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Old 09-16-2009, 05:26 PM   #41 (permalink)
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well I have a very part time artist. she gave me about 80% of the assets. Some I had to buy. Playing music...that may come down the road. Lets get this thing stable and full 'game' featured first

But yeah, i'm a one man coding crew.




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Old 09-16-2009, 05:31 PM   #42 (permalink)
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Nice.

Zune HD compatible?
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Old 09-16-2009, 05:43 PM   #43 (permalink)
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Quote:
Originally Posted by BlackFox View Post
Nice.

Zune HD compatible?
well it wouldnt be touch screen compatible. I still need to buy an HD. I'm kinda waiting for at least a 64 gig version.

wouldnt mind someone testing once I get a install for this thing going. but its the perfect game for a touchscreen.




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Old 09-16-2009, 06:17 PM   #44 (permalink)
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Can't help you there. Don't have a zHD yet either. Still can't wait though!

EDIT: Will we be seeing more from you after this game is completed?
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Old 09-17-2009, 04:36 PM   #45 (permalink)
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yes...two goals coming up

1. since the engine for bauble play will be mostly done...I want to add about 7 more levels

2. I want to start work on a simple RPG




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Old 09-18-2009, 03:04 PM   #46 (permalink)
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RPG, sounds good. Where did you learn to do such magnificent coding?
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Old 09-18-2009, 06:28 PM   #47 (permalink)
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Quote:
Originally Posted by BlackFox View Post
RPG, sounds good. Where did you learn to do such magnificent coding?
- lots of late nights. But honestly, if I were to show you some of the code you would probably laugh. I have taken the approach of 'get it done dont worry about how it looks' this round. I'm more concerned with the game play elements. Is this fun. Is this a good casual game.

You really have ot go through a few revisions before you get it right. Even doing this project I already have planned out what my engine absolutely needs the next time around to save myself time.

What makes adding things to bauble play easy is the command queue I built. There are probably 50+ different commands that can happen. Each doing something to an object or set of objects. The commands can be told to execute in sequence or batched. They can even be told they are dependent on other commands.

Thats probably what has saved me a lot of time. What I didnt do very right is textures and coordinates. That has made my life a living nightmare and I vow to change it next time. I didnt think it would be as bad as I thought, but as I kept adding assets it just got worse and worse. If an asset ever changed texture coords it was hell. to reset them all.

plus I am very intimidated about releasing it ... Very George McFly when it comes to others reading my stories. But so far its been getting pretty positive feedback. I know its not a hardcore FPS and would probably appeal to the Peggle crowd more then anyone...but whatever. Its a game I would like to play.





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Old 09-19-2009, 09:31 AM   #48 (permalink)
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Well by looking at that video it looks like there are no problems at all. Some might even say perfect.
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Old 10-22-2009, 06:48 AM   #49 (permalink)
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Good morning all ... So I'm putting the final touches on some things but the windows version is almost ready for open beta.

Once I do that, about a week later I'll release the zune version for open beta. I'm working on some memory creep issues.

anyway, just wanted to give an update. My gf and I were playing it last night for a good hour or so. There will be some known issues. When I include the open beta, I'll list what is still outstanding and known about.





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Old 10-22-2009, 04:34 PM   #50 (permalink)
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Yes...Yes can't wait...
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Old 10-23-2009, 07:24 AM   #51 (permalink)
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wow this looks great. thanks for keeping us updated and not in the dark about your work. youre really good at that.
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Old 10-23-2009, 09:42 AM   #52 (permalink)
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man. You should contact DaveMac at ABI. Maybe he can help you placing this game in the *future* Zune HD Apps marketplace.
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Old 10-23-2009, 09:42 AM   #53 (permalink)
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man. You should contact DaveMac at ABI. Maybe he can help you placing this game in the *future* Zune HD Apps marketplace.
Dave McLauchlan (DaveMacMS) on Twitter
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Old 10-23-2009, 10:12 AM   #54 (permalink)
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Thanks! I may do that when the zune open beta starts. I have a list of final bugs / things I need to address and then it will be set.



Also, remember this is but 1 (demo) level. There is a lot more planned, if I can get enough support / interest for it.




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Old 10-23-2009, 12:50 PM   #55 (permalink)
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Yay!
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Old 10-25-2009, 09:47 PM   #56 (permalink)
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OP edited .. windows version is released for beta. Zune version coming very soon. Thank you all for being patient.




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Old 10-26-2009, 02:41 PM   #57 (permalink)
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AWWW no zune yet?


EDIT: Slaam! and Bauble Play in the same week... nice!
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Old 10-27-2009, 06:52 AM   #58 (permalink)
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Game was sent this morning to the Indie Game Challenge. Tomorrow I'll be testing the Zune version.




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Old 10-27-2009, 11:48 AM   #59 (permalink)
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Can't wait!
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Old 11-09-2009, 01:25 PM   #60 (permalink)
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just a quick update - i was sick all this weekend so I didnt get much done. That said its about 75% there for the conversion. Some of the gotchas were just hickups, but the majority has been texture mapping issues.

The way I chose to do textures is about the worst anyone could possibly do for maintenance. Ugh ...

Anyway, Im hoping to finish it up this week and have it out soon.

Sorry for the delay

Just my general thoughts -

I had to take out some of the explosion effects for the gems. I only allow explosions on the screen at time, it was slowing down the zune way too much.

I noticed some thrashing when I would play the game for a bit, I would get an achievement and it just hangs then to goes back to what it was doing.

I realize this engine is far from optimized, but I try to do as little as possible each frame, but I noticed because sometimes the zune thrashes, the timing gets a little messy.




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