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TIGSource ForumsCommunityDevLogs[PS4] SCORE RUSH EXTENDED 撃点 - 4-Player Shmup - LAUNCHED MAY 31, 2016!
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Author Topic: [PS4] SCORE RUSH EXTENDED 撃点 - 4-Player Shmup - LAUNCHED MAY 31, 2016!  (Read 20494 times)
Xonatron
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« Reply #60 on: February 21, 2016, 02:26:17 PM »

The official PS4 trailer is done. I will be sharing it soon! Still working on submitting the title to Sony QA.
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
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« Reply #61 on: February 22, 2016, 08:37:00 AM »

EDIT: New trailer is ready, and waiting to be posted on the PlayStation blog. I cannot post it here as it spoils the content being new for the blog.

P.S. The trailer was created by Stephen Brown of Game Radiator, right here in Nova Scotia, Canada. It is a job well done and very much appreciated.
« Last Edit: February 22, 2016, 11:53:44 AM by Xonatron » Logged

Matthew Doucette, Xona Games
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« Reply #62 on: March 04, 2016, 10:36:35 AM »

Minor update to the box art to match it with the title screen and main menu:


Compared next to the title screen:

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Matthew Doucette, Xona Games
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« Reply #63 on: March 19, 2016, 10:20:36 AM »

One for Screenshot Saturday:


4 Player Dual Play - each player controlling 2 fighters.

http://xona.com/2016/03/19.html
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Matthew Doucette, Xona Games
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« Reply #64 on: April 03, 2016, 12:47:12 PM »

Score Rush Extended has been submitted to ESRB and PEGI rating boards. It received an E (Everyone) from ESRB. It is anticipated to receive a 3 (suitable for all age groups) from PEGI.

To fill in those new to rating boards, ESRB covers North America and PEGI covers (most of) Europe.

- http://esrb.org/
- http://pegi.info/

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Matthew Doucette, Xona Games
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Xonatron
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« Reply #65 on: April 06, 2016, 05:14:44 PM »

Looks like we finally have a release candidate build. No bugs (not even minor bugs such as design bugs that do not necessarily need fixing. Super happy about this. Smiley

With luck, this will be in Sony's hands soon, very soon, for their QA.
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Matthew Doucette, Xona Games
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« Reply #66 on: April 06, 2016, 05:15:58 PM »

I am bumping the DevLog percentage to 90%. I figure 100% will be the actual release of the game (not the finish of the game development), but not sure how it normally goes here.
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Matthew Doucette, Xona Games
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« Reply #67 on: April 07, 2016, 01:37:04 PM »

Big news.

The release candidate build has passed all of our internal testing, with flying colors. Everything works, even odd cases in our complex scoreboard system. This is amazing news for us.

And with that, Score Rush Extended 撃点 has been submitted to Sony (to SCEA; North America). After we pass this testing -- which I have heard is quite thorough -- we can look into submitting to SCEE and SCEJ (Europe and Japan).

Very happy that this day has eventually arrived.
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Matthew Doucette, Xona Games
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« Reply #68 on: April 18, 2016, 07:16:50 AM »

We will be at PAX EAST 2016. Let me know if any of you wish to meet up! --> xona.com/contact
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Matthew Doucette, Xona Games
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« Reply #69 on: May 12, 2016, 11:20:32 AM »

Score Rush Extended 撃点 has now also been submitted to SCEE (Sony Europe).

That marks off SCEA (Sony America) and SCEE (Sony Europe).

Only one left now is SCEJ (Sony Japan), which is the hardest one and an important one for us considering our "#1 in Japan" claim to fame.
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Matthew Doucette, Xona Games
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« Reply #70 on: May 12, 2016, 11:25:57 AM »

Wanted to update a comment I wrote earlier, and include CERO, for those new to world-wide rating boards:

ESRB covers (most of) North America, PEGI covers (most of) Europe, and CERO covers Japan:

- http://esrb.org/
- http://pegi.info/
- http://cero.gr.jp/
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Matthew Doucette, Xona Games
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« Reply #71 on: May 12, 2016, 03:45:59 PM »

Good luck with your certification Wink
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« Reply #72 on: May 12, 2016, 04:04:18 PM »

neko.works,

Thank you.

You must have an idea how hard it is! Smiley
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Matthew Doucette, Xona Games
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« Reply #73 on: May 13, 2016, 01:39:00 AM »

I've never released a game on PS4, but I did on Xbox One, which I suppose is similar Wink

Yep, consoles are really hard to release on, lots of requirements for the certification, but I think it's a great opportunity to be able to release on consoles, and it's completely worth it Smiley
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« Reply #74 on: May 13, 2016, 04:48:17 AM »

neko.works,

I found your Xbox One game, Super Night Riders:
https://store.xbox.com/en-US/Xbox-One/Games/Super-Night-Riders/e25ee7b9-2111-46da-a16a-f079a17d2de8

I love OutRun clones -- as I call them -- or, rather, retro 3D racers. I hope your game does well. (I am also a fan of the flat shaded polygon look.) My brother coded up a retro 2d racer back in the DOS mode 13h (320x200x256c) days, the first game that we know of that did proper perspective and cornering (where you'll hit a tree in a corner if you are facing it):
http://jasondoucette.com/games.html#FullTilt

Consoles *are* hard to release on. In total there are only hundreds of games out on Xbox One or PS4 (they may have broke 1,000 if you count all games and apps worldwide). It is incredible difficult -- not hard, but time consuming, complex, and costly (time is money).
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Matthew Doucette, Xona Games
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« Reply #75 on: May 13, 2016, 04:49:36 AM »

...but I think it's a great opportunity to be able to release on consoles, and it's completely worth it Smiley

Oh yeah, I completely agree. It's a dream come true. Smiley
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Matthew Doucette, Xona Games
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« Reply #76 on: May 13, 2016, 06:13:38 AM »

I love OutRun clones -- as I call them -- or, rather, retro 3D racers. I hope your game does well. (I am also a fan of the flat shaded polygon look.) My brother coded up a retro 2d racer back in the DOS mode 13h (320x200x256c) days, the first game that we know of that did proper perspective and cornering (where you'll hit a tree in a corner if you are facing it):
http://jasondoucette.com/games.html#FullTilt

Thanks! Your game looks cool too!

I also made some sort of silly graphic demos in x86 ASM for MS-DOS in mode 13h. Coding at that time was pretty easy, and fun! The games were simple to make, no need for fancy assets, just pure gameplay and crazy FXs!

Even though Super Night Riders looks and feels retro, it's actually made of 100% polygonal 3D. No sprites, even the road is actually a dynamic 3D mesh.
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« Reply #77 on: May 13, 2016, 10:43:11 AM »

neko.works,

Wow, all of that is interesting! Not many know of the mode 13h days anymore! It was so fun.

And so your road is a dynamic mesh that morphs (rather than scrolls by in true 3D)? If so, that's similar to the distortion of 2D textures in retro racers.
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« Reply #78 on: May 13, 2016, 11:58:45 AM »

And so your road is a dynamic mesh that morphs (rather than scrolls by in true 3D)? If so, that's similar to the distortion of 2D textures in retro racers.

Yes, the road change shape horizontally to give the impression of turns, but the speed effect is actually due the texture animation.
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« Reply #79 on: May 13, 2016, 12:00:12 PM »

neko.works,

Right. That's what I suspected. It works well and gives the retro feel.
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
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