this one song and I intended to use it for the credits, but now it slowly gets on my nerves :-) Maybe nag my sound expert once again.

[Edit] In case you're talking about the song in the trailers. The music in TGGCs gameplay video is in game.
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Schrompf
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« Reply #24 on: May 16, 2013, 11:03:37 AM »

We're really close to Release now. And in that stage of development I notice again and again how much fun it is to actually complete a game. Maybe I'm just strange, but I love to tackle endless lists of 5min details. It feels like now, after two years of development, the game is finally coming together.

The only problem is: you can't really make screenshots or videos from the progress, because it's all just little details. Maybe one thing is worth showing: the cutscenes between the levels are being done at the moment. And I love the noir-ish graphics style. It'll look like this:




(Click for full size)
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Udderdude
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« Reply #25 on: May 21, 2013, 05:01:48 AM »

Any chance I could test it before release?
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thecodejunkie
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« Reply #26 on: May 21, 2013, 07:56:25 AM »

This looks very good. Reminds me of Hotline Miami!
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Schrompf
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« Reply #27 on: May 25, 2013, 09:45:27 AM »

Sorry, Udderdude, I somehow missed your response. Hopefully I've all the cutscenes ready in about a week. I'd love to have a native english speaker such as you testing it thoroughly. I'll send you a message when it's ready.

@thecodejunkie: Thanks!  Beer!
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« Reply #28 on: May 27, 2013, 05:34:31 AM »

I like this project and I looking forward to play it. And I hope the release is in the near future. Smiley
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« Reply #29 on: May 27, 2013, 05:59:32 AM »

This looks absolutely incredible.  At first I wasn't sure if I was a fan of the art style, but seeing it in motion, looks fantastic.  Gomez
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Schrompf
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« Reply #30 on: May 27, 2013, 09:47:02 AM »

Thanks! We're indeed really close to release now. I integrated sounds for the new monsters and all vehicles, I fixed a few bugs in savegames, and I revamped the first few cutscenes between story levels. Still need to do the remaining cutscenes, make the GUI layouter adapt the font size to the resolution, and quite some minor points. Phew...  Hand Any Key
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« Reply #31 on: June 10, 2013, 01:28:58 AM »

I've only been only able to browse the screenshots since everything else is blocked here at work... but this looks incredibly cool.
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Schrompf
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« Reply #32 on: June 10, 2013, 02:09:23 AM »

Thank you!

On a side note: I found another excuse to push off the release even further. I don't want my Release news to drown in E3 news. So I'll probably aim for beginning of next week.
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Schrompf
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« Reply #33 on: June 18, 2013, 02:33:57 AM »

If all goes right, Release is tomorrow. Wednesday. Epileptic I'm in some sort of panic state by now, trying to deal with a million little details at once, haunted by the fear of missing a critical issue. There isn't much to talk about, though - polishing rarely yields a great coder story to share.

We used halve an hour of last Sunday to take some photos. I got the face photos for the credits, we now have a "Thank you" photo for the post-purchase page, and we took some team photos. Just in case you ever wondered how I'd look: that's us. Right is Michael, the friend doing all the graphics, web design, online shop and all that. Left is me, Thomas, tasked with programming, design, marketing and everything leftover.



I also wanted to send a Cheers to my sound expert, Sven Gerlach (http://www.svengerlach.de). He has a new website up, and he's a really friendly chap. He did great sound fx and music for Splatter, and all that on a very tight budget.
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« Reply #34 on: June 18, 2013, 04:22:37 AM »

Yay :3
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« Reply #35 on: June 18, 2013, 06:51:00 AM »

Where will this be released? And for how much?
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Schrompf
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« Reply #36 on: June 18, 2013, 06:57:49 AM »

Good questions. I really forgot about these.

Splatter will be sold at the online shop at splattergame.net, but the shop is not public at the moment. The game will be priced at 10€, which translates to roughly US$ 13 at the current exchange rate. PayPal does the conversion so you'll get the most current exchange rate anyways.

We'll then release on Desura (if they accept us, I haven't asked yet), we'll put up a Steam Greenlight page then, and we'll talk to other distribution platforms.
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Schrompf
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« Reply #37 on: June 20, 2013, 05:34:28 AM »

Release!  Cheesy Waaagh! Like, really. You can now go to http://www.splattergame.net and buy the game for 10€, which translates to roughly $13. Get it while it's a download.

The start had been a bumpy road. For example the Wordpress plugin interrupted the downloads after some random time so only people with a excellent internet connection could download the game wholly after purchasing it. Bad vibes, and rightfully so - it's a whole new level of relations when money is involved. There has also been a show-stopping bug that I introduced the night before release, and I didn't noticed it because I didn't had the time to completely play the 4+ hours of storyline once again. Luckily I started announcing in a small'n'friendly local developer forum, so only a few buyers were affected. Now everything is fixed and stable, and people start reporting the fun moments instead of bugs.

Now that the Release is done, I'll start knocking on everyone's door. I already contacted Desura for a Release there, I'm in contact with GoodOldGames, and I'm currently doing the Greenlight page. And there's a few hundred of institutions I need to blind-date. There's no way around this, I fear. Your game ain't worth shit if nobody knows about it.

I'll also update the initial post, and I'll leave some new images for your consumption. You know... posts with images lead to 23% increase in fucks given, according to some presentation on the net. Click for full size.





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Schrompf
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« Reply #38 on: June 20, 2013, 01:34:10 PM »

And now we're also on Steam Greenlight. It's pretty compulsory for every IndieDev, I guess.

 Hand Point Right http://steamcommunity.com/sharedfiles/filedetails/?id=154177789

If you want to see Splatter on Steam, please consider voting for us. I appreciate any support.
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Schrompf
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« Reply #39 on: June 25, 2013, 03:27:33 AM »

Our new'n'shiny

is online. USA inhabitants beware: occasional strong language. European inhabitants beware: blood & gore.

« Last Edit: June 25, 2013, 03:33:07 AM by Schrompf » Logged

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