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About toddbluhm

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  1. Hello Everyone! Well I haven't posted on here in a while, but I am posting again, primarily to say that after a few months hiatus, the guys at Demergo are back together again and are working on a new project. Our aim for this project is small, simple, and completely cross-platform. Our goal is to have our game finished no later than mid-February. We are using the cocos2d-x engine with c++ (not the javascript side) and are also modifying the engine as we need and like to do. There are not any major modifications planned on the engine for our first game back, but we are definitely making a list of likes and don't likes about cocos2d-x. We also might be releasing everything as open-source, but we are not 100% sure yet. If it does happen, it will be after the game is released, rather than before. Oh, I also forgot to mention that the game is going to be completely free (no IAP's or Ads or etc...[insert annoying monetization strategies]). So, how to we plan on making money...well hopefully that will happen someday, but now its about stretching our abilities, learning new skills and techniques, and hopefully building some good reputation within the community! Also, on a side note, I just noticed that flipcode is no longer dead...but alive again. I never really visited the site when it was alive, but I have visited it many times since it's death, so I am excited to see another valuable game development resource resurrected again! (Gamedev.net is awesome too, but thankfully it never died!) Have fun everyone and enjoy making games! Todd (Update/Note/Hint to flipcode owner): After further investigation, while flipcode has some good articles and features...I am patiently awaiting the hopefully future existence of some form of reasonable search (or unreasonable search for that matter!) for flipcode and its archives.... (while a google custom search does work, it works rather painfully).
  2. toddbluhm

    function.repair Now Available in the Apple App Store

    Hey Litheon and cgpIce, Thanks for commenting, and I hope you both enjoy it. If you have any comments or suggestions, please feel free to comment about it here or send me an email at tbluhm@demergostudios.com, and we would love to hear your feedback. Thanks for keeping up with us, and supporting us, I look forward to posting about our next project soon!
  3. [color=#333333]function.repair is now available on the App Store! For a limited time get it for 99 cents![/color] [color=#333333]Link to App Store:[/color]http://itunes.apple....21235?ls=1&mt=8 Function.repair is a fresh new 2D platform shooter with a unique, no-gravity movement style. You assume the role of Fixbot, one of the many fixbots, who awakens to find himself in the middle of a massive, broken down space ship. You don't know where you are; all you know is that you are programmed to repair the ship. However, repairing the ship will prove to be more difficult as you will run into various environmental hazards, hostile aliens, and mysterious saboteurs. Function.repair brings immersive gameplay to iOS. The unique gameplay elements allow each player to enjoy the game in his or her own way and at a desired rate. Function.repair was built by gamers, for gamers. Recommended Devices: iPad 2 & 3, iPhone 4 New Trailer: [media][/media]
  4. [color=#000000][font=sans-serif] Hey everyone! I hope you're as excited as we are, because tomorrow - June 20th - function.repair will be available for download! We'll also be putting up a new trailer showing some of the multiplayer! The game should be available by mid-day, but if you check the app store and can't find it, don't worry - just check back in an hour or two (or keep checking every two minutes, if you're really dedicated!). We'll also post the video on YouTube and Facebook when the game becomes available.[/font][/color] [color=#000000][font=sans-serif] Thanks for your patience and support. We hope you enjoy the game![/font][/color] [color=#000000][font=sans-serif] Repost from Demergo Blog[/font][/color]
  5. toddbluhm


    Hey everyone this is Todd, I just wanted to give a quick updated on the status of function.repair. If you haven't been following us on our facebook page, go do that now, because that is, and probably always will be the most up-to-date source for fucntion.repair and anything Demergo related. While we submitted the app to Apple, they took their sweet old time with testing our app, and they just got back to us tonight and it was rejected due to some technical issues. As I posted on facebook, it has been so long that when we resubmit to fix those issues, we will also be submitting our 1.1 patch too. So that means a much more stable and polished version for everyone, but at what cost... the cost was a missed deadline and a missed promise to our awesome fans. And we all, at Demergo, deeply apologize for that. We are still learning and we hope that you all bear with us as we go through these learning experiences. Having said that, we do have good news, we have begun pre-production on our next game! The artists are busy concepting away at all the cool new environments and characters and awesomeness that they do. I will keep you all posted on when function.repair hits the app store, and we plan on doing a post-mortem and posting it on here and game career guide as well. We are hoping for a video post-mortem so that you can all meet the awesome team behind function.repair, but we will have to see how much time we have. the Demergo Team sincerely thanks all of you for your patience and awesomeness!
  6. Hey everybody! This is Omni, artist at Demergo Studios, here to present our gameplay trailer! We've been hard at work over the past week putting things together in order to present you with footage that is truly representative of what you can expect when you play the game. Do keep in mind that the footage is of a game that is still currently in development, and the represented content is subject to improvements. So without further ado, enjoy the trailer! [media][/media]
  7. Hey cgplce thanks for the comment. Showing the bot position on the blue beam is actually something we argued over for a little while, but as you mentioned, we decided to go with it and it turned out really nice.
  8. toddbluhm

    Demergo Studios Announces function.repair

    Hey Gaiiden, Thanks for the feedback! That is something that a number of people have been telling us and I know that Omni and Phil have been working on improving the readability of it for the last few days. They are trying to increase readability while still retaining the cool design aspects of it, but that can be a difficult job.
  9. toddbluhm


    This is a collection of all the art related to function.repair
  10. *Whew* That was a mouthful. Dan here, just wanting to let you know that we are working on a trailer for function.repair and we hope to have it up for everyone to watch on our youtube channel early next week! We decided to go ahead and show you just a little bit of the video now, along with some behind the scenes footage of the crew as we were recording it. [media][/media] Reposted from function.repair blog.
  11. [color=#000000][font=Georgia,]Today Demergo Studios is happy to announce our new game: function.repair[/font][/color] [indent=1][font=georgia,serif]On a spaceship at the far edge of the galaxy, a small robot awakes...[/font] [indent=1][font=georgia,serif]You assume the role of one of the many fixbots whose primary function is to repair the ship. After boot up you find the ship in great disrepair and set out to fix the damaged sections. However, repairing the ship will prove to be more difficult as you will run into various environmental hazards, hostile aliens, and mysterious saboteurs.[/font] [indent=1][font=georgia,serif]Function.repair is a 2D platform shooter boasting a truly unique movement style, a fun (and perhaps edible) art style, [/font][font=georgia,serif]cooperative play using up to 4 iOS devices, and an original full-length soundtrack that truly brings the environment to life. All of these elements come together to create an engaging single or multiplayer experience.[/font] [color=#000000][font=Georgia,][/font][/color] [color=#000000][font=Georgia,][/font][/color] [color=#000000][font=Georgia,]Formerly known as "Project Fixbot," Function.repair is something that we have been working hard on over the last few months. We are really excited about its impending release and we hope you will be too.[/font][/color] [color=#000000][font=Georgia,]Function.repair will surface on May 19, 2012. Check the website and the image gallery for new screenshots, promotional art, and downloadable wallpapers! More will be added as the days go by.[/font][/color]
  12. [color=#000000][font=Georgia,]Post by Dan, Programming Director at Demergo,[/font][/color] [color=#000000][font=Georgia,]Hello family, friends, fans, and enemies! Due to the exaggerated rumors spreading like wildfire that we are dead, we felt that we needed to speak out. Okay, so that was exaggeration on my part, but I did want to write and apologize for our recent lack of communication! We've been busy working hard on Project Fixbox, but that is no excuse for not keeping all of you up-to-date.[/font][/color] [color=#000000][font=Georgia,]Don't worry - we are not dead (okay, enemies - you can worry) and we will not be silent![/font][/color] [color=#000000][font=Georgia,]We have all been working hard, I am proud to announce that we are proud to announce that Project Fixbot has reached the next stage! We'll be officially announcing the game title and release date tomorrow, so check back here (well... not "here" as in this post... but "here" as in the website)![/font][/color] [color=#000000][font=Georgia,]Reposted from Fixbot blog here[/font][/color]
  13. [color=#000000][font=Georgia,]Blog post by Dan, Programming Director at Demergo, (Sorry, I forgot to repost this here after it went live a week ago on the blog)[/font][/color] [color=#000000][font=Georgia,]Setting the right mood in the environment surrounding the player is very important. A very difficult and many times incorrectly-done part of this is the lighting. Depending on whether the game is 2D or 3D, and if you want dynamic lighting all play into how difficult it is. As with most every other decision, your target device (computer, console, mobile devices, etc) and your target market will heavily influence the entire process; Devices have limitations, and different styles of games need different moods and environments.[/font][/color] [color=#000000][font=Georgia,]With Fixbot, we wanted to have some lighting in one of the levels. We weren't really worried about having realistic shadows or dynamic lighting - we just wanted the idea of navigating the player in the dark with something like a flashlight to be another fun gameplay element.[/font][/color] [color=#000000][font=Georgia,]With this being my first major game project using Cocos2D for iPhone, I hadn't done any form of lighting with it yet. I had done lighting (both dynamic and non-dynamic) in other PC and Xbox360 projects, using different 2D engines including Microsoft's XNA and the more cross-platform SDL. Even though I had done similar lighting styles with these systems, I was having trouble figuring out how to best do the lighting in Cocos2D. I think my biggest problem was that I was still learning the underlying core of Cocos2D: while Cocos2D is very advanced, and is a wonderful engine for indie developers because it is open-source, it was doing things a little differently than I was used to. Now that I have had more time to learn it, as well as time spent on digging through forums, blogs, and finally the engine's source code itself, I have a much better understanding of it.[/font][/color] [color=#000000][font=Georgia,]At first, we tried doing the lighting in OpenGL. I had my best programmer, Ian, digging through OpenGL books and rewriting shaders to work with OpenGL ES (which is what Cocos2D uses). While Ian spent a week on that with minimal success (it just wasn't performing like we needed it to), I started researching again. I was digging through blogs and forums (and again the source code) looking for methods to do simple lighting in Cocos2D. I was looking for an old-school 2D approach to the lighting - have a light sprite on the screen, and color all of the other pixels on the screen based on their distance from the light. Another method I was looking for was where you have a black (darkness) overlay covering the entire screen, and then "cut holes" in it using the light's sprite (usually based off of the sprite's alpha values).[/font][/color] [color=#000000][font=Georgia,]Eventually I found the start for what I needed in order to do the second method - cutting holes in an overlay. My biggest worry going in was performance - for the lighting we wanted, we didn't just want to have the player have the only "flashlight" - we wanted objects in the environment to have lights as well. This is when I found the CCRenderTexture class in Cocos2D. It's a very powerful tool that can be used to do multiple things, including blending and masking.[/font][/color] [color=#000000][font=Georgia,]So, in order to create our lighting effect, I have a CCRenderTexture that covers the screen and is black. Then, every tick, it gets updated according to whether there are lights currently visible on the screen. It's always good to narrow down how much you are doing in a tick method to help keep performance high.[/font][/color] [color=#000000][font=Georgia,]My update tick works something like this:[/font][/color] Begin drawing on the CCRenderTexture Clear the CCRenderTexture with black to make it look dark Set the color mask to ignore everything but the alpha channel Find all of the lights that are actually visible on the screen. This narrows down how much drawing is being done. Draw the visible lights (CCSprites have a 'visit' method) Reset the color mask back to normal End drawing on the CCRenderTexture [color=#000000][font=Georgia,]Overall this achieves our desired lighting effect, and with a decent amount of testing it's proven to be performance effective as well. Now, our players have flashlights so that they can see the things that go bump in the night.[/font][/color] [color=#000000][font=Georgia,]Reposted from Fixbot Blog[/font][/color]
  14. toddbluhm

    Saturday Dev Update 5 & 6

    [color=#000000][font=Georgia,]This has been one epic week! In traditional game development fashion, this week was crunch week. This week was the week that we had off for spring break, but it wasn't a break for us at Demergo, instead it was 400+ hours of pure game development fun![/font][/color] [color=#000000][font=Georgia,] [/font][/color] [color=#000000][font=Georgia,]Our Major Features Task Board as of Wednesday Night[/font][/color] [color=#000000][font=Georgia,]As of this writing, pretty much every major fixbot feature is implemented. There is still plent of tweaking and design perfection needed, but adding major new features is over, and we have finally hit the beta stage!!! Our next goal is a gameplay video by the end of next Saturday, so stay tuned and be ready to see what we have been working hard on for the last 2 months![/font][/color] [color=#000000][font=Georgia,]This week, the artists finished up 3 of the enemy movement animations, the cutscene animations and art, the character art, the fonts, some of the major story art, and some of the lighting needed for Fixbot. They also finished up the environmental animations and save point animations. They also did a lot of other cool stuff that they didn't tell me about and that I don't know about, but is probably really cool and I should try to find out what it is so that I can I can tell you how cool it is...or you could just buy our game when it comes out in a few weeks and see it for yourself![/font][/color] [color=#000000][font=Georgia,]The programmers essentially made all of the stuff above work! I must admit, Saturdays seem like engine overhaul day. Today we decided that after fighting with angle code forever that we needed to just go through all the code and use one unified angle system. Some may say, well thats a duh, and we would agree, but cocos2d does angles one way, math does angles another way, and our human minds do angles a completely different way. Essentially we had 3 different angle systems in our engine that we were converting between. It would take us 20-30mins to write the logic and then 1-2hr just to get the angles write. This is a major overhaul that needed to happen sooner, but hey, better late than never (and by never I mean continuously having it break because we didn't convert something and thus having lots of complicated code and lots of bugs with that complicated code). I am sure that Dan will write a post on this sooner or later.[/font][/color] [color=#000000][font=Georgia,]On the design side, all the levels are designed, and 3 or 4 of the 10 levels are built and in the game, but still need final touches and cutscenes added to them. Zak has been tweaking and redesigning the levels all week to get the perfect user experience and most fun out of each level and each area in the levels.[/font][/color] [color=#000000][font=Georgia,]Thats it for this dev update, look for more blog posts to come this week as those regular posts should be starting up again now that crunch week is over![/font][/color] [color=#000000][font=Georgia,]Devbot Todd crashing for the night....[/font][/color] [color=#000000][font=Georgia,]Repost from Fixbot Blog[/font][/color]
  15. toddbluhm

    Saturday Dev Update 4

    [color=#000000][font=Georgia,]Well, Saturday has come and gone... like 3 days ago, but things have been so busy around the office that finding time to even sit down and write up a simple status update can be hard to fit into the schedule.[/font][/color] [color=#000000][font=Georgia,]Saturday was very busy. The artists were hard at work, working on more environmental tiling, environmental hazards and animations, enemies and enemy animations, and much, much more. Hopefully Omni will have a blog post coming soon showing off all of the cool art that he and the rest of the amazing art team have been working so hard on.[/font][/color] [color=#000000][font=Georgia,]The programmers were equally busy. We ran into an interesting issue with our level file... it was too big. At one point our level file reached around 1.5mil lines for just one level... yeah, there was a bug involved in that too. We decided to cut the level file into multiple smaller files, and doing that would also help with the early memory spike we were having when first loading the level. I am sure a blog post will come from that incident sometime. Joel has been very busy fine tuning and tweaking the amazing player movement code. One of the greatest challenges of this game has simply been player movement. Joel has spent a majority of his programming time on just player movement. It is essentially a custom physics engine just for our game. Dan has been busy implementing environmental hazards and getting all the animations with those things working. Ian has come over to help me out with the editor as I have been struggling to keep up with the increasing tools demand (and school demand too).[/font][/color] [color=#000000][font=Georgia,]Zak over on the design side has been busy finishing up the final levels of the game and also using the editor to start making the levels he has already designed. He has also been working closely with Joel to fine tune the player movement code.[/font][/color] [color=#000000][font=Georgia,]That's it for Tuesday's Saturday Dev update.[/font][/color] [color=#000000][font=Georgia,]Devbot Todd shutting down...[/font][/color] [color=#000000][font=Georgia,]Reposted from Fixbot Blog[/font][/color]
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